Commit graph

1461 commits

Author SHA1 Message Date
Rémi Verschelde
09b2c5fd05
Merge pull request #72552 from m4gr3d/cleanup_custom_build_main
Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
2023-02-06 22:50:22 +01:00
Fredia Huya-Kouadio
21e18c1c41 Improve logic to detect whether vulkan is used for rendering 2023-02-06 10:13:02 -08:00
Fredia Huya-Kouadio
034fd15b8a Improve vulkan capability detection on Android
- Add runtime check and abort when the device doesn't meet the requirements for vulkan support
- Add filters to the AndroidManifest when exporting with a vulkan renderer
2023-02-05 18:47:38 -08:00
Fredia Huya-Kouadio
ca593f2f89 Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process. 2023-02-02 07:17:31 -08:00
Fredia Huya-Kouadio
a715a00d76 Clean up the XR export logic
Remove the XR export logic from the legacy build system:
- On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system
- Provides added flexibility for configuring the Android manifest for XR specific capabilities.
2023-02-01 14:42:40 -08:00
Rémi Verschelde
e52213e2fa
More codespell fixes, do more changes from previous ignore list 2023-02-01 12:11:36 +01:00
Fredia Huya-Kouadio
bdbeb0772f Implement file provider capabilities
The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
2023-02-01 01:03:50 -08:00
Juan Linietsky
28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Fredia Huya-Kouadio
179646e593 Update the XR manifest configs
Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform.
Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
2023-01-27 17:59:28 -08:00
Rémi Verschelde
f0e3c3f4c3
Merge pull request #72168 from RandomShaper/sensible_lock_return
Booleanize various sync primitives' wait & locking methods
2023-01-27 15:40:43 +01:00
Pedro J. Estébanez
f630940591 Booleanize various sync primitives' wait & locking methods 2023-01-27 11:15:30 +01:00
bruvzg
30a89b58e2
[Android] Fix virtual keyboard special keys. 2023-01-26 18:46:37 +02:00
Rémi Verschelde
3870861056
Merge pull request #72106 from m4gr3d/fix_godot_android_editor_4_crash_after_running_game
Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
2023-01-26 15:58:12 +01:00
Fredia Huya-Kouadio
ec4d720850 Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
2023-01-26 02:59:39 -08:00
Fredia Huya-Kouadio
242ffb72b8 Address kotlin build warnings 2023-01-25 18:01:00 -08:00
Rémi Verschelde
3275428b1f
Merge pull request #71917 from m4gr3d/update_godot_android_editor_label
Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot Editor 4`
2023-01-24 09:15:50 +01:00
Fredia Huya-Kouadio
6b400d2fd1 Update the Godot Android Editor name from Godot Editor 4.x to Godot Editor v4 2023-01-23 14:04:05 -08:00
Rémi Verschelde
84b8986a39
Merge pull request #71836 from m4gr3d/fix_godot_editor_cropping_main
Update the logic to calculate the screen scale on Android
2023-01-23 22:30:46 +01:00
bruvzg
daad4aed62
Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23 15:08:12 +02:00
Rémi Verschelde
5b1df48c6c
Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
Fredia Huya-Kouadio
da3e380240 Update the logic to calculate the screen scale on Android
Takes into account the ratio between the screen size and the default window dimensions.
2023-01-22 10:58:01 -08:00
Rémi Verschelde
28b2e43adf
Merge pull request #71646 from Vilcrow/android-export-genname-check
[Android export] Added validation of the project name when using $genname in the 'Unique Name' field.
2023-01-20 23:59:34 +01:00
S.V.I. Vilcrow
b8bc306fa1 [Android export] Added validation of the project name when using $genname in the 'Unique Name' field. 2023-01-20 20:54:56 +03:00
bruvzg
db7d8c2d87
[GDExtension] Expose some low level functions and String operators. 2023-01-19 12:50:49 +02:00
Rémi Verschelde
68d71f88f5
Improve DisplayServer message for video card drivers failure
And remove leftover duplicated message on Android.
2023-01-17 15:41:54 +01:00
Yuri Sizov
4c1f11944e Update all outdated online documentation links 2023-01-14 19:38:00 +03:00
Rémi Verschelde
3dffe0b967
Merge pull request #63312 from bruvzg/one_click
[Export] Add one-click deploy over SSH for the desktop exports.
2023-01-13 18:00:18 +01:00
Tom Beckmann
0116d50fdd Fix writing value for hand-tracking V2.0 to AndroidManifest.xml 2023-01-11 17:26:42 +01:00
Juan Linietsky
2b815df3c1 Use BitField<> in core type masks
* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
2023-01-08 22:17:40 +01:00
bruvzg
2718a7b7d3
Add support for the custom initial screen for the main window, fix primary screen detection. 2023-01-07 11:14:35 +02:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Rémi Verschelde
6dc9629b45
Merge pull request #63483 from qianjunakasumi/qianjunakasumi/master
Introduce `appCategory` attribute of android to set category
2023-01-03 12:38:54 +01:00
千橘 雫霞
467b5f23a0
Introduce appCategory attribute of android to set category 2023-01-01 10:19:22 +08:00
bruvzg
cebefc9f5d
[Export] Add one-click deploy over SSH for the desktop exports.
Add one-click deploy over SSH for the desktop exports.
Add ZIP export option for Linux and Windows.
Change export plugin icons to SVG format.
2022-12-29 09:42:00 +02:00
Rémi Verschelde
f7cf9fb148
Merge pull request #67668 from nikitalita/apk-signer
Improve get_apksigner_path() robustness
2022-12-23 23:44:56 +01:00
Rémi Verschelde
3822ba4c96
Merge pull request #67759 from TechnoPorg/jni-64-bit-arrays
Improve support for 64-bit types on Android.
2022-12-23 23:44:42 +01:00
Fredia Huya-Kouadio
da8b468074 Add boot splash for the Godot Android Editor 2022-12-16 10:49:28 -08:00
Fredia Huya-Kouadio
ec4de82ab3
Merge pull request #69990 from exoticorn/fix-android-touch-input
Fix ambiguous touch input events on Android
2022-12-14 18:23:17 -08:00
Dennis Ranke
408000752c handle ambiguous input events as touch events
there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
2022-12-12 23:33:46 +01:00
Rémi Verschelde
f1edd03d4c
Merge pull request #69718 from groud/finally_rename_gdnative_to_gdextension
Rename all gdnative occurences to gdextension
2022-12-12 11:43:59 +01:00
Gilles Roudière
be1c9d677d Rename all gdnative occurences to gdextension
Non-exhaustive list of case-sensitive renames:

GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
2022-12-12 11:04:57 +01:00
Rémi Verschelde
0a3f66471e
Merge pull request #69712 from bruvzg/real_size
Rename `window_get_real_size`, add position counterpart.
2022-12-07 14:29:46 +01:00
bruvzg
edf13eb5a6
Rename window_get_real_size to window_get_size_with_decorations, add window_get_position_with_decorations. 2022-12-07 11:07:30 +02:00
Markus Sauermann
e18107a57c Fix Determining Window for Touchscreen
DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
2022-12-07 09:54:29 +01:00
Rémi Verschelde
8912f3e4a7
Merge pull request #69578 from dsnopek/android-native-handles
Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer
2022-12-05 00:31:12 +01:00
David Snopek
61cec0b023 Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer 2022-12-04 13:07:51 -06:00
bruvzg
ecec415988
Use system fonts as fallback and improve system font handling.
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
2022-12-04 18:44:20 +02:00
Fredia Huya-Kouadio
2aba13e8fb Updating the minimum Android target api for proper Vulkan support 2022-11-30 11:16:59 -08:00
clayjohn
9141984e7e Enable GLES3 on Android
Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.

This also enables building for OpenXR

Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
2022-11-29 14:18:24 -08:00
Fredia Huya-Kouadio
7cc47613fe Add missing display server overrides
Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
2022-11-27 22:07:51 -08:00
Rémi Verschelde
2a36127e34
Android: Remove extra arch suffix now redundant with the default one
We would needlessly get file names like `*.arm64.armv8.o`.
2022-11-25 16:25:31 +01:00
Fredia Huya-Kouadio
3c75887d41 Fix parsing of the keep_screen_on display setting 2022-11-17 05:54:05 -08:00
Rémi Verschelde
eb7c3e1ad3
Android: Fix parsing keep_screen_on setting
Boolean stringification changed in Godot 4.0.

Fixes #67034.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-11-17 14:32:42 +01:00
Fredia Huya-Kouadio
5212d37040 Fix 'save & restart' logic for the Android Editor 2022-11-16 03:35:53 -08:00
Rémi Verschelde
80dbcfd995
Merge pull request #68657 from Sauermann/fix-redundant-initialization
Remove redundant non-trivial Variant types initializations
2022-11-14 23:23:54 +01:00
Hugo Locurcio
efe3220b2e
Fix periods in editor strings and messages
- Ensure all strings with ellipsis end with 3 periods instead of 2.
- Fix extraneous period in "Error calling from signal '...' to callable"
  messages.
2022-11-14 19:36:36 +01:00
Markus Sauermann
3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
Fredia Huya-Kouadio
151233b702 Upgrade Android gradle plugin to version 7.2.1 2022-11-10 16:35:50 -08:00
David Snopek
23603e409c Add support for OpenGL to OpenXR 2022-11-08 18:47:11 -06:00
TechnoPorg
df4597c9ab Improve support for 64-bit types on Android.
This update mappings in the JNI functions to better support 64-bit integers, and adds support for 64-bit float arrays.
The code is mostly reused from 32-bit types.
2022-11-08 07:27:45 -07:00
Rémi Verschelde
70bde0d762
Merge pull request #68362 from bruvzg/android_gde
[Android] Fix GDExtension export and loading.
2022-11-08 10:50:30 +01:00
bruvzg
6033668bed
[Android] Fix GDExtension export and loading. 2022-11-08 09:42:16 +02:00
Fredia Huya-Kouadio
5f4a3e57de Small set of fixes to the input logic 2022-11-07 08:57:08 -08:00
HolonProduction
a3f0dc5a83 Fix wrong android key mapping.
Fixes the wrong mapping of `Key::HOME`. Androids `KEYCODE_HOME` is in fact the hardware home button the right mapping is `KEYCODE_MOVE_HOME`.

Also adds mappings to keys that were not present before.
2022-11-05 13:54:44 +01:00
Rémi Verschelde
9188bc7341
Merge pull request #67879 from bruvzg/fix_no_vlk
Fix build with Vulkan disabled and no Vulkan headers installed.
2022-10-31 14:29:05 +01:00
Rémi Verschelde
5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde
638dfe2528
Merge pull request #67581 from aaronfranke/android-float
Use proper types for converting Java float/double arrays in Android code
2022-10-31 10:36:11 +01:00
Clay John
04ac91f786
Merge pull request #67790 from kdada/fix-flash-window
Make creating window do not flicker when specify custom position
2022-10-28 13:02:58 -07:00
bruvzg
4dd8f68120
Fix build with Vulkan disabled and no Vulkan headers installed. 2022-10-26 08:55:05 +03:00
Wei Guo
d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
Fredia Huya-Kouadio
13e4770b97 Add double_tap attribute to InputEventScreenTouch
This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
2022-10-22 07:30:46 -07:00
nikitalita
34a60e2c62 improve get_apksigner_path() robustness 2022-10-20 04:20:34 -07:00
Fredia Huya-Kouadio
20d1c882cd Delete Android godot-lib with the old naming scheme
Update the `clean` task configuration: running `gradlew clean` will now properly delete the generated build artifacts
2022-10-18 20:36:40 -07:00
kobewi
e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Aaron Franke
01bec83cb6
Use proper types for converting Java float/double arrays in Android code 2022-10-18 08:26:04 -05:00
Fredia Huya-Kouadio
64e8d8cd1f
Merge pull request #67259 from lucasnlm/optimiza-android-export
Optimize Android export process
2022-10-17 08:22:37 -07:00
kobewi
072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
Lucas Lima
975c588cf9 Revert change 2022-10-11 11:39:22 -03:00
Lucas Lima
166696659e Optimize Android export process 2022-10-11 11:35:39 -03:00
Micky
fe56c1ff75 Use JSON::stringify where possible 2022-10-11 00:27:23 +02:00
Rémi Verschelde
8017827144 SCons: Re-enable treating #warning as error with werror
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.

We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
Pedro J. Estébanez
e821e9d2a2 Harmonize return values of window_create() in rendering drivers 2022-10-07 11:31:54 +02:00
Fredia Huya-Kouadio
ea9bb98f26
Merge pull request #66946 from m4gr3d/cursor_shape_logic_cleanup_main
Cleanup of the Android cursor shape logic
2022-10-05 13:07:34 -07:00
Fredia Huya-Kouadio
ffe0e3970f Cleanup of the Android cursor shape logic 2022-10-05 11:57:57 -07:00
Fredia Huya-Kouadio
38113acf0d
Merge pull request #66941 from winterpixelgames/bugfix-android-null-input-event
Fix null in android keyboard handling.
2022-10-05 10:51:58 -07:00
Jason Knight
88df3e8d53 Fix null in android keyboard handling. 2022-10-05 11:17:02 -06:00
Fredia Huya-Kouadio
3178b042b3 Fix the gradle build configuration for the Android platform following https://github.com/godotengine/godot/pull/66242 2022-10-05 08:41:48 -07:00
Rémi Verschelde
33f4c5282f Merge pull request #64819 from RandomShaper/enhance_thread_funcs
Enhance portability of threading
2022-10-05 11:42:35 +02:00
Pedro J. Estébanez
958ecf55fe Enhance portability of threading 2022-10-04 11:43:28 +02:00
Rémi Verschelde
9928cdc2e7 Merge pull request #66807 from akien-mga/core-unix-remove-NO_FCNTL-and-NO_STATVFS
Unix: Remove now unnecessary I/O defines, cleanup
2022-10-04 10:22:29 +02:00
Rémi Verschelde
f501e4f665 Unix: Remove now unnecessary I/O defines, cleanup
- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
  disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
  other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
  which is our current min SDK level. It's also only used for
  `DirAccessUnix::get_space_left()` which is anyway overridden by
  `DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
  * Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
  r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
2022-10-03 12:33:41 +02:00
Rémi Verschelde
82b87d7a17 Remove unsupported NO_SAFE_CAST/-fno-rtti from Android build
Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.

There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
2022-10-03 11:18:31 +02:00
Jiri Suchan
c5bd2f9dce ci: add Python static analysis check via mypy 2022-09-30 19:03:17 +07:00
Rémi Verschelde
39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Rémi Verschelde
49fcf4ffad Style: Cleanup header guards for consistency
Fix file names for {Static,Lightmap}RaycasterEmbree.
2022-09-26 13:51:17 +02:00
Rémi Verschelde
26e9145c26 SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Rémi Verschelde
c5c3d13dc0 SCons: Remove redundant -fomit-frame-pointer and -ftree-vectorize
- `-fomit-frame-pointer` is included automatically by both GCC and
  Clang in `-O1` and above.
- `-ftree-vectorize` is included automatically by GCC in `-O2` and
  beyond, and seems always enabled by Clang.

Closes #66296. See that issue for a detailed investigation.
2022-09-23 13:56:16 +02:00
Rémi Verschelde
aa553f4030 Merge pull request #65745 from akien-mga/scons-production-lto-earlier
Refactor handling of `production` flag and per-platform LTO defaults
2022-09-20 09:45:33 +02:00
Rémi Verschelde
7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Rémi Verschelde
35a15e6191 SCons: Refactor handling of production flag and per-platform LTO defaults
Fixup to #63288.
See #65583 for the bug report.

Co-authored-by: Cyberrebell <chainsaw75@web.de>
2022-09-19 18:11:29 +02:00
kobewi
9f2dc68279 Replace File/Directory with FileAccess/DirAccess 2022-09-19 11:03:31 +02:00
MJacred
ac9786c525 Add get_distribution_name() and get_version() to OS
supports: LinuxBSD, Windows, macOS, iOS, Android, UWP

Co-authored-by: bruvzg
2022-09-16 11:17:36 +02:00
Fredia Huya-Kouadio
9d5e48f873 Disable menus and functionality that are not relevant on the Android Editor port 2022-09-13 20:48:33 -07:00
Rémi Verschelde
ff824b6f9d Merge pull request #65509 from gotnospirit/master-os-get_datetime
get_datetime_* functions can return wrong values
2022-09-13 11:01:12 +02:00
Fredia Huya-Kouadio
1efafa9dfe Exclude small screens from the set of supported devices. 2022-09-12 09:47:34 -07:00
Fredia Huya-Kouadio
67b38d0ac2 Update the versioning logic for the Godot Android Editor
This is necessary to separate subsequent uploads to the Google Play store as each upload needs to increment the version code.
2022-09-12 09:47:07 -07:00
James
0aecfc9254 Fixes #65377: get_datetime_* functions can return wrong values 2022-09-10 07:58:38 +08:00
Rémi Verschelde
c2c659db32 SCons: Refactor LTO options with lto=<none|thin|full>
Adds support for LTO on macOS and Android. We don't have much experience
with LTO on these platforms so for now we keep it disabled by default
even when `production=yes` is set.

Similarly for iOS where we ship object files for the user to link in
Xcode so LTO makes builds extremely slow to link.

`production=yes` defaults to full LTO.
ThinLTO is much faster for LLVM-based compilers but seems to produce
bigger binaries (at least for the Web platform).
2022-09-08 10:00:02 +02:00
Rémi Verschelde
df5a356e6c Merge pull request #65501 from m4gr3d/fix_invalid_project_manager_path_main
Fix issue causing the project manager to crash because of missing path argument
2022-09-08 09:19:25 +02:00
Fredia Huya-Kouadio
cd544fd86b Fix issue causing the project manager to crash because of missing path argument
In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
2022-09-07 14:21:34 -07:00
Fredia Huya-Kouadio
c3c0bea615 Enable long press, pan and scale gestures for the Godot Android Editor
Fix the bug causing the editor to crash when running the project.
2022-09-07 13:30:10 -07:00
Fredia Huya-Kouadio
1b3511ad49 Cleanup the Android input logic implementation 2022-09-07 13:30:10 -07:00
Fredia Huya-Kouadio
f916dff26d Additional fixes to the Android get_current_dir() implementation. 2022-08-30 10:04:12 -07:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Rémi Verschelde
1b8f2e20bf
Merge pull request #64912 from m4gr3d/fix_android_arch_mapping_main
Revert the architecture values update made to the Android export logic
2022-08-26 07:45:02 +02:00
Fredia Huya-Kouadio
ba9e2cf512 Revert the architecture values update made to the Android export logic 2022-08-25 20:06:48 -07:00
Hugo Locurcio
ce56743aa1
Improve platform-specific READMEs to add useful links
This also adds READMEs for all platforms.
2022-08-25 17:50:53 +02:00
Aaron Franke
27b0f18275 Unify bits, arch, and android_arch into env["arch"]
Fully removes the `bits` option and adapts the code that relied on it.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-25 11:19:20 +02:00
Rémi Verschelde
9085409492
Merge pull request #64414 from m4gr3d/fix_get_current_dir_main 2022-08-23 16:15:02 +02:00
kobewi
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Fredia Huya-Kouadio
a356e49803 Fix issue with get_current_dir() returning the wrong path on Android 2022-08-19 20:08:19 -07:00
Fredia Huya-Kouadio
44dc24ec38 Disable threads used to check on plugins to load
The functionality is unavailable on Android (requires export capability) and unnecessarily consumes resources
2022-08-15 02:30:43 -07:00
Fredia Huya-Kouadio
b3117b6369 Fix issue preventing the Android Editor from displaying the project content
The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached.
This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
2022-08-15 02:22:10 -07:00
Fredia Huya-Kouadio
45c7377556 Refactor the export checking logic to improve separation of concerns 2022-08-14 09:12:04 -07:00
Rémi Verschelde
557c16bb88
Merge pull request #62885 from madmiraal/fix-59931 2022-08-08 15:53:48 +02:00
Brian Semrau
103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
Marcel Admiraal
cafb19e608 Add override keywords to FileAccess derived classes 2022-08-02 16:35:15 +01:00
Rémi Verschelde
1418f97c70 File: Re-add support to skip CR (\r) in File::get_as_text
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.

For performance this is done directly in `String::parse_utf8`.

Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.

Supersedes #63717.
2022-08-01 00:40:35 +02:00
Rémi Verschelde
3e5ad8213f
Merge pull request #63563 from aaronfranke/export-arch 2022-07-30 11:22:25 +02:00
Aaron Franke
17c4cd6412
Update export dialog to handle many architectures 2022-07-29 10:24:58 -05:00
Aaron Franke
a0072ba39f
Make some editor export methods const 2022-07-29 10:24:13 -05:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde
f3fbb157ca
Merge pull request #63121 from aaronfranke/editor-export-split 2022-07-27 11:19:40 +02:00
Fredia Huya-Kouadio
9679c67904 Address remaining scoped storage regressions
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
2022-07-26 07:44:08 -07:00
Aaron Franke
e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Marcel Admiraal
6661141c21 Fix incorrect Android scancodes 2022-07-13 16:24:01 +01:00
kobewi
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
bruvzg
e873778561 Use clang as assembler to ensure preprocessing is done, and add assembler "target" flag. 2022-07-07 14:15:12 +03:00
Fredia Huya-Kouadio
f9c19298ce Add full support for Android scoped storage.
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
2022-07-05 03:00:37 -07:00
Rémi Verschelde
e79cb76146
Merge pull request #62611 from akien-mga/android-preset-refactor-custom-build 2022-07-03 18:38:39 +02:00
Rémi Verschelde
ef4a5cd10b Android: Refactor Custom Build options in export preset
Instead of reusing the custom_template/ prefix which is actually only
used for the prebuilt APK workflow, we add a new custom_build/ prefix.

This is a slight compat breakage (users will have to redo their config)
but enables us to group the Min SDK and Target SDK options where they make
sense, and avoid reusing the previously hardcoded Target SDK 30 from
Godot 3.4.

Those two options are now strings instead of integers so that we can keep
them empty by default, and show their default value using a placeholder.
So some validation has been added to make sure they are proper ints.
The upper bound on Target SDK was also removed as it's a common use case
to use it to try to target newer released SDKs. But we warn the user that
this wasn't validated by us.

The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.

Fixes #62465.
2022-07-03 17:05:28 +02:00
Jan Haller
d38d76d039 Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1.
2022-07-02 01:17:35 +02:00
Rémi Verschelde
898e09e2e6
Merge pull request #61691 from madmiraal/android-ndk-23
Upgrade Android NDK to r23 LTS
2022-06-26 21:23:23 +02:00
Fredia Huya-Kouadio
6a7471b204
Merge pull request #62289 from madmiraal/fix-61816
Remove broken scroll gesture on Android
2022-06-25 18:48:14 -07:00
Marcel Admiraal
48efd563e4 Upgrade Android NDK to r23 LTS 2022-06-25 14:58:30 +01:00
Gustavo Maciel
ec6d5d6cba Update android:targetSdkVersion from 30 to 31
Starting in August 2022, new apps will need to target API level 31 (Android 12) or higher and adjust for behavioral changes.

Read more here: https://developer.android.com/google/play/requirements/target-sdk
2022-06-23 15:17:15 +02:00
Marcel Admiraal
076638f13b Remove broken scroll gesture on Android 2022-06-21 17:14:20 +01:00
Marcel Admiraal
806e7d18d1 Ensure joystick has been added or not already removed when processing input 2022-06-16 18:15:25 +01:00
Fredia Huya-Kouadio
6b9a81900e Migrate the Godot Editor java source file to Kotlin. 2022-06-09 13:26:24 -07:00
bruvzg
e00571b194
Add readable export errors. 2022-06-08 17:55:46 +03:00
Rémi Verschelde
cd7871867f
Merge pull request #61579 from madmiraal/android-kotlin-java-version
Ensure Android Java and Kotlin compile to the same version
2022-06-01 18:31:09 +02:00
Marcel Admiraal
b19bbadcf0 Ensure Android Java and Kotlin compile to the same version 2022-06-01 16:23:44 +01:00
Fredia Huya-Kouadio
6f7ec7f723 Misc editor tweaks and polishes:
- Using a bucketized approach to select the editor scale in order to avoid too high values
- Add default app dimensions: used on Android devices with free floating app windows to set the default app frame
- Add ability to launch the Game window in an adjacent frame when in multi window mode
2022-05-31 23:49:40 -07:00
Rémi Verschelde
b777454097
Merge pull request #61573 from madmiraal/android-cleanup
Cleanup Android C++ code
2022-05-31 23:48:16 +02:00
Marcel Admiraal
2afef001e7 Cleanup Android C++ code 2022-05-31 17:11:05 +01:00
Marcel Admiraal
d0cb299f04 Only use Android fullscreen theme for splash screen 2022-05-27 16:54:44 +02:00
Rémi Verschelde
3bee0689bc
Merge pull request #61333 from m4gr3d/fix_restart_logic_main 2022-05-23 23:11:53 +02:00
Fredia Huya-Kouadio
d38ffda2c3 Fix the logic to restart the Godot application 2022-05-23 13:15:48 -07:00
Marcel Admiraal
cf0f967e6d Remove duplicate Android sensor listener registrations 2022-05-23 20:33:13 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Haoyu Qiu
fc3b845c07 Add dedicated macros for property name extraction
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-19 14:08:47 +08:00
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
Hugo Locurcio
78b4ec2d4d
Increase compiler optimization when using target=release on iOS/Android 2022-05-13 01:12:20 +02:00
bruvzg
d36c5514d3
Fix ZipIO crash when reused (and possible leaks). 2022-05-11 16:08:17 +03:00
Rémi Verschelde
3894b08d0d
Merge pull request #60553 from madmiraal/separate-display_safe_area 2022-05-03 11:20:46 +02:00
Rémi Verschelde
c9ce4069a3
Merge pull request #60601 from touilleMan/gdextension_get_library_path
Add GDNativeInterface::get_library_path to GDExtension
2022-05-03 08:13:34 +02:00
Rémi Verschelde
d56462d82a
Merge pull request #60638 from m4gr3d/support_hand_tracking_v2_main 2022-05-02 09:51:21 +02:00
Marcel Admiraal
97e87a2daf Fix screen_get_usable_rect returning display safe area 2022-05-02 09:31:32 +02:00
Rémi Verschelde
bc7ccc909b
Merge pull request #60551 from madmiraal/implement-3466
Add a method for obtaining display cutouts on Android
2022-05-02 07:56:41 +02:00
Emmanuel Leblond
80f61352fb
Add GDNativeInterface::get_library_path to GDExtension 2022-04-29 00:51:04 +02:00
Rémi Verschelde
cbdc33bcf7
Merge pull request #60563 from madmiraal/fix-60562 2022-04-29 00:30:30 +02:00
bruvzg
6ab672d1ef Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and Windows.
Implement TextServer word break method.
2022-04-28 14:35:41 +03:00
Fredy Huya-Kouadio
c63ca6c72b Update Meta hand tracking version
https://developer.oculus.com/blog/presence-platforms-hand-tracking-api-gets-an-upgrade/
2022-04-27 20:56:24 -07:00
Marcel Admiraal
5924e2b90e Check for null when retrieving clip data item text on Android 2022-04-27 16:12:33 +02:00
Rémi Verschelde
8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
Marcel Admiraal
71ce5857ec Add a method for obtaining display cutouts on Android 2022-04-26 13:51:21 +02:00
Rémi Verschelde
d9f7da2230
Merge pull request #60433 from madmiraal/remove-superfluous-null-check
Remove superfluous null check
2022-04-25 16:02:40 +02:00
Rémi Verschelde
b4a1a76bce
Merge pull request #60457 from madmiraal/replace-index-iterators
Replace index iterators with for each loops.
2022-04-25 16:02:28 +02:00
Rémi Verschelde
5e599d7c22
Merge pull request #60441 from madmiraal/remove-superfluous-inputmanager
Remove superfluous Android InputManager interface and implementation
2022-04-25 15:41:55 +02:00
Rémi Verschelde
d167583517
Merge pull request #60434 from madmiraal/remove-superfluous-version-check
Remove superfluous check for minimum Android SDK.
2022-04-25 15:40:33 +02:00
Fredy Huya-Kouadio
3b1e62bc7c Fix the issue causing the screen to be black after resuming when in low processor mode.
This is done by forcing a redraw and buffers swap when resuming the app.
2022-04-25 00:25:17 -07:00
Marcel Admiraal
334ebd7eb7 Replace index iterators with for each loops. 2022-04-23 09:45:44 +02:00
Marcel Admiraal
2f225bf2c5 Remove superfluous check for minimum Android SDK. 2022-04-22 18:55:45 +02:00
Marcel Admiraal
22ca5b2eba Remove superfluous Android InputManager interface and implementation 2022-04-22 18:52:06 +02:00
Marcel Admiraal
988432b8bb Remove superfluous null check 2022-04-22 17:33:27 +02:00
bruvzg
de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
bruvzg
d2ebac3a30
Remove or make private FileAccess close() methods. 2022-04-12 14:50:14 +03:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde
53317bbe14
Merge pull request #59866 from m4gr3d/update_default_display_scale_main 2022-04-04 19:31:37 +02:00
Fredia Huya-Kouadio
8eabf77f54 Update the editor display scale based on the device's scaled density 2022-04-04 09:23:43 -07:00
Fredia Huya-Kouadio
f1a7caf9bb Remove duplicate resizable settings 2022-04-04 09:18:07 -07:00
Fredia Huya-Kouadio
3f299e9255 Update resize settings:
- Unlock resizing for the Godot Editor
- Add an option to specify whether a game is resizeable for the Godot template
2022-04-04 01:02:10 -07:00
Fredia Huya-Kouadio
b176b31f5d Fix flickering issues with low processor mode on Android 2022-03-29 12:17:09 -07:00
Fredy Huya-Kouadio
5711037bf6 Android port of the Godot Editor
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.

Co-authored-by: thebestnom <shoval.arad@gmail.com>
2022-03-28 14:04:51 -07:00
Rémi Verschelde
5c7971d856
Merge pull request #59146 from m4gr3d/setup_mavencentral_publishing 2022-03-16 17:24:22 +01:00
bruvzg
98d0af7d5c
Implement GDExtension export plugin. 2022-03-16 11:16:19 +02:00