Commit Graph

143 Commits

Author SHA1 Message Date
Haoyu Qiu
b1153f8829 Fix broken links in Class Reference 2021-12-10 21:07:21 +08:00
Hugo Locurcio
58296c7e21
Add an OS.crash() method for testing system crash handler
This makes it possible to test the system's crash handler without
having to modify engine code or exploit an engine bug.
2021-12-04 01:40:56 +01:00
Aaron Franke
035a84fe92
[3.x] Add a Time singleton 2021-11-29 11:00:06 -06:00
Brian Semrau
04846156c3
Expose Thread::get_main_id in core bindings
(cherry picked from commit c558263d84)
2021-11-20 11:48:09 +01:00
Rémi Verschelde
3ac2999f22
Replace Godot docs URL with $DOCS_URL in XML class reference 2021-11-15 17:22:47 +01:00
Max Hilbrunner
73cb77c62c
Merge pull request #54623 from gongpha/3.x-typo1
Fix little typos in `OS` 3.x doc
2021-11-06 17:35:45 +01:00
Rémi Verschelde
14c366ddd7
Bump version to 3.5-beta 2021-11-05 16:10:17 +01:00
Kongfa Waroros
0d852bf5a6 Fix little typos in 3.x doc 2021-11-05 16:23:37 +07:00
Rémi Verschelde
b4fc24b73f
Implement OS::get_locale_language() helper method
This method extracts the 2 or 3-letter language code from `OS::get_locale()`,
making it easier for users to identify the "main" language code for users
that might have different OS locales due to different OS or region, but
should be matched to the same translation (e.g. "generic" Spanish).

Fixes #40703.

(cherry picked from commit def99c7baf)
2021-09-21 20:33:12 +02:00
bruvzg
131f913747
Improve OS::get_locale() on macOS and Windows, replace "-" with "_" and use system macros instead of bitwise AND. Add locale format info to the documentation.
(cherry picked from commit f797e1c078)
2021-09-21 20:33:11 +02:00
Hugo Locurcio
6702e37a88
Document how to delay code execution in a non-blocking manner
(cherry picked from commit 1529bf7c10)
2021-09-21 20:33:11 +02:00
PouleyKetchoupp
52fdb4ece9 Window transparency support on Android
Implements per-pixel transparency feature on Android.
Allows plugins to do specific rendering and render godot UI on top
(useful for camera support with drawing on top).
2021-09-15 10:41:08 -07:00
Hugo Locurcio
59f24d8867
Define a default minimum window size to workaround rendering issues
The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.
2021-08-23 04:10:24 +02:00
ne0fhyk
c88d1608ab Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-13 11:04:17 -07:00
Rémi Verschelde
f0b37b1519
doc: Point URLs to 3.4 version of the online docs 2021-08-12 17:08:10 +02:00
Rémi Verschelde
f5836b40d4
doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.

(cherry picked from commit 7adf4cc9b5)
2021-08-03 10:20:19 +02:00
Nicholas Huelin
6d58ea6ce7
Fix doc typos
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`,  `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.

(cherry picked from commit 9a72b0d3d0)
2021-07-24 01:06:38 +02:00
Distrikt64
1e49b6299a
Fix msec documentation description typo
(cherry picked from commit 44eb041d60)
2021-07-24 00:59:57 +02:00
lawnjelly
6914d7c6e0 Add frame delta smoothing option
Frame deltas are currently measured by querying the OS timer each frame. This is subject to random error. Frame delta smoothing instead filters the delta read from the OS by replacing it with the refresh rate delta wherever possible.

This PR also contains code to estimate the refresh rate based on the input deltas, without reading the refresh rate from the host OS.
2021-07-14 08:44:31 +01:00
Hugo Locurcio
21ad630e11
Expose OS data directory getter methods
This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
2021-06-19 09:28:53 +02:00
Marcel Admiraal
6d63ccba31 Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:37 +01:00
Rémi Verschelde
fd4475f652
OS: Better validation of invalid input for get_unix_time_from_datetime
Default missing keys to Unix time 0 (1970-01-01 at 00:00:00 UTC).
Abort if year <= 0, this is not supported by the current algorithm.

Prevents an infinite loop further down.

Fixes #49022.

(cherry picked from commit 62efa30ed2)
2021-06-01 12:52:18 +02:00
Rémi Verschelde
eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
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
```
2021-05-20 12:56:56 +02:00
Hugo Locurcio
8b06085249
Implement the %command% placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`

The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.

(cherry picked from commit ce4aa07276)
2021-05-09 17:47:38 +02:00
Hugo Locurcio
cb2cb46907
Document caveats of OS.get_unique_id()
(cherry picked from commit 7350f90c57)
2021-05-09 17:14:36 +02:00
Rémi Verschelde
e96f0ea1d7
Android: Remove non-functional native video OS methods
Those methods are only properly implemented for iOS.

Supersedes #43811.
2021-05-07 16:42:17 +02:00
Rémi Verschelde
c3272997cd
doc: Update classref headers with 3.4 version 2021-04-26 13:15:29 +02:00
Rémi Verschelde
015973df04
doc: Make all tutorial links point to 3.3 branch of docs 2021-03-26 10:43:43 +01:00
kobewi
e8e69b2d50
Clarify that get_unix_time() returns seconds
(cherry picked from commit 6e4a8b7f37)
2021-03-26 09:23:12 +01:00
Rémi Verschelde
1aba997d75
doc: Sync classref with 3.3 version bump 2021-03-23 13:40:34 +01:00
Aitor Cereceto
7e5020b2fa [46188] fix: get unix from datetime when empty dict
(cherry picked from commit 1e820b3d9d)
2021-03-12 10:17:41 +01:00
Hugo Locurcio
b2725cb4b9 Improve the OS.get_environment()/OS.set_environment() documentation
(cherry picked from commit 355803db1b)
2021-02-25 22:38:07 +01:00
Bastiaan Olij
e9ce9a8422 Expose set_environment to GDScript 2021-02-25 22:07:38 +11:00
Hugo Locurcio
9f236d48e6 Don't allow negative values for OS.delay_usec()/OS.delay_msec()
This closes #46190.

(cherry picked from commit 76f1f9b3c5)
2021-02-19 15:52:54 +01:00
Hugo Locurcio
eb0ca31ac1
Add an OS.get_thread_caller_id() method
This can be used to print thread IDs in logs. This can make it easier
to debug multi-threaded applications.

Co-authored-by: Khaos <khaos@khaos-coders.org>
(cherry picked from commit 35b046ddf7)
2021-01-26 22:10:30 +01:00
Fabio Alessandrelli
53988c7de3
Add important note about OS.get_unixtime.
Should NEVER be used for precise time computations since its return
values are not guaranteed to be monotonic.

(cherry picked from commit 49741d9464)
2020-12-29 16:01:59 +01:00
Rémi Verschelde
04fb41a0f3
Merge pull request #42531 from BastiaanOlij/add_get_native_handle
Add get native handle
2020-10-20 13:27:07 +02:00
Bastiaan Olij
1ea7358405 Add get_native_handle to OS 2020-10-20 20:23:37 +11:00
Rémi Verschelde
4287af5148
doc: Make docs.godotengine.org links point to 3.2 branch 2020-10-19 16:10:01 +02:00
Aaron Franke
069ed4ec63
Link to demos from within the class reference
(cherry picked from commit 439be614f4)
2020-10-19 16:10:01 +02:00
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
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
bruvzg
e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
Rémi Verschelde
e82e9588fd doc: Sync classref with current source 2020-07-28 11:50:39 +02:00
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
Andrii Doroshenko (Xrayez)
6416df8e34 Document the process of parsing command-line arguments
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit df80e259cd)
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
bruvzg
e9ab41b71d
[macOS, 3.2] Implement seamless display scaling. 2020-07-07 22:54:33 +03:00
Rémi Verschelde
8ac13e50cf Move Haiku platform port to external repository
The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform

While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.

The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).

Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.

(cherry picked from commit efcc508ee5)
2020-06-21 21:42:26 +02:00