It used an old vendored version of acorn.js which seems to choke on this
trailing comma. This is not a problem for more recent Emscripten versions.
We disable the `comma-dangle` check in ESLint to prevent this issue.
`#pragma once` was used in a few files, yet we settled on using
traditional include guards instead.
The PooledList template comment was also moved to allow editors
such as Visual Studio Code to display the comment when hovering
PooledList.
`app.h` was renamed to `app_uwp.h` to be less generic for the
include guard.
Performances are not great in general, bad on Firefox, on Chrome, well,
it could be an improvement. Leave it as a fallback for now, but can be
forced via project settings if desired (or custom JavaScript logic via
the "args" option).
I'm actually surprised this works, it involves so many allocations, but
there's no way around it when SharedArrayBuffer is not available :(.
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
This provides better security at the cost of having misleading
binary icons on some file managers.
Now that recent Linux distributions no longer allow executing
binaries by double-clicking them in a file manager (even if the
binary is set to be executable), the usability cost of PIE is lowered.
You have to use a terminal or install a `.desktop` file nowadays.
After input buffering was reworked, input accumulation is now handled
outside of OS, and the JavaScript plaform never implemented that.
Additionally, the JavaScript platform is quite obnoxious about calling
specific APIs outside specific user triggered events.
This commit adds event flushing during the main iteration, and forces it
during keydown/keyup/mousedown/mouseup/touchstart/touchend/touchcanel
events (effectively only accumulating only "move" events).
Doesn't change the default behavior, but allows plugins to add their
view behind the main view, which gives more control over what happens
with inputs and can be useful along with transparent rendering.
- Don't display messages when enabling PulseAudio/ALSA/D-Bus/udev
as these become noisy in incremental builds.
- Improve warning and error messages to be more descriptive
and consistent.
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.
This makes for easier organization since downloading a project
several times (or several different projects) will result in more
meaningful file names.
This prevents the D-pad up arrow from being registered as pressed
when it isn't, and pressing any direction from activating the next
arrow clockwise of it.
Co-authored-by: Scott Wadden <scott.wadden@gmail.com>
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.
As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.
`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).
Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
For desktop OSs it's currently not feasible given main and UI threads are the same).
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed.
The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew.
The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
When a popup is going to be closed, switch focus to the parent only if
the popup is still being focused.
Fixes some cases with specific WMs where due to the order of events, a
new popup could be immediately unfocused because a previously opened
and closed popup is switching focus to the parent.
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.
This makes Android development easier.
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
It can be turned off in the export preset with `package/classify_as_game`.
Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame
> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.
Also fixes replacing `android:allowBackup` in custom builds.
JavaScript callbacks created via the `JavaScript.create_callback` method
used to always return void.
With this patch they return the value returned by the Godot function as
one would expect.
- State the Godot version and full hash in the backtrace.
- Add decoration around the crash backtrace, both to make it stand out
from other messages and help the user figure out what they should copy.
The previous code used `camelcase_to_underscore` to prettify the names for
display in the export preset, but it leads to inconsistencies if we don't make
sure to do the reverse operation when writing to the `AppxManifest.xml`.
It's simpler to keep the same names as in the manifest, which is also what
users will see referenced in MS documentation.
Fixes#47900.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
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.
We found that this flag causes this error on PR #48812 which does not add any
fancy inline assembly:
```
/tmp/tile_set-ce236a.s: Assembler messages:
/tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,#32,#32'
clang++: error: assembler command failed with exit code 1 (use -v to see invocation)
```
That flag is mentioned in various errors related to assembler failures on
arm64v8 with Clang from the Android NDK.
It was added in Godot in #6958 when migrating from GCC to Clang, and is indeed
referenced in the NDK's Clang migration guide:
https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md
> Especially for ARM and ARM64, Clang is much stricter about assembler rules
> than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline
> assembly or assembly files that you don't wish to modernize.
We don't get those errors nowadays so it seems the flag is no longer needed.
Add `WARN_ON_UNDEFINED_SYMBOLS=0` for the main module (which defines
`godot_js_main` as extern coming from the "side" module, i.e. the main
Godot binary).
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.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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.
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.
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.
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).
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.
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.
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.
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.
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.
`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.