Commit Graph

3463 Commits

Author SHA1 Message Date
Hugo Locurcio 064ca9adae
Remove debugging prints in the Linux DisplayServer
Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
2021-05-08 19:07:50 +02:00
Fabio Alessandrelli 871d067aa9
Merge pull request #48543 from Faless/js/4.x_target_fps_fix
[HTML5] Fix target_fps when window loses focus.
2021-05-08 11:02:50 +02:00
Lightning_A 97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Fabio Alessandrelli a1fe6d6899 [HTML5] Fix target_fps when window loses focus.
We don't get updates when the window is unfocused/minimized, so we must
detect the situation where the counted ticks start drifting away
resulting in more frames drawn than needed.
This commit adds a check to ensure that the target ticks do not drift
away more than one second.
2021-05-07 21:51:14 +02:00
Rémi Verschelde 35ec0e9be7
OS: Remove native video API only implemented on iOS
See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
2021-05-07 20:40:24 +02:00
Fabio Alessandrelli 6243835619 [HTML5] Use 64KiB chunk size in JS HTTPClient.
For consistency with the native one, and the documentation.
2021-05-06 14:00:52 +02:00
Hugo Locurcio 3f078c99f6
Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscores 2021-05-06 02:52:01 +02:00
Rémi Verschelde dfbabcdaeb
Merge pull request #48453 from JFonS/improve_raycast_module_scsub
Port changes to the "raycast" module build files from 3.x
2021-05-04 17:55:25 +02:00
jfons 575543ce53 Port changes to the "raycast" module build files from 3.x 2021-05-04 17:21:41 +02:00
Aaron Franke 0de9a7d803
Rename `doubleclick` to `double_click` 2021-05-04 04:38:08 -04:00
Rémi Verschelde a91effc791
Merge pull request #48323 from naithar/fix/ios-virtual-keyboard-range
[iOS] Nonnegative start index for virtual keyboard range
2021-04-30 11:47:49 +02:00
Sergey Minakov 275772818d [iOS] Nonnegative start index for virtual keyboard range 2021-04-30 11:44:32 +03:00
Fabio Alessandrelli 8e2c237008 [HTML5] Fix builds with recent emscripten versions
Library suffix should be `.a`, the `EXTRA_` in
`EXTRA_EXPORTED_RUNTIME_METHODS` is deprecated.
2021-04-30 08:01:26 +02:00
Rémi Verschelde 5b16020846
Replace remaining uses of `NULL` with `nullptr`
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
thebestnom 47bf216af9 [Android] fix generateDevTemplate 2021-04-28 21:59:42 +03:00
Rémi Verschelde 305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde b999fbc4bd
Merge pull request #48228 from akien-mga/android-build-tools-30.0.3
Android: Upgrade buildTools from 30.0.1 to 30.0.3
2021-04-27 18:42:23 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde 2a1f3c4944
Merge pull request #48159 from Faless/js/4.x_pwa_export
[HTML5] Export as Progressive Web App
2021-04-27 14:57:53 +02:00
Fabio Alessandrelli 88c060b00d [HTML5] Export as Progressive Web App.
Adds possibility to export as a progressive web app.
Allows customizing base icons, display mode, orientation and offline
page.
2021-04-27 14:44:31 +02:00
Rémi Verschelde eb74784839
Merge pull request #48210 from akien-mga/linux-static_cpp-32-bit
Linux: Remove use_static_cpp override on x86_32
2021-04-27 13:43:50 +02:00
Fabio Alessandrelli c9dcf2b37b [HTML5] HTTP server uses optional SSL.
Generates a key/cert snakeoil pair or use a custom SSL cert/key.
This is of course false security, and potentially detrimental for it.

But, so long, those are the requirements browser vendors agreed on to
use things like the Gamepad API, and more advanced topics like wasm
threads.

You don't need this if you run on localhost (at least!), but you do
need this (or a much safer nginx proxy) to try those things on your
local network (e.g. when debugging a phone, networking, etc).
2021-04-27 12:16:35 +02:00
Fabio Alessandrelli 5d095ed21d [HTML5] Optional icon generation, use export name for it.
We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
2021-04-27 11:50:11 +02:00
Fabio Alessandrelli b3971e1998 [HTML5] Debug HttpServer now runs in `web` cache subdir.
Serving all files in that folder and using a known list of mime types.
Makes it easy to add more exported files, while still playing safe.
2021-04-27 11:20:02 +02:00
Fredia Huya-Kouadio abb21844d8 Remove deprecated xr features properties. These properties are now provided directly by the plugin. 2021-04-26 13:20:12 -07:00
Rémi Verschelde d88e1f04df
Android: Upgrade buildTools from 30.0.1 to 30.0.3
It seems 30.0.1 had issues with compatibility with JDK 8 and 11,
which appear to be solved in 30.0.3 as per godotengine/godot-docs#4796.
2021-04-26 17:22:53 +02:00
Rémi Verschelde aa15ad72ee
Linux: Remove use_static_cpp override on x86_32
After further testing it seems to work fine now when building binaries with GCC 5
on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04).

Follow-up to #45629.
2021-04-26 13:34:55 +02:00
Rémi Verschelde a09f3833bd
Android: Fix get_buffer false positive on empty dest buffer
Follow-up to #46810, this was missed in #47079 when fixing the issue
for other platforms.

Fixes #48135.
2021-04-23 21:33:13 +02:00
Rémi Verschelde 38b25617fe
Merge pull request #48053 from bruvzg/icu_no_except
Re-add "no-exceptions" for export templates builds with ICU.
2021-04-20 22:35:39 +02:00
Rémi Verschelde c395b9c4ac
Merge pull request #47552 from szymonm-google/validation_layers_android
Validation layers on Android
2021-04-20 20:53:34 +02:00
bruvzg 7e557bbec6
[JS, Android] Re-add "no-exceptions" for export templates builds with ICU. 2021-04-20 21:50:48 +03:00
Rémi Verschelde 1616055b3b
Merge pull request #47879 from SilverCreekEntertainment/add-uwp-export-project-notifier
Fix EditorExportPlugin  _export_begin and _export_end  functions not being called when exporting UWP
2021-04-20 20:07:45 +02:00
bruvzg a79cc0d772
Fix macOS build with all sanitizers enabled. 2021-04-16 08:27:00 +03:00
Rémi Verschelde 75875c0685
Merge pull request #40924 from qarmin/more_undefined_flags 2021-04-15 22:55:45 +02:00
Fredia Huya-Kouadio 3a033c44b6 Fix issue causing export to fail with "Could not unzip temporary unaligned APK" error and improve command output logging. 2021-04-15 13:33:37 -07:00
Rafał Mikrut f827bcd2f3 Add more sanitizer flags to shows more bugs 2021-04-15 20:16:28 +02:00
Gromph 564ddcde77 Fix EditorExportPlugin _export_begin and _export_end functions not being called when exporting UWP
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
2021-04-14 09:23:27 -07:00
thebestnom e598acff3a Allow to build dev template with symbols 2021-04-14 00:14:57 +03:00
Sergey Minakov 15630a4931 [iOS] Fix for plugin modified time check 2021-04-13 11:57:42 +03:00
Rémi Verschelde a9c29fdc1f
Merge pull request #47844 from m4gr3d/update_activity_result_callback
Add support for forwarding callbacks from Godot's parent activity
2021-04-13 10:10:29 +02:00
Fredia Huya-Kouadio 1f16ba2696 Add support for forwarding callbacks from Godot's parent activity. 2021-04-12 16:48:35 -07:00
Fredia Huya-Kouadio b51dc2dc44 Fix custom boot splash image scaling. 2021-04-12 16:38:41 -07:00
Szymon Majewski 0a29322991 Validation layers on Android 2021-04-12 10:09:06 -07:00
Fredia Huya-Kouadio a21457155b Fix issue causing the response callback to be invoked with the invalid `requestCode` and deprecate support for forwarding callbacks from Godot's parent activity. 2021-04-09 13:42:49 -07:00
Fabio Alessandrelli 34fd48f68d [HTML5] Implement WebGL fallback.
According to project settings and when WebGL2 is not available.
This does nothing in current master, as we have no rendering yet!
2021-04-06 12:57:24 +02:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 9bbe51dc27
Style: Apply clang-tidy's `modernize-use-nullptr` 2021-04-05 14:05:07 +02:00
Fabio Alessandrelli 737ed0f66e [HTML5] Disable body_size in fetch.
We were using `Content-Length` from the server when `Content-Encoding`
was not set (i.e. response was not compressed).

Sadly, in CORS requests accessing headers is restricted, and while
`Content-Length` is enabled by default, `Content-Encoding` is not.

This results in the impossibility of knowing if the content was
compressed, unless the server explicitly enabled the encoding header
via `Access-Control-Expose-Headers`.

To keep maximum compatibility we must disable `body_size` completely.
2021-04-03 15:05:36 +02:00
floppyhammer 18678fd11e Fix window resizing after minimization on Windows 2021-03-30 20:09:19 +08:00
Fabio Alessandrelli 01658adb30 [HTML5] Fix WM notifications not being called.
Regression from the library refactoring, binding and not calling is
pretty useless 'o_o.
2021-03-29 20:11:19 +02:00
Fabio Alessandrelli ae3c9345cc [HTML5] Fix Mono builds (old emcc?)
Promise chaining the emscripten module `then` function breaks it badly,
causing an infinite loop.
I'm unsure about the source of the issue, but most likely at this point
is due to the old emscripten version (I remember very old html5 builds
having issue with promise chaining too).

With this commit, we no longer use the module as a promise, and
instantiate it using `Promise` objects directly for compatibility.
2021-03-29 18:15:22 +02:00
Rémi Verschelde bc29f4bca1
Merge pull request #47435 from madmiraal/rename-texture-get_data
Rename Texture.get_data() to get_image()
2021-03-29 10:41:22 +02:00
bruvzg 09c8e69232
[macOS] Enable code signing by default, use ad-hoc signature if no identity specified. 2021-03-29 00:04:48 +03:00
Marcel Admiraal fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
Aaron Franke a5324787c8
Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
Aaron Franke 10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Rémi Verschelde 6d13bfc914
Merge pull request #47191 from Faless/js/4.x_force_mime
[HTML5] Fix loading when mime-type is missing.
2021-03-20 23:09:45 +01:00
Rémi Verschelde fcddd8c53a
Merge pull request #46966 from qarmin/faster_release
Allow to not optimize release build
2021-03-20 22:44:47 +01:00
Fabio Alessandrelli 60f2166c27 [HTML5] Fix editor version numbering.
Should not write patch version when it's `0`.
2021-03-20 14:35:28 +01:00
Fabio Alessandrelli 778ef4e217 [HTML5] Fix loading when mime-type is missing.
`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.

This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.
2021-03-20 13:41:44 +01:00
Rémi Verschelde 62e134a0c0
Merge pull request #46818 from BastiaanOlij/fix_android_vulkan
Working on fixes for Android and Vulkan
2021-03-20 00:05:00 +01:00
bruvzg 9e18fce943
Add "Replace existing signature" to the macOS export (enabled by default). 2021-03-18 23:00:05 +02:00
Bastiaan Olij b3a43430aa Fixes on android:
- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
2021-03-18 10:41:54 +11:00
Fredia Huya-Kouadio 8f285d93e8 Fix onMainRequestPermissionsResult callback for Android plugins. 2021-03-17 09:23:58 -07:00
Rémi Verschelde 7b223e8eec
Merge pull request #47080 from mbrlabs/ios-sensor-conversion
Converted sensor acceleration units to m/s² on iOS and UWP
2021-03-17 14:27:23 +01:00
Marcus Brummer fda2743fef Converted sensor acceleration units to m/s^2 on iOS and UWP
This is beacuse on Android these values are already in m/s^2 while on
iOS and UWP they are in g. This just makes the behaviour consistent on
all platforms.
2021-03-17 14:05:05 +01:00
Fredia Huya-Kouadio 4380004176 Enable `doNotStrip` when doing development/debugging within Android Studio 2021-03-16 17:21:00 -07:00
Fredia Huya-Kouadio 2d574bcc85 Leverage java annotations to simplify the logic used to register the Godot plugin methods. 2021-03-16 01:16:08 -07:00
Rafał Mikrut 0b298d201e Allow to not optimize release build 2021-03-14 15:51:05 +01:00
Rémi Verschelde 8051307efe
Merge pull request #46810 from W4RH4WK/file-access-get-buffer-parameter-checks
Add parameter checks to FileAccess get_buffer functions
2021-03-14 01:11:55 +01:00
Rémi Verschelde 0fd723d3ec
Merge pull request #46941 from goostengine/asan-msvc
Add `use_asan` option for MSVC to enable AddressSanitizer
2021-03-13 22:10:01 +01:00
Rémi Verschelde 7015027cbf
Merge pull request #46900 from Ev1lbl0w/bugfix-malloc_calls
Replace malloc's with Godot's memalloc macro
2021-03-13 21:55:52 +01:00
Rémi Verschelde 942f5f0cb2
Merge pull request #46929 from Anshul7sp1/typosAndGrammar
Fixes small typos and grammar correction
2021-03-13 14:55:05 +01:00
Ev1lbl0w 838e7d0a8d
Replace malloc's with Godot's memalloc macro 2021-03-13 11:51:45 +00:00
Andrii Doroshenko (Xrayez) 53901d870b Add `use_asan` option for MSVC to enable AddressSanitizer
Exposes AddressSanitizer support in MSVC compiler. Can be installed via individual
components in the Visual Studio 2019 Installer.

Disabled by default. Compile the engine with `scons use_asan=yes`.
2021-03-12 18:44:06 +02:00
MrBrain295 b849873da5
Non functional to non-functional 2021-03-12 10:37:53 -06:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Fabio Alessandrelli f1e810adcb [HTML5] Drag and drop zip in project manager.
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.

This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
2021-03-12 10:16:02 +01:00
Fabio Alessandrelli 3416f7b521 [HTML5] Opt-in virtual keyboard support.
Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
2021-03-11 23:08:08 +01:00
Fabio Alessandrelli 3f059b90d6 [HTML5] Properly set canvas size during setup.
It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).
2021-03-10 00:00:14 +01:00
Alex Hirsch cdf3099c68 Add parameter checkes to FileAccess get_buffer functions
fix #46540
2021-03-09 13:55:20 +01:00
Fabio Alessandrelli f34c7982c5 [HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:37:53 +01:00
Rémi Verschelde 8507b69c13
Merge pull request #46796 from Faless/js/4.x_pwa_simple
[HTML5] Add PWA support to the editor page.
2021-03-08 17:29:48 +01:00
Fabio Alessandrelli d8bd54fbf2 [HTML5] Add PWA support to the editor page.
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.

The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.

Special thanks to Hugo Locurcio (Calinou) for the initial work.
2021-03-08 17:06:24 +01:00
Fabio Alessandrelli 0816011e86 [HTML5] Catch audio worklet errors on disconnect.
Which could happen if the worklet was not fully loaded, or the audio
context had already aborted.
2021-03-08 17:06:24 +01:00
Rémi Verschelde ae850177a3 Linux: Fix PRIME detection on Steam
To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦

So if we detect Steam, we skip this check.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-03-08 15:51:14 +01:00
Fabio Alessandrelli fd76977183 [HTML5] Replace XMLHttpRequest with Fetch.
This has some advantages:
- Streaming/chunked response support.
- Broader headers support.
2021-03-06 11:44:07 +01:00
Fabio Alessandrelli 44a662a149 [HTML5] Rename heapCopy to heapSlice.
New heapCopy function copies a TypedArray to the heap.
2021-03-05 20:17:58 +01:00
Fabio Alessandrelli cb1b89dac5 [HTML5] Export process writes sizes in template.
This allow the loading bar to be much more reliable, even in cases where
realible stream loading status is not detectable (server-side
compression, chunked encoding).
2021-03-05 20:15:38 +01:00
Fabio Alessandrelli 272e491f52 [HTML5] Preloader fetch, streaming instantiation. 2021-03-05 20:11:18 +01:00
Rémi Verschelde 338fa05acc
Merge pull request #43768 from sjml/mac-mono-export-fix
Mono/macOS: Separate data dir into frameworks and resources for codesigning
2021-03-03 22:42:44 +01:00
Rémi Verschelde 0599e5f07a
Merge pull request #46621 from bruvzg/macos_export_entitlemenst_4
[macOS] Add entitlements config and export template `dylib` signing to the export.
2021-03-03 22:41:01 +01:00
Shane Liesegang 42eb09ddcc Mono/macOS: Separate data dir into frameworks and resources for codesigning
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2021-03-03 13:54:34 +01:00
bruvzg df267f90cc
[macOS] Add entitlements config and export template `dylib` signing to the export. 2021-03-03 14:13:55 +02:00
Jordan Schidlowsky da35cd2f00 add msan sanitizer option for linus/bsd, lsan option for osx 2021-03-02 11:10:16 -06:00
Pedro Rodrigues 1cb21b6937 Fix out of bounds array access on DisplayServerX11 code
The problem happened on methods `screen_get_position`,
`screen_get_usable_rect` and `window_set_current_screen` when they were
passed a negative screen value.

Fixes:
- #46184
- #46185
- #46186
2021-02-28 16:43:46 +00:00
Rémi Verschelde 0e8fae1038
Merge pull request #46457 from m4gr3d/fix_invalid_missing_templates_error_master
Fix invalid missing template error when the Android build template is not installed
2021-02-27 16:52:25 +01:00
Fredia Huya-Kouadio 6f0ca6c9f7 Fix invalid missing template error when the Android build template is not installed. 2021-02-26 12:31:12 -08:00
Fredia Huya-Kouadio 6fd881e43c Update the logic to load Godot Android plugins packaged into the binary.
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
2021-02-26 08:38:39 -08:00
Rémi Verschelde 75d03f1fbd
Merge pull request #46446 from Faless/js/4.x_jsdoc
[HTML5] Document Engine and EngineConfig (jsdoc).
2021-02-26 15:31:44 +01:00
Fabio Alessandrelli 4404eb57e4 [HTML5] Make editor HTML build tag scons4-proof.
We used to have it like `$GODOT_VERSION` which caused inconsistencies
between different scons versions when substituting it.
It's now `@GODOT_VERSION@`, which is safe on both scons3 and scons4.
2021-02-26 15:08:47 +01:00
Fabio Alessandrelli 472482013e [HTML5] Add jsdoc2rst tool.
A template for `jsdoc` that generat the HTML5 public classref.

The script can be run via `npm run docs` to print to stdout.

You can dry run via `npm run docs -- --d dry-run` or write to file via
`npm run docs -- -d /path/to/file.rst`

Also update Makefile in `doc/` and add dry run test to CI.
2021-02-26 11:33:59 +01:00
Fabio Alessandrelli 018ee5a4dc [HTML5] Document Engine and EngineConfig (jsdoc).
This commit also removes the utils.js engine file, moving some of it's
content to config.js and some to engine.js .
2021-02-26 11:33:59 +01:00
Rémi Verschelde 2032960a09
Merge pull request #46403 from m4gr3d/fix_android_resources_inclusion_master
Update the filtering logic to properly handle directories with `.gdignore` files
2021-02-25 14:14:47 +01:00
Rémi Verschelde 2adacd751c
Merge pull request #46402 from nekomatata/natvis-local-vector
Added LocalVector to Visual Studio debugger visualization
2021-02-25 07:22:08 +01:00
Fredia Huya-Kouadio eda18fcc1f Update the filtering logic to properly handle directories with `.gdignore` files. 2021-02-24 18:40:36 -08:00
PouleyKetchoupp 27d5e1fff0 Added LocalVector to Visual Studio debugger visualization 2021-02-24 18:35:39 -07:00
Rémi Verschelde 7f8bfd6ed1
Merge pull request #46381 from m4gr3d/update_godot_fragment_lifecycle_master
Update the initialization timeline for the Godot fragment
2021-02-24 16:14:16 +01:00
Fredia Huya-Kouadio 3ce7678374 Update the initialization timeline for the Godot fragment to be more consistent with the previous activity based timeline. 2021-02-24 06:16:07 -08:00
Fredia Huya-Kouadio bc5120eb97 Add logic to record the version of the Godot engine for the Android platform. 2021-02-24 04:23:46 -08:00
Hein-Pieter van Braam-Stewart 0dc368f9f9 Allow static linking with libatomic using clang
When using use_static_cpp we want to statically link with atomic as well
to make sure we don't incur any new runtime dependencies.

Scons doesn't quite support this so we do this little trick.
2021-02-23 14:51:44 +01:00
Hein-Pieter van Braam-Stewart 6a146d405c Use -latomic when using clang (server platform)
version of c9b3a00a63 for the server
platform
2021-02-22 17:09:30 +01:00
Hein-Pieter van Braam d4d7535524
Merge pull request #46256 from hpvb/dri-prime-amd-master
Add 'AMD' GPU vendor name to PRIME detector
2021-02-20 17:18:46 +01:00
Hein-Pieter van Braam-Stewart e6a5899646 Add 'AMD' GPU vendor name to PRIME detector
Apparently some recent Mesa version also changed AMD's vendor string. In
addition I found a small uninitialized variable that's corrected now.
2021-02-20 16:49:06 +01:00
Hein-Pieter van Braam-Stewart c9b3a00a63 Use -latomic when linking whe using clang on Linux
According to the LLVM documentation when using GNU's libstdc++ clang
will not automatically link with -latomic. This is necessary since we
merged c++11 atomics support.

This fixes linking using Clang on Linux
2021-02-20 16:40:55 +01:00
Hein-Pieter van Braam-Stewart 5233d78f49 An update to the dylibloader for older inttypes
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.

This closes #46223
2021-02-20 01:24:30 +01:00
Rémi Verschelde 480c5f28ab
Merge pull request #46200 from Faless/js/4.x_canvas_size_pr
[HTML5] Easier HTML templates, better canvas size handling
2021-02-19 15:16:23 +01:00
Fabio Alessandrelli 65abf94675 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:12:32 +01:00
Fabio Alessandrelli 2972ea3229 [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:12:32 +01:00
Rémi Verschelde 247b7e2448
Merge pull request #46131 from bruvzg/move_tablet_to_ds
Move tablet driver API from OS to DisplayServer
2021-02-18 20:36:46 +01:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
bruvzg 3e0262509f
Move tablet driver API from OS to DisplayServer. 2021-02-18 17:12:24 +02:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Fredia Huya-Kouadio 526b99ee36 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:20:49 -08:00
Rémi Verschelde 8870f43d74
Merge pull request #46161 from akien-mga/linux-joypads-udev-fallback
Linux: Fix fallback logic when udev fails creating a context
2021-02-18 11:30:12 +01:00
Rémi Verschelde e26a1f807b
Linux: Fix fallback logic when udev fails creating a context
Thanks to Noshyaar for pointing out the bug.
2021-02-18 10:28:37 +01:00
Fredia Huya-Kouadio edeca16fb6 Override `ANDROID_NDK_ROOT` based on the project ndk version.
This helps resolve issues where the project ndk version differs from the one pointed by the `ANDROID_NDK_ROOT` environment variable (if it exists).
2021-02-17 19:11:05 -08:00
Fredia Huya-Kouadio 9418197081 Add missing `ndkVersion` to the library gradle build config. 2021-02-17 16:31:31 -08:00
Fredia Huya-Kouadio e5311f3523 Revert AGP to version 4.0.1 as a workaround to https://issuetracker.google.com/issues/171235570 in version 4.1.x 2021-02-17 15:39:53 -08:00
Rémi Verschelde 327ac7c375
Merge pull request #46143 from hpvb/dont-clobber-symbols
Don't clobber original library symbols
2021-02-18 00:38:48 +01:00
Rémi Verschelde c730da8b20
Android: Bump NDK version to 21.4.7075529
This is what GitHub Actions now provide and they removed the previous 21.3.6528147.
A bit annoying to have our hand forced this way but it's still 21.x so should be good
to upgrade.
2021-02-18 00:28:51 +01:00
Hein-Pieter van Braam-Stewart 8d36b17343 Don't clobber original library symbols
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.

The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e

This closes #46140
2021-02-18 00:21:10 +01:00
Fredia Huya-Kouadio 9714abf8cb Add verbose logging to help with troubleshooting the Android build/export process. 2021-02-17 13:18:41 -08:00
Rémi Verschelde ab4f5c0668
Merge pull request #46117 from akien-mga/dynamic-load-libudev
Dynamically load libudev.so.1 on Linux
2021-02-17 13:40:15 +01:00
Rémi Verschelde a10c259c1d
Dynamically load libudev.so.1 on Linux if `udev=yes`
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).

If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).

Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.

The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
  --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
  --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```
2021-02-17 13:14:59 +01:00
Fabio Alessandrelli 26ec6ca576 [HTML5] Implement get_processor_count. 2021-02-17 13:03:52 +01:00
Fabio Alessandrelli 1446cfd13d [HTML5] Fix compilation issues in 4.0
More memory is needed, and a Workaround to avoid undefined symbol due to
dead code elimination.
2021-02-17 13:03:52 +01:00
Fabio Alessandrelli a3c52b62db
Merge pull request #46087 from Quadtree/add_cwrap_to_runtime_methods
Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS
2021-02-17 12:30:40 +01:00
Hein-Pieter van Braam-Stewart 09f82fa6ea Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

This closes #20978
2021-02-16 20:31:49 +01:00
Quadtree d2c34e83b5 Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS 2021-02-16 01:04:44 -08:00
Fredia Huya-Kouadio fe9f0758db Expose GodotPlugin's utility methods used for registration and signal emitting.
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-15 15:55:59 -08:00
bruvzg d756f6a294
[macOS] Ignore mouse move event caused by mouse mode switch. 2021-02-15 00:20:50 +02:00
Fabio Alessandrelli 6cff589b5b [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:01:44 +01:00
Rémi Verschelde ab4c3ddf32
Merge pull request #45888 from Faless/js/4.x_xhr_fix
[HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:08 +01:00
Fabio Alessandrelli 75c4e2c5fa [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 10:03:36 +01:00
Fabio Alessandrelli 3366122e1a [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 07:56:10 +01:00
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rémi Verschelde f3d15771bf
Merge pull request #45771 from CherokeeLanguage/master
Fix joystick axis mapping issues with NVIDIA shield. Probably others.
2021-02-10 17:03:42 +01:00
Michael Conrad cc2547a9e9 Fix joystick axis mapping issues with NVIDIA shield. Probably others.
Issues addressed:

a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.

The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.

b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.

If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.

c) Unnecessary events were being sent to the Godot engine.

A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".

See #45712
2021-02-09 08:37:22 -05:00