Commit Graph

660 Commits

Author SHA1 Message Date
Rémi Verschelde 818a9e99a4
OS: Add `unset_environment`, better validate input
Instead of returning an undocumented boolean error code, we do the
validation checks that should ensure a successful result.

Based on:
- https://linux.die.net/man/3/setenv
- https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setenvironmentvariable
2023-01-16 16:39:44 +01:00
ajreckof 4309dffc6a add CMD_OR_CTRL as a Key and not just a key modifier 2023-01-15 18:49:20 +01:00
Rémi Verschelde 0e4e782ada
Merge pull request #70714 from Calinou/doc-os-stdin
Improve documentation for `OS.read_string_from_stdin()`
2023-01-12 09:24:47 +01:00
Hugo Locurcio 86b8176864
Improve documentation for `OS.read_string_from_stdin()`
This makes it clearer that calls to this method are blocking.

The unused method parameter was also removed.
2023-01-11 19:57:25 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Aaron Franke 8d7d1b0bb2
Remove duplicate Month and Weekday enums
Well, they were duplicately-exposed, but triplicately-defined.
2022-12-26 15:16:25 -06:00
Hugo Locurcio 4a991887bf
Silence `Input.vibrate_handheld()` warning as it's already documented
The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.

Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
2022-12-16 01:12:20 +01:00
Mikael Hermansson 8c108177d7 Add feature tags to signify engine float precision 2022-12-07 16:13:17 +01:00
Rémi Verschelde 83b426bca5
Merge pull request #67906 from groud/simpler_gdextension_config
Remove unnecessary checks when exporting gdextension binaries and allow using a prefix to auto-detect files
2022-12-06 11:01:09 +01:00
bruvzg ecec415988
Use system fonts as fallback and improve system font handling.
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
2022-12-04 18:44:20 +02:00
Gilles Roudière fa4143cdeb Allow specifying a prefix to automatically detect library files for gdextension exports 2022-12-01 18:20:40 +01:00
kobewi d06a8320e5 Simplify GDVIRTUAL_CALL calls 2022-10-19 00:05:48 +02:00
Rémi Verschelde 3852b5017c Merge pull request #66003 from voidshine/fix_midi_event_mutation
Fix MIDI note-on events being converted to note-off events
2022-10-12 08:55:09 +02:00
voidshine f0f72b3132 Fix MIDI note-on events being converted to note-off events
Update documentation with note about MIDI velocity interpretation
2022-10-11 12:40:28 -07:00
Rémi Verschelde 5aadc618b6 Merge pull request #66102 from MJacred/feature/getvideoadapterdriverinfo
Fetch video adapter driver name and version from OS
2022-10-11 13:59:53 +02:00
MJacred de768afbdc Fetch video adapter driver name and version from OS on Linux/*BSD and Windows 2022-10-11 12:39:41 +02:00
Rémi Verschelde c2c9a582da Merge pull request #64815 from RandomShaper/default_cpu_count
Improve default `OS`'s CPU count getter
2022-10-06 08:55:51 +02:00
Pedro J. Estébanez 6bf02c0162 Keep a single, portable implementation of `OS::get_processor_count()` 2022-10-05 20:10:47 +02:00
Rémi Verschelde 33f4c5282f Merge pull request #64819 from RandomShaper/enhance_thread_funcs
Enhance portability of threading
2022-10-05 11:42:35 +02:00
Pedro J. Estébanez 958ecf55fe Enhance portability of threading 2022-10-04 11:43:28 +02:00
Hugo Locurcio 1c6c72caf1
Rename `Engine.target_fps` and associated project setting to `max_fps`
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00
Rémi Verschelde 54418ea659 Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always
true.
2022-10-03 11:23:26 +02:00
Rémi Verschelde 26e9145c26 SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
MJacred ac9786c525 Add get_distribution_name() and get_version() to OS
supports: LinuxBSD, Windows, macOS, iOS, Android, UWP

Co-authored-by: bruvzg
2022-09-16 11:17:36 +02:00
James 0aecfc9254 Fixes #65377: get_datetime_* functions can return wrong values 2022-09-10 07:58:38 +08:00
bruvzg 6f4d233062
Fix key mapping changes when moving from macOS to other platform
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
2022-09-07 18:45:35 +02:00
Rémi Verschelde c7e4c802ff
Merge pull request #65031 from akien-mga/os-drop-obsolete-resource-debugging 2022-08-29 15:04:17 +02:00
Rémi Verschelde eb56d1d1eb Drop obsolete resource usage debug methods from OS class
These methods exist since the dawn of (open source) Godot and have hardly
been updated over time, so they barely work and I'm fairly sure nobody is
using them. (See #46505 for details.)

While some of the functionality they aimed to provide might be useful for
optimization work and introspection, this should likely be redesigned from
scratch with a cleaner and more modern interface (e.g. exposed via the
Performance singleton, or ResourceLoader, and a better API overall).
2022-08-29 12:57:37 +02:00
Fabio Alessandrelli d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Rémi Verschelde ce78d280b3
Merge pull request #58530 from Calinou/os-remove-dump-memory-to-file
Remove unimplemented `OS.dump_memory_to_file()` method
2022-08-25 20:55:30 +02:00
JFonS c7a7aad30d
Merge pull request #59779 from rainerdeyke/constexpr-operators
Made Key operators constexpr
2022-08-23 15:35:35 +02:00
Pedro J. Estébanez e886d662ec Overhaul CLI argument forwarding to processes started by the editor 2022-08-19 11:15:56 +02:00
Hugo Locurcio 465c423abb
Remove unimplemented `OS.dump_memory_to_file()` method
This method never did anything in Godot since 3.0, since its code
was commented out. The last time the method had an implementation
was in Godot 2.1.x.
2022-08-18 18:51:25 +02:00
Fabio Alessandrelli 6f02183f8c [Core] Use std type traits to check operations triviality. 2022-08-04 14:05:17 +02:00
Juan Linietsky 0dd65378e7 Add support for command-line user arguments.
Implements the standard Unix double dash (--) commandline argument:
* Arguments after a double dash (--) are ignored by Godot and stored for the user.
* User can access them via `OS.get_cmdline_user_args()`

Example:

`godot.exe scene_to_run.tscn --fullscreen -- --start-level 2`
2022-08-01 00:56:59 +02:00
pattlebass 130e715ab9 HTML5: Add support for `Input.vibrate_handheld()` 2022-07-27 22:54:41 +03:00
bruvzg 36ef8f29dc
Implement support for loading system fonts on Linux, macOS / iOS and Windows. 2022-07-26 08:38:05 +03:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
bruvzg 238ac2fdd5
[macOS] Improve file association handling, and allow URL schema handling. 2022-07-07 12:11:31 +03:00
Voylin c6291bcd8a Adding print_rich for printing with BBCode 2022-06-29 00:41:29 +09:00
Rémi Verschelde 40c360b870
Merge pull request #62122 from reduz/implement-movie-writer
Implement a Movie Maker mode
2022-06-21 14:24:14 +02:00
reduz 5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
gregcsokas 42e619c01e Adding function key support from F17 to F35
OSX supports everything by default,
Linux is also capable of supporting every function key,
Windows as I know support only up to F24
2022-06-16 19:38:21 +02:00
Aaron Franke 357af68e03
Improve architectures in OS::has_feature and make them work on MSVC 2022-06-06 10:11:00 -05:00
Rémi Verschelde ff30a09993
Merge pull request #60643 from clayjohn/GLES3-3D 2022-05-12 21:08:02 +02:00
clayjohn 652adcd5bf Basic 3D rendering 2022-05-12 10:37:27 -07:00
reduz 8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00