Commit graph

2974 commits

Author SHA1 Message Date
Aman Jain 824f0b0569 Refactored permissions and command line flags into separate methods 2020-09-18 16:12:15 -07:00
Aman Jain 29a71edd76 Utility methods for writing files to Gradle project. 2020-09-18 16:12:15 -07:00
Fabio Alessandrelli c610ad3739 Move request_quit to javascript_main. 2020-09-18 18:54:11 +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
Rémi Verschelde 8b5061aae7
X11: Try to load libXrandr.so.3 if libXrandr.so.2 isn't found
All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.

(cherry picked from commit 413ff7938d)
2020-09-18 11:56:42 +02:00
Rémi Verschelde cb78a5d7ae
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.

(cherry picked from commit 5f4d64f4f3)
2020-09-18 10:29:52 +02:00
bruvzg e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
Rémi Verschelde 6b5102cf90
Merge pull request #41504 from naithar/fix/analyzer-3.2
[3.2] [iOS] Leaks and deprecations fix
2020-08-25 18:37:02 +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 2a692f41a3
Merge pull request #41364 from m4gr3d/fix_textedit_movement_bug_3_2
Fix issue causing the textedit to move upward
2020-08-21 02:25:25 +02:00
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
Fredia Huya-Kouadio a8240f7351 Fix issue causing the textedit to move upward 2020-08-18 17:05:23 -07:00
bruvzg 2b996cca67
[Windows] Fix modifier keys when using tablet input. 2020-08-17 14:43:23 +03:00
Gordon MacPherson c1a5e9f513 fixed linker being slow on OSX
(cherry picked from commit 788c521ce8)
2020-08-17 11:05:53 +02:00
bruvzg 2b1cfad591
[macOS] Fix "on top" not set on init, and reseting on window update. 2020-08-15 18:05:59 +03:00
Rafał Mikrut abd7c1833e Added Linux sanitizer with xvfb to github workspace 2020-08-14 12:15:58 +02:00
Andreas Haas abdcb7d299 DirectInput: use correct joypad id
Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.

fixes #17566

(cherry picked from commit 802a0316c5)
2020-08-14 00:32:05 +02:00
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
Rémi Verschelde 5972495d99 Revert "Virtual keyboard size adjustment fixes"
Also reverts "[3.2] Move PopupWindow logic to GodotEditText on Android".

This reverts commits 69db38742f and.
ff0ada164b.
2020-08-14 00:32:04 +02:00
Sergey Minakov 8a8f0a3b79 iOS: simplify OS values retrieval 2020-08-10 16:21:42 +03:00
Rémi Verschelde c49be9bf84
Merge pull request #40791 from nekomatata/android-keyboard-cleaning-3.2
[3.2] Move PopupWindow logic to GodotEditText on Android
2020-07-31 13:00:50 +02:00
PouleyKetchoupp ff0ada164b [3.2] Move PopupWindow logic to GodotEditText on Android 2020-07-28 21:03:55 +02:00
Fabio Alessandrelli 31c21b9750 Implement HTML5 cancel/ok button swap on Windows.
Platform is detected on init via the `navigator.platform` string.

(cherry picked from commit 0b286a287c)
2020-07-28 00:55:46 +02:00
bruvzg a2f034d3ab [macOS] Refocus last key window after DisplayServer::alert is closed.
(cherry picked from commit a05776e20d)
2020-07-28 00:45:06 +02:00
Rémi Verschelde 4b9bb50176 Style: Fix code format scripts compat with non-GNU Unices
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.

And improve it to also remove trailing tabs, not just spaces.

(cherry picked from commit c71e189efd)
2020-07-28 00:41:52 +02:00
Rémi Verschelde 37bac7d75d
Merge pull request #40672 from nekomatata/virtual-keyboard-height-fix-3.2
[3.2] Virtual keyboard size adjustment fixes
2020-07-27 08:57:52 +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
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
PouleyKetchoupp 69db38742f Virtual keyboard size adjustment fixes
1. Disable virtual keyboard focus adjustment on Android
The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.
We don't need any focus adjustment since we're using a fixed size window
for our application.
Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING

2. Fix virtual keyboard height regression
Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.
In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
2020-07-24 18:26:20 +02:00
Rémi Verschelde b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
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
Zae 6f2be6b05c [3.2] fix crlf for clipboard 2020-07-20 15:42:32 +08:00
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
Fabio Alessandrelli e7099ed2ea Fix setenv not defined in older emscripten verions. 2020-07-15 22:21:47 +02:00
bruvzg 26a825aac3
[macOS, 3.2] Fix window size on macOS Big Sur (title bar height is no longer same as menu height), use top-left corner as resize origin instead of bottom-left. 2020-07-14 17:38:16 +03:00
Rémi Verschelde 0246a1a276 Revert "Enable the ability to use Godot as a subview within an Android app"
This reverts commit 920639511d.

The changes are good, this revert is only done for release management reasons
as we want this feature to get more testing before making it in a stable build,
but a 3.2.3 release is imminent to handle some regressions in 3.2.2.

This will be re-committed in a 3.2-based feature branch, and we'll merge it
again once we're confident about it (probably for 3.2.4).
2020-07-10 08:51:21 +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
bruvzg e9ab41b71d
[macOS, 3.2] Implement seamless display scaling. 2020-07-07 22:54:33 +03:00
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
Daniel Ting 3f5f58b9d8 Fix opening URLS with special characters in macOS
The Online Tutorials section of InputMap in the editor's built-in
documentation viewer contains this link:

docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap

The macOS implementation for opening a link percent-encodes it before
sending it to the browser, resulting in a 404. This is to fix #13422
where filenames with special characters could not be opened in Finder.
However, this breaks URLS so I added a check to see if the resource
scheme is file:// and if so, only then is it escaped. This allows other
schemes like `http`, `ftp`, and `mailto` to be used.

(cherry picked from commit b8e6ff9a7f)
2020-07-06 14:18:18 +02:00
bruvzg 14b8124074 [macOS export] Set correct external file attributes (Unix mode), and creation time.
(cherry picked from commit accae11fe3)
2020-07-03 13:17:57 +02:00
Rémi Verschelde 24f527b561
Merge pull request #39996 from naithar/feature/ios-gdnative
[3.2] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:45 +02:00
Rémi Verschelde a3e525ba0f
Merge pull request #40054 from bruvzg/macos_confined_mouse_mode_3
[macOS, 3.2] Implement confined mouse mode.
2020-07-03 00:11:27 +02:00
bruvzg b233cb640d
[macOS, 3.2] Implement confined mouse mode. 2020-07-02 17:12:16 +03:00
Fabio Alessandrelli 357e99a31e Use dummy driver when JS AudioContext is unavailable. 2020-07-02 14:30:23 +02:00
Fabio Alessandrelli 399e2c1db0 Limit FPS in JS by skipping iterations. 2020-07-02 14:30:23 +02:00
Fabio Alessandrelli c7d2767ab9 [JS] Check canvas size each loop, force redraw.
Remove ResizeObserver, fix compatibility issues, achieve smoother
resizing.
2020-07-02 14:30:23 +02:00
Fabio Alessandrelli 093c463ebf [HTML5] Early FS initialization.
So that "/userfs" is created and mounted before `setup`.
2020-07-02 14:30:12 +02:00
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 b833296cbb
Merge pull request #39943 from bruvzg/macos_apple_silicon_3
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.
2020-06-29 15:30:03 +02:00
bruvzg 43888ebfaf
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 14:43:29 +03:00
Rémi Verschelde 08ee1de535 X11: Ensure XGetWindowProperty data gets freed
Fixes a small memory leak reported by lsan:
```
Direct leak of 73 byte(s) in 1 object(s) allocated from:
    #0 0x7f29825f3e70 in malloc (/lib64/liblsan.so.0+0xee70)
    #1 0x7f29824a5729 in XGetWindowProperty (/lib64/libX11.so.6+0x29729)
```
2020-06-29 13:05:24 +02:00
Fredia Huya-Kouadio 623a1ae5b3 Fix the logic to enable focus awareness 2020-06-27 16:40:22 -07:00
Rémi Verschelde 28c0088d86
Merge pull request #39558 from m4gr3d/godot_fragment_3_2
[3.2] Enable the ability to use Godot as a subview within an Android app
2020-06-26 22:07:43 +02:00
Rémi Verschelde 34c5133e6a
Merge pull request #39604 from Faless/js/3months_backport
[HTML5 - 3.2] Backport most changes/improvement in master.
2020-06-26 20:50:58 +02:00
Fredia Huya-Kouadio 920639511d Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:57:03 -07:00
Fredia Huya-Kouadio 944210923f Follow up cleanup for the godotpayment project module
(cherry picked from commit 206cbd960b)
2020-06-24 22:52:05 +02:00
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
bruvzg a662b853dd Fix use uninitialized ofs variable introduced in 39701.
(cherry picked from commit 439c97e0ff)
2020-06-22 15:41:36 +02:00
bruvzg 1468c0b4d4 [Windows] Prevent overwriting old cursor handle on multiple mouse_mode changes, ensure mouse_mode is set before cursor_set_shape is called to restore cursor.
(cherry picked from commit fc1d1c3557)
2020-06-22 13:08:53 +02:00
Rémi Verschelde f2f11bc752
Merge pull request #39744 from timoschwarzer/remove-godot-payment-plugin
Remove GodotPayment android plugin (3.2)
2020-06-22 12:15:36 +02:00
bruvzg e2675e9462 macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor.
(cherry picked from commit 7a250b579f)
2020-06-22 12:04:31 +02:00
Timo Schwarzer 5053ab684a
Remove GodotPayment android plugin
This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 11:11:41 +02:00
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
Bastiaan Olij 70fb79efa0 Fix missing slider joystick handling on Windows
(cherry picked from commit aa01b327d6)
2020-06-21 21:41:14 +02:00
PouleyKetchoupp cdbbc75e90 Set proper file type attribute for OSX zip export
The missing file type in file attributes was causing the file to lose
executable permissions when unzipped with some softwares.

(cherry picked from commit 4501771fd8)
2020-06-21 21:40:57 +02:00
Rémi Verschelde f99cbb94cc Export: Rename 'Windows Universal' to 'UWP'
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).

(cherry picked from commit 08ef0aab16)
2020-06-21 21:39:44 +02:00
unknown d080c0de51 adding check for syskeydown on control and alt
(cherry picked from commit d191a8b9f8)
2020-06-21 21:34:50 +02:00
Ev1lbl0w 4d7ac36e84 Allow Godot to kill it's own PID
(cherry picked from commit 75ce45440a)
2020-06-18 11:29:28 +02:00
Fabio Alessandrelli b146bf2528 Canvas resize callback, to update buffer size. 2020-06-18 09:21:14 +02:00
Fabio Alessandrelli 21c9f37757 [HTML5] Refactor JS, threads support, closures.
- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Optional closure compiler run for JS and generated code.
- Enable lto support (saves ~2MiB in release).
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
- Add onExit, and onExecute JS function.
- Add files drag and drop support.
- Add support for low precessor usage mode (via offscreen render, swap).
2020-06-18 09:21:14 +02:00
Rémi Verschelde 7f6767470d
Merge pull request #39580 from m4gr3d/provide_activity_to_godot_plugin_constructor_3_2
Clean up the GodotPlugin public API.
2020-06-16 20:45:49 +02:00
Fredia Huya-Kouadio 61aa477e1c Clean up the GodotPlugin public API. 2020-06-16 09:24:41 -07:00
Aaron Franke 01061c6fbb Simplify some code in platform/uwp/export
(cherry picked from commit 068054002d)
2020-06-15 14:34:35 +02:00
Rémi Verschelde 50c4834548
Merge pull request #39502 from bruvzg/kbd_layouts_3
[3.2] Add keyboard layout enumeration / set / get functions.
2020-06-15 11:11:08 +02:00
Fabio Alessandrelli 1c0abd6393 Use 2-phase setup in JavaScript.
Make the first iteration as soon as the canvas is setup, avoiding a
black screen before the next animation frame is requested.
Also create OS and do setup before syncing FS to avoid crash when IDBFS
access is denied.
2020-06-14 15:43:18 +02:00
bruvzg 2256946f79
[3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11). 2020-06-13 11:01:49 +03:00
lawnjelly b330766c30 Fix overflow condition with QueryPerformanceCounter
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer.

This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.

(cherry picked from commit db9fa88160)
2020-06-11 09:40:04 +02:00
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
Fabio Alessandrelli 8b321354d8 Swtich HTML5 key detection from keyCode to code.
The value of this, does not include the layout.
The code has extra logic to map the unicode value to our keylist,
supporting ASCII and Latin-1.

(cherry picked from commit 0a35b97b62
with help of https://github.com/Faless/godot/tree/js/keyCode)
2020-06-05 12:49:50 +02:00
Marcus Brummer a6e9001579 Check if the specified Android release keystore exists
(cherry picked from commit 21263a65a9)
2020-06-05 12:45:46 +02:00
Fredia Huya-Kouadio d1e4cede90 Add support for focus awareness 2020-06-04 15:51:51 -07:00
PouleyKetchoupp aa935c262a Fix inconsistent error messages with Android custom export templates
(cherry picked from commit be22a1f9bc)
2020-06-04 12:16:39 +02:00
Marcel Admiraal eef442f32d Update Windows GUID to SDL uid conversion.
(cherry picked from commit a833db80d9)
2020-06-04 12:09:40 +02:00
Marcel Admiraal 5dfd4fc84d Update OSX GUID to SDL uid conversion.
Co-authored-by: John Wakley <johncwakley@users.noreply.github.com>
(cherry picked from commit d04cbbd76b)
2020-06-04 12:09:40 +02:00
Marcel Admiraal 91590b0cf0 Add dinput nullptr checks.
(cherry picked from commit bc49d34123)
2020-06-04 12:09:39 +02:00
Marcel Admiraal 6c9c6885a2 Do not probe joypads if DirectInput cannot be initialized.
(cherry picked from commit 97a529b1d8)
2020-06-04 12:09:39 +02:00
Hugo Locurcio d814352d92 Tweak the DirectInput initialization failure message
This closes #36662.

(cherry picked from commit fe09b4d2b3)
2020-06-04 12:09:39 +02:00
bruvzg 1642c4163d Ignore invalid tablet driver name, when non are available.
(cherry picked from commit ef1a305e50)
2020-06-04 12:09:39 +02:00
Fredia Huya-Kouadio bea913a874 Stop ignoring hidden files and directories in the assets directory
(cherry picked from commit bf76d2afcf)
2020-06-04 12:09:39 +02:00
Marcus Brummer b6c536317b Perform a clean Gradle build if android plugins changed
Fixes #38986

(cherry picked from commit abd66c1bb0)
2020-06-04 11:17:11 +02:00
bruvzg c994eb1daf
[3.2] Fix macOS global menu removal and preserve order. 2020-06-02 16:37:19 +03:00
volzhs c86ddd6b61 Add missing consumePurchase plugin method for GodotPayment 2020-05-28 11:51:14 +09:00
Rémi Verschelde f03bc21e09
Merge pull request #39103 from m4gr3d/enable_legacy_external_storage
Enable legacy external storage for Android 10
2020-05-27 22:57:24 +02:00
Fredia Huya-Kouadio 2e7e3dcfe4 Enable legacy external storage for Android 10 2020-05-27 13:34:40 -07:00
Fredia Huya-Kouadio 0181e89e43 Validate that Use Custom Build is enabled when Plugins are selected
Remove `GodotPayment` from the default build template
2020-05-27 12:04:31 -07:00
Rémi Verschelde 9aeb9ea826
Merge pull request #39081 from m4gr3d/fix_emit_signal_3_2
[3.2] Fix parameters passing when emitting signal
2020-05-27 12:53:35 +02:00
Fredia Huya-Kouadio 3c0b26e29c Fix parameters passing when emitting signal
The issue was caused because we were using variables local to the `for` loop block.
Address [feedback](https://github.com/godotengine/godot/pull/39047#issuecomment-634545849) by @pouleyKetchoupp regarding the use of arrays on stack with dynamic size.
2020-05-27 03:38:38 -07:00
Fredia Huya-Kouadio 06b7f611f8 Provide the ability for clients of the Godot library to add their own command line arguments 2020-05-27 02:12:54 -07:00
Timo Schwarzer 8373c0792a
Re-implement GodotPayment Android plugin using the Google Play Billing library 2020-05-25 21:09:45 +02:00
PouleyKetchoupp f4f4b77d23 Use long instead of int for object id in Android java wrapper
Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.

(cherry picked from commit 39f59786fa)
2020-05-25 16:36:34 +02:00
Fabio Alessandrelli d0613a2243 Fix JS audioContext parameters.
Were not passed along correctly.
`latencyHint` is supposed to be in seconds, not milliseconds.

(cherry picked from commit 57bdb4cc35)
2020-05-25 15:53:18 +02:00
bruvzg 28aabf4f73
[3.2] Block WM_MOUSEMOVE during Windows Ink pen handling. 2020-05-22 14:05:53 +03:00
Rémi Verschelde b6c551e864
Merge pull request #38875 from bruvzg/tab_drv_sel_32
[Windows, 3.2] Add tablet driver selection.
2020-05-20 13:58:26 +02:00
SkyJJ 2197ef0566 Fix Android LineEdit editing bugs
(cherry picked from commit cc473b948f)
2020-05-20 12:07:08 +02:00
bruvzg e3be0520a1 [Windows] Add quotes only to the command line arguments with special characters.
(cherry picked from commit cac399a829)
2020-05-20 11:39:55 +02:00
Fredia Huya-Kouadio 2c81a82d53 Update the permission string for the Oculus hand tracking to match the latest api update
(cherry picked from commit 6e2988f26a)
2020-05-20 11:37:24 +02:00
bruvzg 9669c437ef macOS signing improvements: allow signed app exporting as ZIP, sign DMG after exporting.
(cherry picked from commit 4bec713b8c)
2020-05-20 11:33:57 +02:00
bruvzg 71b2abbfa3
[Windows, 3.2] Add tablet driver selection. 2020-05-20 09:36:56 +03:00
Eric Rybicki c2eea4bde0 Fix certain characters being recognized as special keys in Windows when using the us international layout
(cherry picked from commit e460456e60)
2020-05-19 10:19:52 +02:00
Fabio Alessandrelli 92031098bf Move mixrate and latency definition to AudioServer
Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.

(cherry picked from commit 90c7102b51)
2020-05-18 16:40:33 +02:00
Fabio Alessandrelli 6d1ddf7eb1 AudioDriverJavaScript now compute buffer size.
Based on mix rate and expected latency.

(cherry picked from commit 245c179bd3)
2020-05-18 16:40:33 +02:00
Fredia Huya-Kouadio a71a338c59 Implementation of the Godot Android Plugin configuration file 2020-05-16 23:09:45 -07:00
Rémi Verschelde d784cb23ec
Merge pull request #37929 from thebestnom/migrate-to-androidX-3.2
Android: Migrate deprecated support library to AndroidX [3.2]
2020-05-16 09:03:44 +02:00
Rémi Verschelde d45b96d2b1 Android: Check for deprecated GodotPaymentV3 module, direct to new plugin
Fixes #38581.
2020-05-15 13:32:30 +02:00
Rémi Verschelde a9bcd8ba26
Merge pull request #38659 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.2) - 5th batch
2020-05-11 12:55:46 +02:00
bruvzg bd5413e05f
WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving [3.2]. 2020-05-11 12:32:15 +03:00
Eric M 77ef3bb416 Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by the keyboard menu button work
(cherry picked from commit 97e77bcd19)
2020-05-11 11:04:04 +02:00
bruvzg c4e00f3d57 Remove WinTab error message.
(cherry picked from commit ba85db5a79)
2020-05-11 11:01:13 +02:00
thebestnom 30680a4afe Android: Migrate deprecated support library to AndroidX 2020-05-10 19:08:27 +03:00
Technohacker 0456311be3
Don't force borderless mode when using per-pixel transparency 2020-05-10 21:05:37 +05:30
Technohacker 9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
Rémi Verschelde e637fe9dd3 clang-format: Add JavaImportGroups for Java code
(cherry picked from commit 6038325470)
2020-05-07 13:36:27 +02:00
Fredia Huya-Kouadio 918f5dee23 Address OS.request_permissions() bug when non-platform permission(s) is included
(cherry picked from commit ef62506e5c)
2020-05-06 23:29:29 +02:00
bruvzg 78266c09c4
Add support for the WinTab API for pen input. (3.2) 2020-05-05 14:56:02 +03:00
bruvzg da2ca9e22a [Linux/Windows] Set pressure to 1.0f when primary button is pressed and device is not pressure sensitive.
(cherry picked from commit 0128947894)
2020-05-05 13:41:29 +02:00
Marcel Admiraal a286edb821 Fix X11 pressure and tilt values.
(cherry picked from commit a2ad0878ed)
2020-05-05 13:41:29 +02:00
Christoph Schröder d70cb49eef Move mouse wheel handler from window to canvas element in HTML
Similar to https://github.com/godotengine/godot/pull/36557

At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312

This PR moves the handler to the canvas and thereby fixes the error.

Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)

(cherry picked from commit b1e8ac7b08)
2020-05-04 16:10:22 +02:00
Marcel Admiraal 48bc3fd297 Fix Android export throwing Unicode errors.
(cherry picked from commit e74f8aaaf1)
2020-05-01 10:56:58 +02:00
Hugo Locurcio 9b6df1ed00 Set the title tag in the HTML5 export immediately
This makes the project title display without having to wait for
the project to finish loading.

(cherry picked from commit eecce139ea)
2020-04-27 10:19:33 +02:00
Rémi Verschelde aecba58e92 Windows: Appease capricious MSVC versions with moody headers
Fixes #37799.
Fixes #37986.

(cherry picked from commit 4d3a18d9ff)
2020-04-27 10:19:08 +02:00
Fredia Huya-Kouadio 2d9725b89d Fix detection logic for the Android sdk path
The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)

(cherry picked from commit 328354f878)
2020-04-27 10:15:56 +02:00
Fredia Huya-Kouadio 17ad99c206 Fix Android templates size regression
The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped.
Since the change is only needed for development (debugging) purposes, it's commented out by default.

(cherry picked from commit 2f38cfd9ab)
2020-04-23 11:08:46 +02:00
Fredia Huya-Kouadio b7fa9cf8ff Fix compilation issue by updating a call to runOnGLThread that was missed by PR #37175 2020-04-16 16:16:24 -07:00
Rémi Verschelde c4a849588b
Merge pull request #37175 from m4gr3d/make_godot_plugin_callbacks_generic_3.2
[3.2] Update the naming scheme for the GodotPlugin's methods
2020-04-17 00:08:27 +02:00
Marcel Admiraal b4ab045444 Fix loss of precision in X11 device info.
(cherry picked from commit 9369b37f1f)
2020-04-16 12:47:19 +02:00
SkyJJ 96e381ac03 Validate supported architectures when exporting to Android
(cherry picked from commit 7fcd13575e)
2020-04-16 11:41:41 +02:00
fhuya 373db27788 Migrate legacy apache dependency to the GodotPayment plugin
This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.

(cherry picked from commit c591cb8fda)
2020-04-16 11:41:23 +02:00
Rémi Verschelde 88e1264893 Android: Bump build tools to 29.0.3
(cherry picked from commit ca896ddbf0)
2020-04-16 11:41:11 +02:00
fhuya ff7b455478 Delete unused drawable resources.
(cherry picked from commit 73d4e2eefb)
2020-04-16 11:40:56 +02:00
fhuya fd045b8b91 Update Android custom template build configuration.
(cherry picked from commit 9c11076a20)
2020-04-16 11:40:06 +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 5698a9ec74
Merge pull request #37305 from m4gr3d/implement_plugin_signals_3.2
[3.2] Add signal support to Godot Android plugin:
2020-04-10 18:42:32 +02:00
Rémi Verschelde 798bf901b8 Android: Downgrade gradle plugin to 3.5.3
With the NDK installed locally, gradle plugin 3.6.0 seems to enforce
a specific older NDK version, and will fail building if you don't have
it installed with:

```
No version of NDK matched the requested version 20.0.5594570.
Versions available locally: 21.0.6113669
```

Upstream issue: https://github.com/gradle/gradle/issues/12440

(cherry picked from commit ba2ec53a26)
2020-04-02 23:34:02 +02:00
fhuya b995256bca Update the naming scheme for the GodotPlugin's methods in preparation of the vulkan integration. 2020-03-28 15:42:21 -07:00
fhuya 0c782ca2b2 Backport Kotlin support 2020-03-27 10:18:30 -07:00
fhuya f69760b4be Add signal support to Godot Android plugin:
Supports registering and emitting signal from a Godot Android plugin
2020-03-27 01:37:41 -07:00
fhuya 7135bc3e37 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-25 09:00:37 -07:00
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
unknown fcde11222a Removed unused code in android detect.py and SCsub
(cherry picked from commit 90cdacd741)
2020-03-25 11:38:54 +01:00
m6c7l dec7014ca8 issue-37239 add relaxation to conditions in the joystick check routine for being identified as joystick
(cherry picked from commit 36293f4256)
2020-03-25 11:38:54 +01:00
Pedro J. Estébanez f57579ba6c Make stack size on Windows match Linux and MacOS
(cherry picked from commit 29f8530afe)
2020-03-25 11:38:53 +01:00
PouleyKetchoupp 2e4e1e0324 Fix text_entered signal when max_length is used in LineEdit on Android
Fixes #35954

(cherry picked from commit c169367e83)
2020-03-25 11:38:53 +01:00
fhuya 9a035efe62 Complete the implementation of the GodotPayment plugin.
Move the remaining plugin components within the plugin source code.

(cherry picked from commit 99173c5fc4)
2020-03-25 11:38:53 +01:00
fhuya cd2b2bf8bf Enable Android studio debugger.
(cherry picked from commit 41dadb2b2b)
2020-03-25 11:38:53 +01:00
Rémi Verschelde ec752f7c9b Linux: Add Mesa 20 "Intel" to prime detection
Diff in `glxinfo` between Mesa 19.3.4 and 20.0.1:
```diff
-OpenGL vendor string: Intel Open Source Technology Center
-OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 630 (Kaby Lake GT2)
-OpenGL core profile version string: 4.6 (Core Profile) Mesa 19.3.4
+OpenGL vendor string: Intel
+OpenGL renderer string: Mesa Intel(R) HD Graphics 630 (KBL GT2)
+OpenGL core profile version string: 4.6 (Core Profile) Mesa 20.0.1
```

(cherry picked from commit db28e7ef69)
2020-03-25 11:38:53 +01:00
Rémi Verschelde 4a38ec3937
Merge pull request #36336 from m4gr3d/android_plugin_v2_for_godot_3_2
Re-architecture of the Godot Android plugin. [3.2]
2020-03-17 16:27:59 +01:00
Rémi Verschelde e5526544a3 Revert "Change LINKFLAGS to FRAMEWORKS which is supported since Scons release 0.96.91"
This reverts commit 2e152b945f.

SCons `FRAMEWORKS` is, according to their latest docs, only supported
"On Mac OS X with gcc". While the "with gcc" part seems bogus, #36795
did introduce a link failure for our osxcross toolchain for compiling
macOS binaries from Linux. SCons probably fails to detect this as a
macOS target and does not use its `FRAMEWORKS` logic properly.

So using `LINKFLAGS` as we used to is the more portable solution.
2020-03-10 09:56:37 +01:00
fhuya c3660bb4dc Re-architecture of the Godot Android plugin. 2020-03-09 10:30:02 +01:00
Rémi Verschelde 98d0bf7d7a assimp: Clean and document buildsystem, prepare for unbundling
- Improve the SCsub to allow unbundling and remove unnecessary code.
- Move files around to match upstream source.
- Re-sync with upstream commit 308db73d0b3c2d1870cd3e465eaa283692a4cf23
  to ensure we don't have local modifications.
- Doesn't actually build against current version 5.0.1 due to the lack
  of the new ArmaturePopulate API that Gordon authored. We'll have to
  wait for a public release with that API (5.1?) to enable unbundling.

(cherry picked from commit 9d8a9ea826)
2020-03-06 23:53:23 +01:00
bruvzg 5bbce634ad Replace IOHIDDeviceRegisterRemovalCallback with IOHIDManagerRegisterDeviceRemovalCallback to fix gamepad disconnection callback on macOS Catalina.
(cherry picked from commit 6b23e36dbc)
2020-03-06 23:51:26 +01:00
hungrymonkey 2e152b945f Change LINKFLAGS to FRAMEWORKS which is supported since Scons release 0.96.91
Fixes the link errors below

clang: error: no such file or directory: 'Carbon'
clang: error: no such file or directory: 'AudioUnit'
clang: error: no such file or directory: 'CoreAudio'
clang: error: no such file or directory: 'CoreMIDI'
clang: error: no such file or directory: 'IOKit'
clang: error: no such file or directory: 'ForceFeedback'
clang: error: no such file or directory: 'CoreVideo'
clang: error: no such file or directory: 'AVFoundation'
clang: error: no such file or directory: 'CoreMedia'
clang: error: no such file or directory: 'Metal'
clang: error: no such file or directory: 'QuartzCore'

Tested on
System Version: macOS 10.15.3 (19D76)

SCons by Steven Knight et al.:
script: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog
engine: v3.1.2.bee7caf9defd6e108fc2998a2520ddb36a967691, 2019-12-17 02:07:09, by bdeegan on octodog
engine path: ['/usr/local/Cellar/scons/3.1.2_1/libexec/scons-local/SCons']

Xcode 11.3.1
Build version 11C504

Apple clang version 11.0.0 (clang-1100.0.33.17)
Target: x86_64-apple-darwin19.3.0

Closes #36720

(cherry picked from commit c924e83a64)
2020-03-06 23:51:26 +01:00
Rémi Verschelde 75164169c4 SCons: Fix get_compiler_version() to return ints
Otherwise comparisons would fail for compiler versions above 10.
Also simplified code somewhat to avoid using subprocess too much
needlessly.

(cherry picked from commits c7dc5142b5
and df7ecfc4a7)
2020-03-04 14:40:12 +01:00
Rémi Verschelde c34b351b24 SCons: Explicitly define our C (C11) and C++ (C++14) standards
On GCC and Clang, we use C11 and C++14 with GNU extensions (`std=gnu11`
and `std=gnu++14`). Those are the defaults for current GCC and Clang,
and also match the feature sets we want to use in Godot.

On MSVC, we require C++14 support explicitly with `/std:c++14`, and
make it strict with the use of `/permissive-` (so features of C++17 or
later can't be used).

Moves the definition before querying environment flags and platform
config so that it can be overridden when necessary.

(cherry picked from commit 342f127362)
2020-03-04 14:12:19 +01:00
Christoph Schroeder 031aed3bb7 Fixes touch events for HTML
Without this patch, the following exception is thrown when the touch
screen is used: TypeError: e.getBoundingClientRect is not a function.
No touch events arrive in the engine.

From my testing, this PR fixes the issue and behaves as expected.

Tested with godot-demo-projects/misc/multitouch_view/, emscripten 1.39.8
and Firefox mobile emulator as well as FF on Android

(cherry picked from commit 5134317afc)
2020-03-04 12:40:15 +01:00
Mateo Dev .59 d6c94fd527 os: execute parse the command output from utf8
(cherry picked from commit 8a88637705)
2020-03-04 12:40:15 +01:00
Rafał Mikrut d001ca320d Fix suspicious | and + operators
(cherry picked from commit d0621b954b)
2020-03-04 12:40:14 +01:00
Marcus Brummer 9190f516b1 Improved custom Android template exports
Prevent newlines from beeing appended in AndroidManifest.xml and
build.gradle. Fixes #36708.
2020-03-03 10:49:13 +01:00
Twarit 6d78636163 Remove unused driver/dummy/audio_driver_dummy.h
(cherry picked from commit 04882a481b)
2020-02-20 08:00:34 +01:00
Hugo Locurcio 30ca4a32a8 Export and reference the icon as favicon when exporting to HTML5
This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.

(cherry picked from commit 4492cf856b)
2020-02-14 16:15:40 +01:00
Relintai 34a16ae239 Fix startGame's logic in engine.js.
(cherry picked from commit cb29ce8a3b)
2020-02-14 16:10:41 +01:00
muiroc 50727d7b22 Allow per pixel transparency in javascript platform
(cherry picked from commit e51c6a0d28)
2020-02-14 16:07:03 +01:00
bruvzg a7ff22ea6d Fix pressure / tilt ranges on Linux.
(cherry picked from commit d552f93f8b)
2020-02-14 15:58:15 +01:00
Alexander Holland 489b3c2949 Fix double tap pressed event regression
(cherry picked from commit d2a5b7367b)
2020-02-14 15:56:26 +01:00
Hugo Locurcio 9a8455f5a7 Remove per-file progress reporting when exporting to Android
Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.

Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.

This closes #30850.

(cherry picked from commit 2dd3a01d11)
2020-02-06 13:02:08 +01:00
Haoyu Qiu 0d8b3efeb7 Adds extra cursors for macOS
Before, plain arrow cursor or unsuitable ones were used.

(cherry picked from commit 8f881847c0)
2020-02-06 13:02:08 +01:00
Haoyu Qiu 3388b7f4c7 Adds sanitizer options for macOS
(cherry picked from commit df4ea84e03)
2020-02-06 13:02:08 +01:00
Hugo Locurcio 611cc11536 Only emit the JavaScript support code for Web when building for HTML5
Excluding other unused environments like Node.js makes the support code
about 4 KB smaller.

(cherry picked from commit e818b51f32)
2020-02-06 13:02:08 +01:00
D00T24 3317f7640e fixed godot not recognising 150x150 icon for uwp export
(cherry picked from commit 88bd3227ac)
2020-02-06 13:02:07 +01:00
Yuri Roubinsky e8474435e5 Restores correct window position after fullscreen toggling off on Linux
(cherry picked from commit 90f00c0813)
2020-02-06 13:02:07 +01:00
Yuri Roubinsky 8c689f7d4a Fix restoring window from fullscreen to normal on Linux
(cherry picked from commit 8737269275)
2020-02-06 13:02:07 +01:00
PouleyKetchoupp b2ac2b6201 Fixed LineEdit virtual keyboard inputs on Android
Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.

(cherry picked from commit 196860508a)
2020-02-06 13:02:07 +01:00
Rémi Verschelde 68eae6b6e9 Fix some URLs to use HTTPS when available 2020-01-29 02:48:10 +01:00
Rémi Verschelde 096bf873bc
Merge pull request #35632 from godotengine/revert-32854-fix-wireless-adb-debugging
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi"
2020-01-27 21:13:37 +01:00
Rémi Verschelde c317ac89bf
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi" 2020-01-27 19:59:24 +01:00
fhuya 9bd841b86d Address crash caused by missing dependency. 2020-01-27 10:45:25 -08:00
fhuya e41caac7db Address crash caused by missing dependency. 2020-01-27 10:26:01 -08:00
Mark Wynn Garcia 141230192c Check if can export before exporting; show error message if can't export. 2020-01-26 11:45:17 +08:00
Rémi Verschelde c2e07db071
Merge pull request #35438 from MadEqua/virtual-keyboard-line-edit
Android virtual keyboard respecting LineEdit max length.
2020-01-23 08:20:24 +01:00
Rémi Verschelde c9cf6b102f
Merge pull request #35454 from Calinou/os-execute-default-blocking
Make `OS.execute()` blocking by default if not specified
2020-01-23 08:19:09 +01:00
Rémi Verschelde 05fc26de1c
Merge pull request #35444 from RandomShaper/fix_link_bsd
Fix error with linkers other than GNU ld
2020-01-23 07:57:02 +01:00
Bruno Lourenço a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00
Hugo Locurcio 90a1f8d8a7
Make OS.execute() blocking by default if not specified
This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
2020-01-23 01:26:32 +01:00
Pedro J. Estébanez 35dd36ca35 Fix error with linkers other than GNU ld 2020-01-22 22:38:08 +01:00
Eric Rybicki 67261b1e87 Remove buggy check if key was already released for accumulated input
Fixes #27104
2020-01-22 17:03:33 +01:00
Rémi Verschelde b711c09bc8 Revert "Fix audio capture naming in Javascript"
This reverts commit 69f7263cd8.

Follow-up to #35359.
2020-01-20 21:35:19 +01:00
Rémi Verschelde 837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98a:
  "Expose audio callbacks as signals."
- dabaa11b3c:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Rémi Verschelde adb6734b49 doc: Sync classref with current source 2020-01-19 23:19:29 +01:00
Ignacio Etcheverry a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
Rémi Verschelde b154bc8333
Merge pull request #35265 from zxcvdev/fix_crash_iphone_ios13
Fix iOS Crash on Application Exit
2020-01-18 15:23:38 +01:00
Rémi Verschelde bc4ce44d77
Merge pull request #35256 from Faless/js/callback_target_fix
HTML5 callbacks rework.
2020-01-18 11:38:26 +01:00
zxcvdev 9a90ea1425 Fix crash when closing app on iphone 2020-01-18 09:54:07 +01:00
Fabio Alessandrelli 4a50f5ff65 HTML5 callbacks rework.
Fixes compatibility with emscripten 1.39.5+ .
Most input callbacks now require a target and no longer support NULL
defaults.

This commit changes all required null targets to the expected default in
the binding phase.
Since for canvas-related callbacks there is no default, the "#canvas"
selector is used instead.
Additionally, since canvasX and canvasY event properties are no longer
supported, event positions are computed from "clientX" and "clientY" and
the "#canvas" bounding client rect.
2020-01-17 21:42:36 +01:00
Rémi Verschelde 94a9cdb3b0
Merge pull request #35235 from akien-mga/android-launcher-icons-properties
Android: Improve name of icon export properties
2020-01-17 19:57:24 +01:00
Rémi Verschelde 435f86cf87 HTML5: Address removal of 'timestamp' in Emscripten 1.39.5
It was removed as noted in the changelog:
https://github.com/emscripten-core/emscripten/blob/1.39.5/ChangeLog.md#v1395-12202019

> Removed `timestamp` field from mouse, wheel, devicemotion and
> deviceorientation events. The presence of a `timestamp` on these
> events was slightly arbitrary, and populating this field caused
> a small profileable overhead that all users might not care about.
> It is easy to get a timestamp of an event by calling
> `emscripten_get_now()` or `emscripten_performance_now()` inside
> the event handler function of any event.

Fixes #34648.
2020-01-17 14:10:52 +01:00
Rémi Verschelde 7c97bd87d5 Android: Improve name of icon export properties
This seems more readable and still includes the required dimensions.
2020-01-17 13:06:32 +01:00
Rémi Verschelde 6b64c60b0e
Merge pull request #35209 from RandomShaper/fix_pck_embed_linux
Fix error exporting to X11 with embedded PCK
2020-01-16 18:45:20 +01:00
Pedro J. Estébanez 4eeae59293 Fix error exporting to X11 with embedded PCK
Fixes #32513.
2020-01-16 17:47:37 +01:00
Rémi Verschelde e33914e0c1 MinGW: Avoid GCC -Wcast-function-type warnings on GetProcAddress
Using the same method as GNUlib and various other projects.
https://lists.gnu.org/archive/html/bug-gnulib/2018-08/msg00109.html

The warning is valid, but there's no way around it since the issue
comes from the Windows SDK. It's also harmless in this case.

Part of #29801.
2020-01-16 12:10:25 +01:00
hoontee c08d8feead
Fix Vsync Via Compositor causing halved refresh rate when vsync is forced by the graphics driver
Add check to prevent compositor sync if the graphics driver is forcing vsync.

Fixes #35038.

(Addendum: this PR does not negatively impact users unaffected by #35038.)
2020-01-15 16:04:23 -06:00
Fabio Alessandrelli 562bc1941d
Merge pull request #35126 from Faless/fix/ip_unix_warnings
Remove unused ip_unix member from OSX/server.
2020-01-14 19:07:55 +01:00
Rémi Verschelde 16860e90f1
Merge pull request #35124 from Faless/js/http_server_fix
Properly close files served by debug HTTP server.
2020-01-14 18:38:16 +01:00
Fabio Alessandrelli 417c54b871 Remove unused ip_unix member from OSX/server. 2020-01-14 17:33:49 +01:00
Bruno Lourenço abe83a1c84 Add support for Android adaptive icons. 2020-01-14 16:11:07 +00:00
Fabio Alessandrelli 14a58560e1 Properly close files served by debug HTTP server. 2020-01-14 17:07:06 +01:00
Fabio Alessandrelli 1798496ea7 Add mime type to responses from debug HTTP server.
Get rid of warnings in firefox mentioning performance loss when no mime
type is given for wasm files.
2020-01-14 17:07:06 +01:00
Haoyu Qiu bda9145aae Fixes IME input backspace on macOS 2020-01-14 19:41:42 +08:00
Rémi Verschelde c7b701dfd2 Image: Include S3TC compression via Squish in non-tools build
We already build Squish in templates build for S3TC decompression,
so we can as well expose the compression feature.

Fixes #25640.
2020-01-13 15:58:49 +01:00
Alexander Holland dd2fd4e853 fixes android double tap regression 2020-01-13 12:46:33 +01:00
Rémi Verschelde 656d88fac0
Merge pull request #34977 from m4gr3d/export_hand_tracking_option
Add support for generating a Oculus Mobile VR apk with hand tracking support
2020-01-10 23:54:55 +01:00
bruvzg 2d22b6e5c3
[macOS/Mono] Filter release/debug and rename Mono data folder on export. 2020-01-10 20:08:01 +02:00
fhuya 5b9631563c Add support for generating a Oculus Mobile VR apk with hand tracking support. 2020-01-10 09:51:14 -08:00
bruvzg d07cdc594f
[macOS] Load PCK from the .app bundle resources, instead of changing working directory. 2020-01-10 18:02:29 +02:00
Rémi Verschelde 60289beecc
Merge pull request #33630 from AlexHolly/android-doubleTap
Fixes Android FileDialog
2020-01-10 15:46:20 +01:00
Alexander Holland b1b308411a Fixes Android FileDialog
- Go up was not working, simplify was used one time too much
- Added GestureHandler
  - Added doubleTap to recognize open dir
  - Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
2020-01-10 15:25:08 +01:00
Rémi Verschelde 3f8c93dffe Fix warning in Linux crash handler on 32-bit 2020-01-10 14:28:21 +01:00
bruvzg 9abde1626f
macOS DMG export: create folder structure for the files extracted from export template ZIP. 2020-01-10 12:28:32 +02:00
Bruno Lourenço 90b49e8888 Fix Android exporter manifest creation. 2020-01-09 20:46:06 +00:00
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
Joost Heitbrink dc61323b2c PCK: Set VERSION_PATCH in header, factor out header magic
Unify pack file version and magic to avoid hardcoded literals.

`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-06 13:13:17 +01:00
Rémi Verschelde 8454804972
Merge pull request #33967 from Calinou/add-os-is-window-focused
Add an `OS.is_window_focused()` getter
2020-01-06 11:39:18 +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
fhuya 50ab6decfe Replace the android.defaultConfig.applicationId in build.gradle with the package/unique_name. 2019-12-30 10:33:48 -05:00
Haoyu Qiu 078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde 8938577459 i18n: Sync translations with Weblate + update template
Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
2019-12-22 13:27:02 +01:00
Fabio Alessandrelli ca19a3fe9a Fix crash on Android with no manifest permissions.
API allows for null array of permissions. It is now normalized with an
empty array.
2019-12-17 14:46:04 +01:00
Rémi Verschelde d3a07d3550
Merge pull request #33910 from Faless/net/android_mlock
Acquire MulticastLock on Android when using broadcast/multicast
2019-12-14 21:53:08 +01:00
Fabio Alessandrelli 04c917899f Add Android NetSocket implementation.
Automatically acquire and release multicast lock when needed.
2019-12-14 18:10:36 +01:00
Fabio Alessandrelli fafda80a4b Add GodotNetUtils Java class for Android.
Provides access to a MulticastLock.
As specified by the Android API, broadcast/multicast packets may be
filtered on some phones unless the application explicitly acquires
a "MulticastLock".
2019-12-14 18:10:36 +01:00
Rémi Verschelde 3a9284b562
Merge pull request #34338 from Catchawink/master
Fixed an issue with capturing audio from microphones in macOS.
2019-12-14 09:54:12 +01:00
Catchawink 5152afa70c Added microphone and camera usage descriptions to macOS builds. 2019-12-13 19:15:50 -05:00
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
Rémi Verschelde cf3a863fa9
Merge pull request #34229 from NoFr1ends/fix-home-indicator-ios
Allow to change the home indicator behaviour on iOS
2019-12-13 14:00:14 +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 c320a82213 SCons: Add 'split_libmodules' option to workaround linker issue
The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.

Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.

We force this option to True for MinGW on Windows, which fixes #30892.

Additional changes to lib splitting:

- Fix linking of the split module libs with interdependent symbols,
  hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
  and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
  too big since we moved all thirdparty builds to modules.

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2019-12-11 15:40:28 +01:00
bruvzg 29ba673fca
[macOS] Send resize event without actually resizing window on backing change.
Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com>
2019-12-08 18:29:31 +02:00
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
TerminalJack e1dda5195c Added support for vertical syncing via the Windows OS compositor (DWM.) 2019-12-04 11:14:21 +01:00
Rémi Verschelde 65f5ef9a42
Merge pull request #34079 from KoBeWi/rcexport
Don't stop export if rcedit path is invalid
2019-12-03 17:23:25 +01:00
Tomasz Chabora ef21d378f3 Don't stop export if rcedit path is invalid 2019-12-03 13:42:24 +01:00
Rémi Verschelde 6d6280dfa3 Emscripten: Re-add BINARYEN_TRAP_MODE='clamp' for fastcomp
The option is needed when using the 'fastcomp' backend (default before
1.39.0), and must not be defined when using 'upstream' (new default).
So we define it conditionally to support both backends.

Follow-up to #30751.
2019-12-03 13:33:35 +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
Hugo Locurcio 21a3923410
Add an OS.is_window_focused() getter
This makes it possible to know whether the window is focused
at a given time, without having to track the focus state manually
using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`.

This partially addresses #33928.
2019-11-28 16:42:51 +01:00
Rémi Verschelde 0e6e64c9e9
Merge pull request #32854 from cooperra/fix-wireless-adb-debugging
Fix Android deploy with Remote Debug or Network FS over Wi-Fi
2019-11-28 10:02:55 +01:00
Rémi Verschelde e297b83b8e
Merge pull request #33883 from bruvzg/mac_locale
[macOS] Fix locale detection.
2019-11-25 16:09:12 +01:00
George Marques 5d7c13dcbb
Fix inverted value check in UWP export packager 2019-11-25 11:22:52 -03:00
bruvzg c8bf0ee062
[macOS] Fix locale detection. 2019-11-25 15:55:17 +02:00
Rémi Verschelde 967cc2c014
Merge pull request #33862 from Faless/net/http_request_chunk_size
Add download_chunk_size property to HTTPRequest.
2019-11-25 14:29:59 +01:00
Fabio Alessandrelli ed19b4076e Add download_chunk_size property to HTTPRequest.
This allows setting the `read_chunk_size` of the internal HTTPClient.
This is important to reduce the allocation overhead and number of file
writes when downloading large files, allowing for better download speed.
2019-11-24 19:32:20 +01:00
Rémi Verschelde c41c24562d Style: Add missing copyright headers 2019-11-22 08:37:09 +01:00
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
bruvzg e423e1c663
[macOS] Remove CVDisplayLink v-sync hack. 2019-11-21 11:01:47 +02:00
Rémi Verschelde 02913f53d3 pcre2: Use scons option to disable JIT on some platforms
Third-party platforms (e.g. console ports) need to be able to
disable JIT support in the regex module too, so it can't be
hardcoded in the module SCsub. This is cleaner this way anyway.

Fixes #19316.
2019-11-20 08:54:52 +01:00
Rémi Verschelde e5dfcb5edd HTML5: Explicitly link idbfs.js for IDBFS support
Upstream Emscripten changed this in 1.39.1+, so IDBFS is no longer
included by default and has to be linked manually.

The explicit linking doesn't seem to be problematic on earlier
versions (tested `1.38.47-upstream`).

Fixes #33724.
2019-11-19 09:45:43 +01:00
Rémi Verschelde e9e2a4b044 HTML5: Fix support for Emscripten 1.39.1+
A change in upstream Emscripten 1.39.1+ made our buildsystem error
out where it was previously only issuing a warning:
```
[  5%] Linking Static Library ==> main/libmain.javascript.opt.bc
shared:WARNING: Assuming object file output in the absence of `-c`, based on output filename. Please add with `-c` or `-r` to avoid this warning
Ranlib Library         ==> main/libmain.javascript.opt.bc
/opt/emsdk/upstream/bin/llvm-ranlib: error: unable to load 'main/libmain.javascript.opt.bc': file too small to be an archive
```

As advised on emscripten-core/emscripten#9806, we should be using
`emar` here to create the static library and not `emcc`.
This was apparently done to workaround Emscripten issues in the past,
but evidently this is no longer necessary.

The rest of the `env` redefinitions should probably be re-assessed
against the current state of Emscripten.

Fixes #33374.
2019-11-15 09:39:19 +01:00
Rémi Verschelde 8d7de9a9e9
Merge pull request #33536 from akien-mga/revert-25474-android-gestures
Revert "Android : implement InputEventMagnifyGesture and InputEventPanGesture"
2019-11-13 11:14:09 +01:00
Rémi Verschelde d191ffb47d X11: Fix memory leak in handle_key_event
Extracted from #27189.
2019-11-12 07:51:51 +01:00
Rémi Verschelde 5c038acdc1
Merge pull request #33482 from piratesephiroth/master
Set ShellExecuteW's verb to NULL - fixes #33388
2019-11-11 13:27:09 +01:00
Rémi Verschelde 6cd3c921f1 Revert "Android : implement InputEventMagnifyGesture and InputEventPanGesture"
This reverts commit 9cc66495cf.

This caused regressions with the handling of screen drag events.

Fixes #33428.
Fixes #33459.
Fixes #33470.
2019-11-11 08:29:58 +01:00
piratesephiroth a0fd450415 [UWP] [Export] added additional checks for blank values
`Short Name` and `Publisher Display Name` are mandatory.
You can't even sign the app package without them in the manifest.
2019-11-09 10:37:10 -03:00
piratesephiroth 778b421973
Set ShellExecuteW's verb to NULL - fixes #33388
from https://docs.microsoft.com/en-us/windows/win32/api/shellapi/nf-shellapi-shellexecutew

>the default verb is used, if available. If not, the "open" verb is used. If neither verb is available, the system uses the first verb listed in the registry.

so "open" is redundant at best
2019-11-09 07:59:15 -03:00
bruvzg 1c8d3ab94f
Fix graphic tablet input coordinates on Windows. 2019-11-07 14:12:15 +02:00
Max 29bde8cd74 Fix crash on exit or resume on iOS 13
Fixes #7966.
2019-11-05 10:28:42 +01:00
Jérémy Zurcher 9cc66495cf Android : implement InputEventMagnifyGesture and InputEventPanGesture
sets threshold constants PAN_GESTURE_MIN_DELTA and MAGNIFY_GESTURE_MIN_FACTOR
2019-11-02 11:17:22 +01:00
bruvzg f675621725
[macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to InputEventMouseMotion event. 2019-10-30 14:42:21 +02:00
PouleyKetchoupp 2f511ff758 Update natvis file to display Node class correctly in Visual Studio debugger 2019-10-29 10:24:29 +01:00
Yuri Roubinsky 034625ed93 Fix invalid window border when toggled from fullscreen to windowed mode 2019-10-27 18:44:47 +03:00
Joe Sweeney d66dcc86f9 Allow use of relative and speed properties for InputEventScreenDrag on WIndows 2019-10-26 15:55:46 -06:00
Yeongho Kim c8c8f1b8a4 Specify MINGW_HAS_SECURE_API=1 2019-10-25 20:03:53 +09:00
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
Rémi Verschelde 68a54803c2
Merge pull request #33035 from bruvzg/macos_fix_warnings
Fix compilation warnings in macOS build, enable `warnings=extra werror=yes`
2019-10-24 20:57:38 +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
Fabio Alessandrelli 9d13a37b81 Remove ECMAScript 6 "arrow operator".
We don't need it, it's not well supported by compilers, and it was a
mistake in the first place.
2019-10-24 16:46:31 +02:00
Fabio Alessandrelli ab1e809426 Implement HTTP server for HTML5 export
Since most browsers no longer allow making async requests from a page
loaded from `file://`, we now need a proper HTTP server to load the
exported HTML5 game.
This should also allow us to get the debugger to work over a WebSocket
connection.
2019-10-23 10:59:03 +02:00
Fabio Alessandrelli 53637e4b1c Improve EditorExportPlatform interface.
Convert all get_device* methods to get_option* and normalize their usage
as icon, label, tooltip.
2019-10-23 10:59:03 +02:00
Cagdas 0088385556 Add request permission automatically at android 2019-10-22 22:52:13 +03:00
Rémi Verschelde a1c890a9e5
Merge pull request #32977 from bruvzg/mingw_clang
Add "llvm/thinlto" options to the MinGW build.
2019-10-22 19:45:41 +02:00
Rémi Verschelde acd5c7e767
Merge pull request #32858 from m4gr3d/expand_singleton_base_api
Add `View SingletonBase#onMainCreateView(Activity activity)` api
2019-10-22 13:52:39 +02:00
bruvzg ec30cf0d20
Add "llvm/thinlto" options to MinGW build. 2019-10-22 12:53:41 +03:00