Commit Graph

527 Commits

Author SHA1 Message Date
Raul Santos
8dec74f22f
Generate typed array parameters in C# bindings
Adds support for generating C# bindings that use the generic `Array<T>`
type instead of the non-generic `Array` type when the registered ClassDB
method specifies the array element type.
2022-06-03 05:17:53 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde
947a1fa090
Merge pull request #60956 from macjuul/hide-mono-cmd-prompt
Prevent blank command prompts from spawning when building a mono project
2022-05-12 21:23:00 +02:00
Julian Mills
d606a8eded Fix blank command prompts spawning
prevent certain mono actions from displaying empty command prompts.
2022-05-12 13:49:37 +02:00
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
Vitika9
aef3b5681d Changed signals of ItemList 2022-05-06 13:09:04 +05:30
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
Rémi Verschelde
c9b75431f3 Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky,
but at least it can now compile without this.
2022-03-28 16:21:00 +02:00
Raul Santos
83e0e13f4a
Support static methods in C# bindings generator 2022-03-22 19:36:57 +01:00
Raul Santos
4bbfd20aa9
Ignore PhysicsServer3DExtension class in C#
PhysicsServer3DExtension inherits from PhysicsServer3D which is a
singleton class, since singleton classes are generated as static in C#
it would generate invalid C# so for now we'll be
ignoring PhysicsServer3DExtension.
2022-03-18 17:28:48 +01:00
bruvzg
98d0af7d5c
Implement GDExtension export plugin. 2022-03-16 11:16:19 +02:00
Haoyu Qiu
851ed8886c Fix Autoload capitalization inconsistency 2022-03-09 15:03:03 +08:00
Marcel Admiraal
507f72db8e Rename Control's Rect properties to exclude rect_ part 2022-03-08 16:30:35 +00:00
Raul Santos
eaddb79ec6
Refactor bbcode_to_xml into multiple specific methods
The specific `_append_xml_*` methods implement the logic that generates
the proper XML documentation for the given BBCode tag and target and
appends it to the output.
2022-03-03 23:35:10 +01:00
Raul Santos
84615b4b53
Find inherited members in C# documentation generator 2022-03-03 19:53:06 +01:00
Raul Santos
42989befd6
Add theme_item support to C# documentation generator 2022-03-03 18:54:49 +01:00
Raul Santos
e601c9eb8f
Fix checking for @GlobalScope in C# documentation generator 2022-03-03 18:54:41 +01:00
Raul Santos
424817039a
Check for missing methods/members in C# documentation generator
- Outputs errors for missing members or methods when generating the C#
documentation.
- Hardcodes a special case for the `_init` method, in C# we'll reference
the constructor.
- Ignores properties with slashes (since they are not declared in C# and
can't be referenced in the documentation).
2022-03-03 18:53:15 +01:00
Raul Santos
47a7d85cc4
Fix references to global constants in C# documentation generator
Tries to find the referenced constants in the GlobalScope
if not found in the target class or if no class is specified.
2022-03-03 18:53:15 +01:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Raul Santos
f380a8e0ec Support signals in C# documentation 2022-02-10 16:02:31 +01:00
Hugo Locurcio
74fc4410f4
Remove support for ARMv7 (32-bit) on iOS
All iOS devices since the iPhone 5S support ARMv8 (64-bit).

The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
2022-02-08 22:11:29 +01:00
Ignacio Roldán Etcheverry
721c32ee2b
Merge pull request #57618 from Densorius/master
Fixed opening new instances of VS 2022 while a instance is already open
2022-02-04 15:05:51 +01:00
Densorius
93e2d0446f Fixed opening new instances of VS 2022 while a instance is already open 2022-02-04 10:40:43 +01:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
Densorius
9ea0508d35 Add Visual Studio 2022 support with fallback to 2019 2022-02-04 00:34:02 +01:00
Rémi Verschelde
bd4d57ede2
BaseButton: Rename pressed property to button_pressed
This fixes a conflict with the `pressed` signal.

The new name is temporary and only intended to solve the conflict for upcoming
alpha builds. Discussions are still ongoing regarding the BaseButton API and
how to rename and refactor more of its properties, signals and methods to have
a clearer API in 4.0.
2022-01-23 22:15:09 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Aaron Franke
6eb7179f1c
Rename "items_count" property to "item_count" 2021-12-06 22:02:27 -06:00
Raul Santos
3609ca67df
Replace deprecated GetItemCount() with ItemsCount
Replace the deprecated method `GetItemCount()` with the new property
`ItemsCount`.
2021-12-06 02:17:03 +01:00
Raul Santos
d5d1645e15 Bump Godot.NET.Sdk and SourceGenerators versions
Bump `Godot.NET.Sdk` to version 4.0.0-dev6.
Bump `Godot.SourceGenerators` to version 4.0.0-dev3.
Use floating version 4.0.*-* for package references in Sdk.
2021-12-05 15:56:18 +01:00
Raul Santos
c52f21335c Fix Godot.SourceGenerators for generic classes
Fix invalid C# generated by source generators for generic classes and
add generic classes to the Sample project for testing.
2021-12-05 15:52:25 +01:00
Rémi Verschelde
7da392bcc5
Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
Rémi Verschelde
0ae65472e7
clang-format: Enable BreakBeforeTernaryOperators
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 15:57:41 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
ne0fhyk
b5c750fa65 Restrict the project data directory configuration 2021-10-18 14:10:38 -07:00
Rémi Verschelde
a7ba227631
Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_master 2021-10-05 21:02:27 +02:00
ne0fhyk
69f890ff11 Provide a getter for the project data directory. 2021-09-15 12:52:03 -07:00
Lewis James
913aa270c0 Add editor keyboard shortcut for Mono Build solution button
Apply suggestions from code review

Merging @akien-mga's suggestion with the matching change to the CS project

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-09-14 13:13:00 +01:00
Raul Santos
2962a440ea Fix autoloads iteration
Removes the range iterator usage in the autoloads map since `OrderedHashMap`
does not implement range iterators.
2021-09-12 13:22:18 +02:00
Raul Santos
c6b1c8093f Fix properties arrays in C# bindings generator 2021-09-08 12:52:39 +02:00
Raul Santos
415529400b Fix constant tag documentation in C# bindings generator 2021-09-03 18:54:40 +02:00
Raul Santos
5508d4606b Fix PackedInt64Array typo in bindings_generator.h 2021-09-03 18:54:40 +02:00
Aaron Franke
1933df0013
Some more C# formatting 2021-09-02 15:12:15 -05:00
Lyuma
31f790299c Use OrderedHashMap for autoloads to preserve order 2021-08-26 21:55:26 -07:00
Ignacio Roldán Etcheverry
d2c3a86844 C#: Fix bindings generator for Callable argument default value
Previously there weren't any Callable arguments with a default value,
but d4dd859991 introduced one.
2021-08-20 11:18:04 +02:00
Max Hilbrunner
81f7d1890b Namespaces instead of underscore prefix for binds
Thanks to neikeq for the initial work.

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:09 +02:00
Aaron Franke
03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Raul Santos
f20db58271 Ensure MSBuildPanel buttons are instantiated 2021-08-06 22:30:38 +02:00
Yuri Sizov
d3e413c659 Fix the editor theme application for the Mono build log 2021-08-03 22:13:32 +03:00
Rémi Verschelde
7cbdb9b4c3
Merge pull request #50917 from raulsntos/more-iterators 2021-07-27 08:05:15 +02:00
Raul Santos
d636ebbfe9 Ignore paths with invalid chars in PathWhich 2021-07-27 04:16:20 +02:00
Raul Santos
3fe67fb5ad Use C++ iterators in the Mono module 2021-07-27 02:48:28 +02:00
Raul Santos
accd05f4ad Use Array.Empty instead of allocating a every time
Use `System.Array.Empty<T>` to get an empty array instead of allocating
a new one every time. Since arrays are immutable there is no need to
allocate them every time.
2021-07-26 03:52:31 +02:00
Raul Santos
b3274a7064 Fix bindings generator range iterator errors 2021-07-25 21:32:54 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Ignacio Roldán Etcheverry
2ee395a277
Merge pull request #50757 from aaronfranke/simple-cs-editorconfig
Add a simple C# `.editorconfig`
2021-07-24 21:48:41 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Aaron Franke
5f8275d9ac
Add a simple C# .editorconfig 2021-07-23 17:04:53 -04:00
reduz
6631f66c2a Optimize StringName usage
* 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.
2021-07-18 21:20:02 -03:00
Rémi Verschelde
671467b888
Mono: Remove info dialog discouraging use in production
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.

The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.
2021-07-15 11:48:19 +02:00
Grzegorz Puławski
fa82727f5b Fixing mono build after instance() -> instanciate() name change 2021-06-23 16:07:23 +02:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Aaron Franke
e6c7567da7
Fix a typo in C# bindings generator for default value types 2021-06-18 01:13:00 -04:00
Rémi Verschelde
600b4c9c7b
Merge pull request #34668 from aaronfranke/to-string
[Core] Reformat structure string operators
2021-06-13 11:58:24 +02:00
Pedro J. Estébanez
f59488e94e Improve & fix Mono build
- Fix C++ compile errors about pending variable renames after the `Reference` to `RefCount` change.
- Fix C# compile errors due to the recent rename of `EnablePlugin()` and `Build()`, which are now underscore-prefixed in bindings.
- Additional rename: `godot_icall_Reference_Dtor` to  `godot_icall_RefCounted_Dtor`.
2021-06-13 11:21:14 +02:00
Pedro J. Estébanez
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Aaron Franke
554c776e08
Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).

For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11 10:53:20 -04:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde
5b16020846
Replace remaining uses of NULL with nullptr
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Rémi Verschelde
8368f53941
Merge pull request #46954 from neikeq/reggr-46307
C#: Fix StringName leak warnings after generating bindings
2021-03-13 09:13:34 +01:00
Ignacio Etcheverry
d9603b2d73 C#: Fix StringName leak warnings after generating bindings
`Main::cleanup()` prints warnings if it finds `StringName`s still alive.
We need the `BindingsGenerator` to be destructed before calling cleanup.
2021-03-13 01:16:31 +01:00
Ignacio Etcheverry
ee8e5146a4 C#: Fix ScriptPathAttribute generator with none or nested namespaces
The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
2021-03-13 01:04:59 +01:00
Rémi Verschelde
15bd2bf03f
Merge pull request #46713 from neikeq/csharp-source-generators-init
Add C# source generator for ScriptPathAttribute
2021-03-07 01:04:47 +01:00
Ignacio Etcheverry
e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00
Aaron Franke
4b4721f5bd
Fix C# bindings generator for default value types 2021-02-25 08:30:48 -05:00
Pedro J. Estébanez
23907e6f19 Make glue generation shutdown more graceful 2021-02-22 11:06:33 +01:00
Rémi Verschelde
ed8333f6bc
Merge pull request #45158 from aaronfranke/cs-packedarray
Add C# array features from core PackedArrays
2021-02-20 09:42:30 +01:00
Rémi Verschelde
8eaea1db53
Merge pull request #45032 from neikeq/classdb-tests-for-44856
Add ClassDB tests to look for core API deps on editor API
2021-02-18 15:16:52 +01:00
Aaron Franke
614299aedb
Add C# array features from core PackedArrays 2021-02-16 15:24:44 -05:00
bruvzg
e304f716c7
[Mono] Use the same search logic for both MSBuild and dotnet, add custom search paths on macOS. 2021-02-04 22:39:38 +02:00
Ivan Shakhov
deef9a73a5 Fix off by one error navigating to line number in Rider
Fixes https://github.com/JetBrains/godot-support/issues/61
2021-01-28 22:41:12 +01:00
Rémi Verschelde
76c6007aa6
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Marcel Admiraal
3ee860e3d1 Update Mono module to use new execute method. 2021-01-13 09:34:14 +00:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Ignacio Etcheverry
fafdc0b0c1 Add ClassDB tests to look for core API deps on editor API
The ClassDB tests will detect when the core API has dependencies on
the editor API, which is not allowed.

This should prevent or warn early about issues like #44856
2021-01-09 00:18:03 +01:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rémi Verschelde
b07a3f503b
Merge pull request #44105 from neikeq/mono-wasm-m2n-hook
Mono: Make Godot provide its own WASM m2n trampolines
2020-12-17 09:58:24 +01:00
Ignacio Etcheverry
7439b5595d Mono: Make Godot provide its own WASM m2n trampolines
This depends on a custom Mono patch from this commit:
godotengine/godot-mono-builds@0e312939bd
2020-12-14 21:16:01 +01:00
Ignacio Etcheverry
b98e8b11e6 Mono: Add extra WASM framework assemblies on game export
This is needed with newer Mono versions, at least with Mono 6.12+

Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff174
2020-12-14 20:55:29 +01:00
Rémi Verschelde
90bdba576a
Merge pull request #43742 from qarmin/editor_modules_default_values
Initialize class/struct variables with default values in platform/ and editor/
2020-12-08 15:53:42 +01:00