Commit Graph

308 Commits

Author SHA1 Message Date
Hugo Locurcio 9be9304238
Improve the console error logging appearance
This makes secondary information less visually prominent to improve
overall readability.

Various loggers were also tweaked for consistency.
2021-06-13 19:18:09 +02:00
bruvzg 31be8ae8e9
[macOS] Allow "on top" windows to enter full-screen mode. 2021-05-24 10:47:36 +03:00
Hugo Locurcio 12236d2868
Only allow absolute paths in XDG environment variables
The XDG Base Directory specification does not allow using relative paths
(which broke things in Godot anyway). If a relative path is detected,
it should be ignored.

(cherry picked from commits 011a99316a
and 0e1d45b210)
2021-05-21 12:53:11 +02:00
Pedro J. Estébanez 817ffc01e1
Make all file access 64-bit (`uint64_t`)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-16 17:52:31 +02:00
bruvzg dab4cf3ed6
Add `physical_scancode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Pedro J. Estébanez 8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
bruvzg bc04bbbe2a
[macOS] Ignore mouse move event caused by mouse mode switch. 2021-02-15 00:19:47 +02:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde d6fecf7686
Main: Create user data dir in `setup()`
Custom backport of #39563 with preliminary change to make
`OS::ensure_user_data_dir()` public as done in f8a79a9.

Fixes #32488.
2021-01-08 10:24:48 +01:00
bruvzg 36a6a713b4
[3.2] Fix file drag-drop on M1 Macs. 2020-12-23 18:01:02 +02:00
bruvzg 718ff146e0
Fix focus loss on macOS. 2020-11-19 11:55:25 +02:00
Pedro J. Estébanez 3ec62c82a3 Implement no-window mode for X11 and MacOS
Bonus: Homogeinize and improve OS::alert() for no-window mode
2020-11-09 20:56:12 +01:00
bruvzg 6ea9ee563a
[macOS, 3.2] Suppress momentum scrolling after key press or modifier change to prevent unexpected change of action. 2020-10-13 19:05:05 +03:00
bruvzg 610728c9f1
[3.2] Fix `get_screen_dpi` on macOS for non fractional display scales and update documentation. 2020-10-01 22:55:54 +03:00
Rémi Verschelde 4ad74609ce
Merge pull request #40205 from bruvzg/click-through-3
[3.2] Add mouse event pass-through support for window.
2020-10-01 13:58:24 +02:00
bruvzg df5499fedf
[macOS, 3.2] Fix mouse position in captured mode. 2020-09-25 08:54:30 +03:00
bruvzg e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
bruvzg 2b1cfad591
[macOS] Fix "on top" not set on init, and reseting on window update. 2020-08-15 18:05:59 +03:00
bruvzg a2f034d3ab [macOS] Refocus last key window after `DisplayServer::alert` is closed.
(cherry picked from commit a05776e20d)
2020-07-28 00:45:06 +02:00
Rémi Verschelde b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
bruvzg 26a825aac3
[macOS, 3.2] Fix window size on macOS Big Sur (title bar height is no longer same as menu height), use top-left corner as resize origin instead of bottom-left. 2020-07-14 17:38:16 +03:00
bruvzg e9ab41b71d
[macOS, 3.2] Implement seamless display scaling. 2020-07-07 22:54:33 +03:00
Daniel Ting 3f5f58b9d8 Fix opening URLS with special characters in macOS
The Online Tutorials section of InputMap in the editor's built-in
documentation viewer contains this link:

docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap

The macOS implementation for opening a link percent-encodes it before
sending it to the browser, resulting in a 404. This is to fix #13422
where filenames with special characters could not be opened in Finder.
However, this breaks URLS so I added a check to see if the resource
scheme is file:// and if so, only then is it escaped. This allows other
schemes like `http`, `ftp`, and `mailto` to be used.

(cherry picked from commit b8e6ff9a7f)
2020-07-06 14:18:18 +02:00
bruvzg b233cb640d
[macOS, 3.2] Implement confined mouse mode. 2020-07-02 17:12:16 +03:00
bruvzg 43888ebfaf
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 14:43:29 +03:00
bruvzg e2675e9462 macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor.
(cherry picked from commit 7a250b579f)
2020-06-22 12:04:31 +02:00
bruvzg 2256946f79
[3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11). 2020-06-13 11:01:49 +03:00
bruvzg c994eb1daf
[3.2] Fix macOS global menu removal and preserve order. 2020-06-02 16:37:19 +03:00
Technohacker 0456311be3
Don't force borderless mode when using per-pixel transparency 2020-05-10 21:05:37 +05:30
Haoyu Qiu 0d8b3efeb7 Adds extra cursors for macOS
Before, plain arrow cursor or unsuitable ones were used.

(cherry picked from commit 8f881847c0)
2020-02-06 13:02:08 +01:00
Haoyu Qiu bda9145aae Fixes IME input backspace on macOS 2020-01-14 19:41:42 +08:00
bruvzg d07cdc594f
[macOS] Load PCK from the .app bundle resources, instead of changing working directory. 2020-01-10 18:02:29 +02:00
Rémi Verschelde 8454804972
Merge pull request #33967 from Calinou/add-os-is-window-focused
Add an `OS.is_window_focused()` getter
2020-01-06 11:39:18 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
bruvzg 29ba673fca
[macOS] Send resize event without actually resizing window on backing change.
Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com>
2019-12-08 18:29:31 +02:00
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Hugo Locurcio 21a3923410
Add an `OS.is_window_focused()` getter
This makes it possible to know whether the window is focused
at a given time, without having to track the focus state manually
using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`.

This partially addresses #33928.
2019-11-28 16:42:51 +01:00
bruvzg c8bf0ee062
[macOS] Fix locale detection. 2019-11-25 15:55:17 +02:00
bruvzg e423e1c663
[macOS] Remove CVDisplayLink v-sync hack. 2019-11-21 11:01:47 +02:00
bruvzg f675621725
[macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to InputEventMouseMotion event. 2019-10-30 14:42:21 +02:00
bruvzg 7b64340eb0
Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` for macOS CI. 2019-10-24 20:37:56 +03:00
bruvzg 509afcea92
Fix non-HiDPI mode on HiDPI displays on macOS Catalina. 2019-10-13 23:15:20 +03:00
PouleyKetchoupp 5bfe32eaa4 Properly revert cursor when using set_custom_mouse_cursor with null
Fixes #32486
2019-10-03 13:02:11 +02:00
bruvzg db6d4352ea
[macOS] Add methods to modify global and dock menus. Add ability to open multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu. 2019-08-26 16:45:49 +03:00
Robin Hübner 6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Hugo Locurcio 7de2c70e11
Turn `OS.set_min/max_window_size()` warnings into errors
Since invalid values will cause the setting to be discarded,
it makes more sense to display an error message instead of a
warning message.
2019-07-30 14:50:52 +02:00