Commit graph

23 commits

Author SHA1 Message Date
Sergey Minakov ed49e038ec Split android platform export template into multiple files 2021-08-12 17:15:02 +03:00
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
Lightning_A e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde 6b0183ec89
Merge pull request #49279 from Calinou/rename-string-is-abs-path-method
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11 15:58:16 +02:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Hugo Locurcio 5ea1c75d63
Rename String.is_abs_path() to String.is_absolute_path()
This is more consistent with `NodePath.is_absolute()`.
2021-06-03 16:00:06 +02:00
Fredia Huya-Kouadio fe9f0758db Expose GodotPlugin's utility methods used for registration and signal emitting.
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-15 15:55:59 -08:00
Sergey Minakov 7990c2c5e8 [Plugins] Rename 'PluginConfig' struct to platform specific name 2021-01-15 17:54:35 +03:00
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
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Timo Schwarzer 83a966f0d8
Remove GodotPayment android plugin
This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 09:21:05 +02:00
Rémi Verschelde 7b7b872d94
Merge pull request #39080 from m4gr3d/fix_emit_signal
Use compile-time constant for the size of the signal parameters
2020-05-27 13:05:32 +02:00
Fredia Huya-Kouadio 63286ebba4 Use compile-time constant for the size of the signal parameters 2020-05-27 03:40:26 -07:00
Rémi Verschelde 24ad4894cc
Merge pull request #39050 from timoschwarzer/google-play-billing-4.0
(4.0) Re-implement GodotPayment Android plugin using the Google Play Billing library
2020-05-26 15:34:06 +02:00
Timo Schwarzer 4b00bf8e83
Re-implement GodotPayment Android plugin using the Google Play Billing library 2020-05-25 22:24:17 +02:00
Rémi Verschelde 242b715144
Merge pull request #38996 from mbrlabs/android-plugin-fix
Perform a clean Gradle build if android plugins changed
2020-05-25 22:18:41 +02:00
Fredia Huya-Kouadio e7e736c03b Fix parameters passing when emitting signal
The issue was caused because we were using variables local to the `for` loop block.
2020-05-25 11:50:36 -07:00
Marcus Brummer abd66c1bb0 Perform a clean Gradle build if android plugins changed
Fixes #38986
2020-05-25 19:18:02 +02:00
Fredia Huya-Kouadio 14e6696c8e Implementation of the Godot Android Plugin configuration file 2020-05-17 11:11:26 -07:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
fhuya 948c3cbb88 Add signal support to Godot Android plugin:
Supports registering and emitting signal from a Godot Android plugin
2020-04-10 09:22:21 -07:00
fhuya f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00