Commit graph

2633 commits

Author SHA1 Message Date
Rémi Verschelde 1f6c9328dd Revert "Change LINKFLAGS to FRAMEWORKS which is supported since"
This reverts commit c924e83a64.

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 09:55:28 +01:00
Rémi Verschelde 478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
fhuya 7aa1c3e490 Fix initialization of the GodotPayment plugin
The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
2020-03-09 10:32:23 +01:00
Fabio Alessandrelli b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
fhuya 7dea2ad1de Trim the whitespace around the plugins names. 2020-03-06 17:22:04 -08:00
Rémi Verschelde 9d8a9ea826 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.
2020-03-06 14:37:52 +01:00
bruvzg 6b23e36dbc
Replace IOHIDDeviceRegisterRemovalCallback with IOHIDManagerRegisterDeviceRemovalCallback to fix gamepad disconnection callback on macOS Catalina. 2020-03-06 11:57:58 +02:00
fhuya f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
fhuya c090caa58b Provides a base implementation of the Vulkan surface view (VkSurfaceView.kt) and its accompanying components.
The implementation is meant to be extended and updated in order to integrate it with the existing Godot java and native codebase.
2020-03-05 08:01:42 -08:00
Rémi Verschelde 42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Rémi Verschelde 5ea8b1692a
Merge pull request #36795 from hungrymonkey/issue_36720
Change LINKFLAGS to FRAMEWORKS which is supported since Scons release 0.96.91
2020-03-05 15:21:26 +01:00
Rémi Verschelde fbaa55a8db
Merge pull request #36798 from m4gr3d/android_codebase_misc_cleanup
Miscellaneous cleanup for the Android codebase
2020-03-05 08:55:56 +01:00
fhuya b38283a6b7 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-04 12:16:17 -08:00
Rémi Verschelde fadcb75e48
Merge pull request #36791 from akien-mga/scons-expand-cxx
SCons: Expand env variables to check compiler version
2020-03-04 20:30:17 +01:00
hungrymonkey c924e83a64 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
2020-03-04 08:36:28 -08:00
Rémi Verschelde 080b5df625
Merge pull request #36682 from nekomatata/android-compilation-fix
Compilation fixes on Android
2020-03-04 16:22:16 +01:00
Rémi Verschelde df7ecfc4a7 SCons: Expand env variables to check compiler version
Scons' `Environment.subst()` does that, and was already used in the
other place where we query an env variable (`env["LINK"]` in x11 code).

Fixes `3.2` iOS build after cherry-pick of #36559 (previously it only
ran for GCC code, not iOS's Clang), and the same issue would likely
affect `master` if iOS builds were enabled right now.
2020-03-04 14:36:58 +01:00
Rémi Verschelde f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
Improve UX of drive letters
2020-03-04 13:19:55 +01:00
PouleyKetchoupp ed0655cdfb Compilation fixes on Android 2020-03-04 13:15:37 +01:00
Mateo Dev .59 8a88637705 os: execute parse the command output from utf8 2020-03-03 21:58:50 -03:00
Fabio Alessandrelli 80582ffa66
Merge pull request #36557 from Schroedi/fix_html_touch
Fixes touch events for HTML
2020-03-03 16:08:18 +01:00
Pedro J. Estébanez 9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Pedro J. Estébanez aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Rémi Verschelde b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Rémi Verschelde 2ceaa6a096
Merge pull request #36572 from qarmin/coverage
Added code coverage support to Godot
2020-02-27 14:13:23 +01:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rafał Mikrut b2b0210d66 Added code coverate support to Godot 2020-02-26 19:43:03 +01:00
Rémi Verschelde c7dc5142b5 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.
2020-02-26 14:23:34 +01:00
Christoph Schroeder 5134317afc 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
2020-02-26 12:04:18 +01:00
Rémi Verschelde a7e1df4b1d doc: Sync classref for Packed{Int,Float}{32,64}Array additions 2020-02-25 22:02:36 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg 1af06d3d46
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rémi Verschelde 223c5ef8a3
Merge pull request #36478 from qarmin/supsicious_operators_everywhere
Fix suspicious | and + operators
2020-02-23 10:30:06 +01:00
Rafał Mikrut d0621b954b Fix suspicious | and + operators 2020-02-23 09:28:54 +01:00
Rémi Verschelde 2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Rémi Verschelde 6bb075a53f Travis: Use Ubuntu 18.04 (bionic) as base image
It's now available and allows us to have a better default environment,
with GCC 7.4.0 and Clang 7.

We now need GCC 7+ for C++17 support so it's more efficient to upgrade
the image than to install it on Ubuntu 16.04 (xenial).

Also fixes a couple -Wdeprecated-declarations warnings on macOS now
that we build against macOS 10.12.
2020-02-22 20:00:28 +01:00
Rémi Verschelde a4801674c5 SCons: Bump required C++ standard to C++17
As per #36436, we now need C++17's guaranteed copy elision feature to
solve ambiguities in Variant.

Core developers discussed the idea to move from C++14 to C++17 as our
minimum required C++ standard, and all agreed. Note that this doesn't
mean that Godot is going to be written in "modern C++", but we'll use
modern features where they make sense to simplify our "C with classes"
codebase. Apart from new code written recently, most of the codebase
still has to be ported to use newer features where relevant.

Proper support for C++17 means that we need recent compiler versions:

 - GCC 7+
 - Clang 6+
 - VS 2017 15.7+

Additionally, C++17's `std::shared_mutex` (conditionally used by
`vk_mem_alloc.h` when C++17 support is enabled) is only available in
macOS 10.12+, so we increase our minimum supported version.
2020-02-22 20:00:21 +01:00
Sam Green f12c0d1e98 Stub out Vulkan context for iPhone 2020-02-21 22:01:13 -08:00
Sam Green 2ba72b3a65 Add use_static_mvk option 2020-02-21 22:00:34 -08:00
Sam Green f40ff128b5 Update detect.py 2020-02-21 21:42:34 -08:00
Sam Green e03e607230 Resolve iOS and GLES compilation failures 2020-02-21 21:01:34 -08:00
Sam Green 6e25a5448d Import the correct rasterizer based on build settings 2020-02-21 20:48:19 -08:00
Fabio Alessandrelli cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Twarit 04882a481b Remove unused driver/dummy/audio_driver_dummy.h 2020-02-20 00:59:31 +05:30
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde 3dea5fd631 Remove incomplete battery status/power API
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.

Closes #8770.
2020-02-14 13:43:32 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Relintai cb29ce8a3b Fix startGame's logic in engine.js. 2020-02-12 23:13:53 +01:00