Commit Graph

450 Commits

Author SHA1 Message Date
Sergey Minakov 42de81e235 iOS: move touch delay to settings 2020-10-01 12:36:57 +03:00
Vasiliy Makarov f388ea00bf iOS: Fix multiple issues with PVRTC import, disable ETC1
Fixes: #28683, #28621, #28596 and maybe others

For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
2020-09-23 11:13:50 +02:00
Rémi Verschelde c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Sergey Minakov f81c6c52fc iOS: fix deprecations and leaks
Fixes some deprecations and leaks reported by Xcode Analyzer
2020-08-25 17:17:17 +03:00
Rémi Verschelde 9bf5a0b791
Merge pull request #41081 from naithar/feature/ios-framework-import-3.2
[iOS] [3.2] Export: Add a method to embed a framework
2020-08-19 14:11:27 +02:00
Sergey Minakov 910c554a1a iOS Export: Add a method to embed a framework
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
2020-08-19 14:54:59 +03:00
Christopher Davis f19bab5165 platform: Update metadata for export platforms
Updates the logos of for macOS, Android, and iOS.

Addresses https://github.com/godotengine/godot-proposals/issues/1161

(cherry picked from commit 41d8c0c818)
2020-08-14 00:32:05 +02:00
Sergey Minakov 8a8f0a3b79 iOS: simplify OS values retrieval 2020-08-10 16:21:42 +03:00
Rémi Verschelde a2edf04fd2
Merge pull request #40469 from nekomatata/virtual-keyboard-enter-fixes-3.2
[3.2] Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:26:02 +02:00
Rémi Verschelde db6d7499c0
Merge pull request #40723 from naithar/fix/ios-touch-events-master-3.2
[3.2] Fix for iOS touch recognition
2020-07-26 15:42:59 +02:00
Sergey Minakov 16f9ff5866 iOS: added delay gesture recognizer
This gesture recognizer will prevent GLView from processing unwanted gestures.
Emulates UIScrollView behavior
Fires delayed touches on significant movement
2020-07-26 15:49:09 +03:00
Rémi Verschelde f1cdb91f34 SCons: Remove unused DEBUG_MEMORY_ENABLED define
Its last use was removed in Godot 3.0, so it no longer makes sense to define.

Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?

(cherry picked from commit dcf902df85)
2020-07-24 10:31:57 +02:00
PouleyKetchoupp c0b394572f Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-17 18:25:40 +02:00
Rémi Verschelde 6fd712c874
Merge pull request #40173 from naithar/feature/ios-storyboard-usage
[3.2] [iOS] Option to use storyboards for launch screens.
2020-07-09 08:36:07 +02:00
Sergey Minakov a4028b99ec iOS Export: use relative path for res:// files
(cherry picked from commit 7b64f2df50)
2020-07-08 09:01:58 +02:00
Sergey Minakov 6264c5146c iOS Export: Storyboard custom values 2020-07-07 02:12:50 +03:00
Sergey Minakov 46c6383c8d iOS Export: add option to use storyboard for launch screen 2020-07-07 00:01:35 +03:00
Sergey Minakov e2a45fe840 iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths 2020-07-02 12:46:57 +03:00
Sergey Minakov 519024829a iOS Export: turn .dylib into .framework on export 2020-07-02 12:45:14 +03:00
Rémi Verschelde 8f28e0861f
Merge pull request #39762 from naithar/feature/ios-modules
Enable iOS modules and fix missing symbols errors (3.2)
2020-06-24 22:50:05 +02:00
Poq Xert bd71925726 Updated purchase receipt suitable for sending to apple verification server 2020-06-24 17:34:20 +10:00
Sergey Minakov e564ca0c1b Export: Fix iOS enabling push notifications capability 2020-06-22 23:16:22 +03:00
Sergey Minakov a678ceaeae SCons: Enable modules for iOS 2020-06-22 23:15:52 +03:00
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
SkyJJ 2197ef0566 Fix Android LineEdit editing bugs
(cherry picked from commit cc473b948f)
2020-05-20 12:07:08 +02:00
Ignacio Etcheverry 0e43565a7c Fix exporting corrupted Xcode pbxproj if project name has spaces 2020-04-14 18:03:10 +02:00
Ignacio Etcheverry 445f1c6e7b Mono/C#: Add iOS support
Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-04-14 18:03:10 +02:00
Rémi Verschelde acd14e645a Remove unused classes and stray headers
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```

(cherry picked from commit 9d24541597)
2020-03-25 11:38:54 +01:00
Rajat Goswami 19e71f94d8 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143

(cherry picked from commit 2ecf928ae3)
2020-03-25 11:38:54 +01:00
Bruno Lourenço a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00
zxcvdev 9a90ea1425 Fix crash when closing app on iphone 2020-01-18 09:54:07 +01:00
Rémi Verschelde 5011afcb6a Export: Improve usability of command line interface
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.

- Streamline `can_export()` templates check in all platforms, checking
  first for the presence of official templates, then of any defined
  custom template, and reporting on the absence of any.
  Shouldn't change the actual return value much which is still true if
  either release or debug is usable - we might want to change that
  eventually and better validate against the requested target.

- Fix discrepancy between platforms using `custom_package/debug` and
  `custom_template/debug` (resp. `release`).
  All now use `custom_template`, which will break compatibility for
  `export_presets.cfg` with earlier projects (but is easy to fix).

- Use `can_export()` when attempting a command line export and report
  the same errors that would be shown in the editor.

- Improve error reporting after a failed export attempt, handling
  missing template and invalid path more gracefully.

- Cleanup of unused stuff in EditorNode around the export workflow.

- Improve --export documentation in --help a bit.

Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
2020-01-07 14:25:56 +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
Jonas Bernemann 41c3c77e80 Change bundle name rules on iOS to match Apple's requirements
Changed the bundle identifier verification to match the official
verficiation.
https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleidentifier

This help developers to migrate existing games to godot without
constantly having to change the bundle identifier in the generated
XCode project.
2019-12-14 00:03:30 +01:00
Jonas Bernemann 4d61118f64 Add project setting to hide home indicator on iOS
On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
2019-12-13 11:00:18 +01:00
Rémi Verschelde 4a56b45f87 iOS: Disable armv7 as target arch by default
We no longer compile for armv7 and x86 in the official export templates,
as those architectures are no longer relevant for iOS.

If users really want to support armv7 (used on devices from before
September 2013, e.g. iPhone 5), they can still build their own templates
and toggle the option.

We might remove the option altogether in a later release to avoid the
confusion for users that might tick the checkbox without having compiled
their own templates.

Fixes #34135.
2019-12-06 09:16:42 +01:00
bruvzg ccf8778e86
[iOS] Add export options to control external access to user data. 2019-12-03 12:06:54 +02:00
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Rémi Verschelde ab3bccdb78 Fix typos with codespell
Using codespell 1.16.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-11-22 08:35:03 +01:00
Max 29bde8cd74 Fix crash on exit or resume on iOS 13
Fixes #7966.
2019-11-05 10:28:42 +01:00
Rémi Verschelde 86abf62e48
Merge pull request #32326 from starryalley/ios_get_model_name
ios: support get_model_name
2019-10-25 07:41:28 +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
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Mark Kuo bba9d9123c ios: support get_model_name 2019-09-25 12:35:45 +10:00
Rémi Verschelde 1ecdd5b5cc
Merge pull request #32194 from AlexRixhardson/fix-7945
Fixes crash described in issue 7945 (Duplicated [self drawView] in iphone gl_view)
2019-09-24 09:17:54 +02:00
qarmin 50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
AlexRixhardson 973a4fe50f Fix crash on iOS devices during rotate 2019-09-18 22:50:16 +02:00
fogine e0df9de0cb iOS>=11 platform - when handling gestures on screen edges, godot apps should have priority over OS
Solves an issue where iOS would steal InputEventTouch events when near
screen edges in order to handle system wide gestures.
Fixes #31503
2019-08-21 22:22:18 +02:00
volzhs 4061e5bb75 Support vibration for Android and iOS 2019-08-21 23:38:53 +09:00
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
Rémi Verschelde 77724fde60 Fix type mismatch in iOS interface orientation checks
Not sure why this error popped up when I enabled C++11 on the codebase,
but I guess this should fix it.
2019-07-22 20:31:15 +02:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Bastiaan Olij 776dc93571 Add microphone privilege settings support back into export and add privilege exist check to camera server for iOS 2019-07-06 15:48:51 +10:00
Rémi Verschelde b0d41847ed SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).

We still use CPPFLAGS for some pre-processor flags which are not
defines.
2019-07-03 09:59:04 +02:00
Rémi Verschelde d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
BastiaanOlij d9cefb34c1 ARKit for Godot 3.2
This PR introduces support for ARKit to the iOS version of Godot.
ARKit is Apples Augmented Reality platform.
This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features.
It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
2019-06-30 18:54:48 +10:00
Nicholas Thompson c48576f733 Allow '-' character in iOS reverse DNS identifiers dissallow underscores. 2019-06-25 11:46:43 +01:00
Nils ANDRÉ-CHANG d2833d4f4d Replace ` + "/" + ` with `String::file_add()` 2019-06-23 13:33:50 +01:00
Rémi Verschelde 24ee8c3566 Add script to fix style issues and copyright headers
This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
2019-06-17 13:35:47 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Rémi Verschelde c29ef774d8
Merge pull request #29032 from akien-mga/tools-exceptions-rtti
SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build
2019-05-21 17:10:51 +02:00
hbina085 f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Rémi Verschelde 4b20959d99 SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.

Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.

Fixes #25262.
2019-05-20 16:51:20 +02:00
George Marques c121d8871d
Allow project export to be canceled 2019-05-18 15:33:57 -03:00
Aaron Franke 702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
Rémi Verschelde ae41e35191
Merge pull request #27676 from qarmin/small_fixes_2
Small fixes to static analyzer bugs
2019-05-01 08:19:04 +02:00
Rémi Verschelde d52b70fb5e SCons: Always use env.Prepend for CPPPATH
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
Rémi Verschelde c2a669a9f0 SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.

As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html

- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
  not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
  default, this includes the value of $CCFLAGS, so that setting
  $CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
  included in any command that uses the C preprocessor, including not
  just compilation of C and C++ source files [...], but also [...]
  Fortran [...] and [...] assembly language source file[s].

TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
2019-04-24 16:57:58 +02:00
Guilherme Felipe 1bae73d7d0 Add Input::get_current_cursor_shape
[Clean up] Removed unused/unnecessary methods.
2019-04-15 15:22:09 -03:00
Hendrikto 49a81308c0 Remove unused imports 2019-04-06 18:05:05 +02:00
qarmin 8460d0678c Small fixes to static analyzer bugs 2019-04-04 22:00:16 +02:00
Sam Green 4946335d3d Add EAGLContext for the fallback case 2019-03-16 01:39:36 -07:00
Sam Green 440706814a Add logging around opengl es context creation. Ensure we can access project settings prior to creating our gl es context, so we can properly determine which driver to use. 2019-03-14 16:31:54 -07:00
volzhs 8920bb8c1b Fix directory check when exporting project
Fix #26702
2019-03-06 21:20:18 +09:00
Rémi Verschelde b4d5c1ab5b
Merge pull request #26633 from akien-mga/driver-fallback-etc
Disable driver fallback to GLES2 by default
2019-03-06 00:57:49 +01:00
Rémi Verschelde 2e79ec973f
Merge pull request #26626 from rluders/misleading-error-message-export
Fixing misleading error message when trying to export
2019-03-05 22:55:16 +01:00
Ricardo Lüders 3fdbdd8380 Fixes misleading error message when trying to export
This patch fixes the misleading error message when users
try to "export all" into an invalid destination path.

Closes #26539
2019-03-05 21:32:52 +01:00
Rémi Verschelde b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
Sam Green 36d627a9cf Remove microphone from export options and distribution plist 2019-03-04 18:01:02 -08:00
Rémi Verschelde 9d002442b2 Improve VRAM texture compression checks for mobile/web
For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.

Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.

Fix ETC check invalidating templates on HTML5.
Fixes #26476.
2019-03-03 13:24:08 +01:00
Rémi Verschelde 1807e0f135 SCons: Move platform-specific Opus config to its module 2019-03-02 10:30:25 +01:00
Juan Linietsky f669ebeeaf -Properly handle missing ETC support on export
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
Ivan Ponomarev 1d576f17a7 Fixed possible crash on iOS in applicationDidReceiveMemoryWarning method: event loop may be null when it's called. 2019-02-26 18:36:20 +03:00
Juan Linietsky 5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Bastiaan Olij 0f03ad379c New export options iOS 2019-02-16 12:11:53 +11:00
Rémi Verschelde bc26d0d6cd Platform: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
  (same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
  `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
  use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
  `EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
  `PowerOSX`
- `OSUWP` renamed to `OS_UWP`

Dropped:
- `platform/windows/ctxgl_procaddr.h`
2019-02-12 16:56:25 +01:00
Rémi Verschelde 2323464f5e ExportDialog: Make error messages translatable
Also fix missing newlines that caused #24202.
2019-01-21 18:34:53 +01:00
Rémi Verschelde eebca76be5 SCons: Drop unused MPC_FIXED_POINT define 2019-01-16 12:27:57 +01:00
volzhs af162a8c3f Make export valid when setting custom packages for iOS
even no templates installed.
all others export work as this already.
2019-01-12 01:43:38 +09:00
Hein-Pieter van Braam e5b335d367 Don't use -ffast-math or other unsafe math optimizations
Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.

I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.

Bunnymark: (higher is better)
(bunnies)    min    max  stdev average
fast-math   7332   7597    71     7432
this pr     7379   7779   108     7621 (102%)

FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math  15441  16127   192    15764
this pr    15671  16855   326    16001  (99%)

Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math   5.49   5.78  0.07     5.65
this pr     5.65   5.90  0.06     5.76  (98%)

Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math  11.70  12.36  0.18    11.99
this pr    11.92  12.32  0.12    12.12  (99%)

Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math  11.72  12.17  0.12    11.93
this pr    12.01  12.62  0.17    12.26  (97%)

I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.

I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.

This fixes #24540 and fixes #24841
2019-01-09 02:06:13 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde dcc7f2b54b
Merge pull request #24545 from akien-mga/osxcross-mono
SCons: Allow building Mono module with OSXCross
2018-12-30 15:07:18 +01:00
Rémi Verschelde 95e96947f6 SCons: Drop ios_sim option forcing x86, simulator needs x86_64 2018-12-27 14:11:13 +01:00
Rémi Verschelde d52100f4ff SCons: Allow building Mono module with OSXCross
Improve the test logic to only assume that we're building for macOS
if OSXCROSS_ROOT is defined *and* we requested p=osx.

Supersedes #24480.
2018-12-22 12:36:19 +01:00
Rémi Verschelde 9cb18232c2 Core: Drop unused global_defaults logic
It used to be used for Android and iOS to specify platform-specific
project settings overrides, but we now have feature tags for that.
2018-12-20 11:02:49 +01:00
Hein-Pieter van Braam 4e25e5066b Reduce String CoW
By introducing an intermediate proxy class for the array subscript
operator for String and CharString we can control better when CowData
will actually CoW.

This should improve performance of String usage for most cases.
2018-12-16 16:51:38 +01:00
Rémi Verschelde 28f78ef844
Merge pull request #24285 from volzhs/support-gles2-ios
Support GLES2 for iOS
2018-12-13 10:37:12 +01:00
Sam Green 4cb6b80090 Bump minimum iOS version to 10 2018-12-12 14:40:11 +01:00
volzhs 20de0679fc Support GLES2 for iOS 2018-12-11 22:57:53 +09:00
Rémi Verschelde dc8fd1c634
Merge pull request #24166 from volzhs/export-ios
Add checking required field for exporting iOS
2018-12-05 08:56:17 +01:00
volzhs e698a92b09 Add checking required field for exporting iOS
without specifying Identifier, it will cause `can not be parsed` error on Xcode
2018-12-05 07:32:24 +09:00
Ruslan Mustakov 230510d628 Fix iOS safe area insets to use pixels and not points 2018-12-04 15:50:05 +07:00
volzhs 96b1a190a3 Show error if required fields are not filled when exporting iOS 2018-11-23 07:01:29 +09:00
Rémi Verschelde a2a5793e13
Merge pull request #21339 from Placinta/master
Fix regular macOS build by passing -isysroot to compiler so correct system headers are found
2018-11-20 14:11:13 +01:00
Rémi Verschelde 5beaea9891
Merge pull request #23389 from marcelofg55/multiple_ext
Export for OS X on OS X now lets you select .dmg or .zip
2018-11-02 11:07:18 +01:00
Rémi Verschelde 8ac1bcfd3d Fix init of VisualServerRaster
Contrarily to what #23434 assumed, this is not a memory leak,
the VisualServerRaster instance is passed as a parameter to
VisualServerWrapMT's constructor.

Fixes #23437.
2018-11-01 19:23:12 +01:00
George Marques 4c9d734a75 Fix initialization of visual server in all platforms
Avoid leaking an extra instance when using threads. Also fix threaded
loading issues on Android and iOS.
2018-11-01 10:27:04 -03:00
Marcelo Fernandez d51999f11d Export for OS X on OS X now lets you select .dmg or .zip 2018-11-01 10:08:26 -03:00
lupoDharkael edcca5f7ad Dont use equality operators with None singleton in python files 2018-10-27 01:18:15 +02:00
Rémi Verschelde 97b9697ea2 Fix some OSX and iOS Clang warnings
Fixes the following XCode 9.4.1 warnings:
```
core/os/memory.cpp:175:13: warning: unused variable 's' [-Wunused-variable]
drivers/coremidi/core_midi.cpp:68:14: warning: comparison between NULL and non-pointer ('MIDIEndpointRef' (aka 'unsigned int') and NULL) [-Wnull-arithmetic]
drivers/gles2/rasterizer_gles2.cpp:77:24: warning: unused function '_gl_debug_print' [-Wunused-function,34]
drivers/unix/thread_posix.cpp:106:12: warning: unused variable 'running_thread' [-Wunused-variable,34]
modules/gdnative/nativescript/nativescript.h:371:16: warning: in-class initialization of non-static data member is a C++11 extension [-Wc++11-extensions]
platform/iphone/gl_view.mm:56:14: warning: unused variable 'video_previous_volume' [-Wunused-variable,34]
platform/iphone/gl_view.mm:251:12: warning: unused function 'get_first_id' [-Wunused-function,34]
platform/iphone/main.m:45:15: warning: unused variable 'app' [-Wunused-variable,34]
platform/osx/os_osx.mm:79:15: warning: unused function 'convertRectToBacking' [-Wunused-function]
```
2018-10-04 11:50:16 +02:00
Rémi Verschelde 3a2ca68af3 SCons: Build thirdparty code in own env, disable warnings
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
2018-09-28 14:07:39 +02:00
Rémi Verschelde e5bbcb8bcf Fix warnings for comparison between signed and unsigned integers [-Wsign-compare]
Also turn off -Wsign-compare warnings in the future, we do not consider them important.

Fixes the following GCC 5 warnings:
```
core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/sprite_editor_plugin.cpp💯20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```

The following warnings were not fixed, as they implied casting for no gain:
```
core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
2018-09-27 16:25:23 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Alexandru Croitor 3624644630 Pass -isysroot to compiler / linker when doing a macOS build
Previously the compiler would use system headers located at
/System/Library/Frameworks, which could result in compilation failures
due to the headers not always being up-to-date in regards to the
latest installed macOS SDK headers that come with Xcode.

Fix the issue by passing the SDK path via the -isysroot option to the
compiler and linker invocations.

If no custom SDK path is given, the build system queries the SDK path
via xcrun --show-sdk-path, which returns something similar to

/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/
 /Developer/SDKs/MacOSX.sdk/

Querying via xcrun is now also done for iphone (and simulator)
platforms as well.

Here is an example of a compilation failure message due to outdated
headers:

platform/osx/os_osx.mm:1421:41: error: use of undeclared identifier 'NSAppKitVersionNumber10_12'; did you mean 'NSAppKitVersionNumber'?
                                if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_12) {
                                                                    ^~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                    NSAppKitVersionNumber
/System/Library/Frameworks/AppKit.framework/Headers/NSApplication.h:26:28: note: 'NSAppKitVersionNumber' declared here
2018-08-27 18:01:05 +02:00
Hein-Pieter van Braam 08f452d1a9 Fall back to GLES2 if GLES3 is not working
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.

This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.

We also no longer crash when GLES3 is not functioning on a platform.

This fixes #15324
2018-08-26 16:40:46 +02:00
Rémi Verschelde 52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Marcin Zawiejski 3c4c8c40db Fix file hints
Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
2018-08-23 22:18:59 +02:00
elasota 35f6ba5c5d BPTC support 2018-08-21 22:56:04 -04:00
Rémi Verschelde 661c9ece7c Add PROPERTY_HINT_PLACEHOLDER_TEXT for String properties
Use it to provide a better example for application identifiers
on Android, iOS and macOS, where users thought they *had* to use
this as a magic token.
2018-08-20 13:48:05 +02:00
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Wilson E. Alvarez a22e746bc3 Removed unnecessary assignments 2018-07-24 09:51:03 +02:00
Juan Linietsky 2b9902db06 -Fix disable_3d flag
-Add extra flag optimize=[size,speed] to be able to prioritize size
2018-07-21 17:26:49 -03:00
Rémi Verschelde 8c9e10553c Fix build issues and typos after c69de2ba4 2018-07-20 08:37:10 +02:00
Juan Linietsky c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Rémi Verschelde 7c9f7452f4 Style: Format code with clang-format 6.0.1 2018-07-18 16:27:03 +02:00
volzhs d18235bc38 Fix keep screen on property path for Android/iOS/UWP 2018-07-17 18:45:57 +09:00
Yasha Borevich f78e5e5725 Respect window/handheld/orientation setting in iOS 2018-07-01 22:08:37 +03:00
Hugo Locurcio 53e94a1ce1
Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2018-06-28 19:17:41 +02:00
Ruslan Mustakov 08a924bcee Proper focus in/out handling on iOS
PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle
callbacks were handled by Godot. Before that PR it was possible to get
NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding
NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are
always coupled, but now there is an issue when, for example, you open a
notification panel on iOS without moving the app to background.
It resulted in view.stopAnimation being called without the
corresponding startAnimation when the app moves to foreground again, so
it looked like the game hanged.

I changed focus out notification to be sent in applicationWillResignActive,
because it makes more sense than to do it in applicationDidEnterBackground,
because it is always called in pair with applicationDidBecomeActive, where
focus in is sent. applicationDidEnterBackground may not come under
circumstances that are now described as a comment in code.
2018-05-11 17:19:39 +07:00
Ruslan Mustakov 96301e934d Resume audio on iOS after phone call or alarm
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
2018-05-07 15:48:46 +07:00
Rémi Verschelde 18c28c159d
Merge pull request #17196 from RandomShaper/improve-gui-touch
Implement universal translation of touch to mouse (3.1)
2018-05-02 10:47:49 +02:00
Pedro J. Estébanez de9d40a953 Implement universal translation of touch to mouse
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-30 19:03:38 +02:00
Ruslan Mustakov 265caa687b Provide error details when in-app purchase fails 2018-04-19 21:04:20 +07:00
Ruslan Mustakov 1d9a3a9b1c iPhone X support and iOS-related fixes
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes #17358. Fixes #17428. Fixes #17331.
2018-04-11 14:53:24 +07:00
Igors Vaitkus 06fab24348
Fix UpdatePowerInfo method implementation in PowerIphone class 2018-03-31 02:52:37 +03:00
Fabio Alessandrelli e7b9e2f970 Fix IPhone and OSX cross compilation 2018-03-28 19:08:20 +02:00
Yannick Le Duc b5c7e6bac9 fix iOS build - error due to GLES2 missing include (with the advice from bruvzg[m] on irc) 2018-03-13 10:42:23 +01:00
Marcelo Fernandez d780d774aa Clean and expose get_audio/video_driver_* funcs on OS class 2018-03-04 14:18:05 -03:00
bruvzg e3c2778d7e
Add missing return statements (iOS and server). 2018-02-25 01:11:03 +02:00
J Andrew Long da652c1539 add restore purchases for iOS 2018-02-22 14:28:37 -05:00
Ruslan Mustakov 90f7c84bba Improve missing iOS loading screen error message 2018-01-07 21:50:41 +01:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Emmanuel Leblond e315c94900 Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Rémi Verschelde 6322b0bbb7
Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Guilherme Silva a392dbdbe3 Add implementation for custom hardware cursor 2017-12-17 13:40:29 -02:00
Nathan Warden f89d78a7a4 Updated Linux template extensions to match architecture. 2017-12-12 16:09:48 -05:00
Rémi Verschelde 5563f4cc56 iOS: Drop obsolete code from never-public modules 2017-12-10 18:29:26 +01:00