Using 2.2.7.dev115+g0eb441d6.
Had to add `cancelled` to the ignore list, as it's a Wayland signal which
we're handling in our code, so we don't want codespell to fix that "typo".
Also includes the typo fix from #87927.
Co-authored-by: Divyanshu Shekhar <61140213+divshekhar@users.noreply.github.com>
This prevents a wayland-scanner message from appearing every build
when `wayland=yes` is used (the default). The error message when
wayland-scanner is still printed as it's not printed by
wayland-scanner itself.
This is a workaround for the most critical portion of the WM focus bug
described in #68305. On some specific X11 WM configurations, the
editor's main window and any popups it creates will fight for focus,
which causes a total system lockup due to mouse and keyboard input being
stolen as well. Getting out of this infinite loop requires force
restarting the system.
It can be tested with the following shell script:
```bash
!#/bin/sh
godot4 &
sleep 30
pkill -x godot4
```
The workaround identified in #68305 is to remove the call to
XSetInputFocus in the ConfigureNotify event handler, so I have removed
the conditional block that calls this as well as the setup code above it
since there is no need to allocate the memory for the variables if they
won't be used in that call anymore.
This is just a hack and is not a complete fix for #68305. Multiple
developers are collaborating on a proper fix in the discussion in that
issue, but time is a valuable resource that no one has enough of, so I
am committing this workaround as a stop-gap to prevent the most critical
problem while we work on a full solution for the underlying cause.
This allows previous X11-only setups to still build Godot with default
settings. Note that compilation will still abort if wayland-scanner is
present but not the various Wayland libraries.
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:
- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.
- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.
- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.
- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.
- The cursor doesn't yet support fractional scaling.
- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).
- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.
This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.
Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.
It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
This intends to be the correct way to handle non-child windows becoming covered by the current window when becoming focused.
Enabling this property on select windows, they will become transient to the currently focused one when becoming visible.
This deprecates the "unparent_when_invisible" function introduced by #76025.
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Also fixes the timing issue when exporting all
presets at the same time, where the error report
would try to appear while the progress dialog
was still visible.
This breaks the build with our updated i686 Linux SDK which doesn't contain
this path, and may not be needed at all.
This might need further work to be robust, and there's an open PR already
adding -march flags for all supported architectures, but for now we're
playing it safe for 4.2.
This fixes multiple issues/inconsistencies around `get_compiler_version()`:
* With no shell allocated, launching the compiler could fail even
with proper paths being set.
* The return value was described as "an array of version numbers as ints",
but the function actually returned a `Dictionary` (or `None`).
* Not all calls were properly handling a `None` return value in case of errors.
On Windows this broke compiling for me since #81869 with default settings.
* Some calls defined inconsistent defaults/fallbacks (`0` or `-1`).
I couldn't tell whether this has an actual purpose and it feels more
like a debug remnant.
We also need to be able to disable vsync in the editor for the WIP
Wayland backend (in the EGL driver) as it does manual frame throttling.
This adds the ability for games to obtain platform-specific information about joypads such as their vendor/product ID, their XInput gamepad index or the real name of the device before it gets swapped out by the gamecontrollerdb's name.
This PR also includes a rebased version of #76045, this is because this PR is intended to be mainly to help people implementing Steam Input, as having the gamepad index is essential.
We can't rely on the error code from `gio` or `kioclient5`, in my
rudimentary testing they return `1` for both missing files and other
situations like not having a Trash can on the mounted volume.
Fixes#79108.
During GDC and general testing on Steam Deck units, we found that single
gamepads would often register inputs twice under certain circumstances.
This was caused by SteamInput creating a new virtual device, which Godot
registers as a second gamepad. This resulted in two gamepad devices
reporting the same button presses, often leading to buggy input response
on games with no multi-device logic and other-wise could cause intended
Steam rebindings to not work as intended (for example, swapping o and x
on a playstation pad if that feature isn't supported by the game.)
SDL gets around this by taking in a list of devices that are to be
ignored. When valve sees a controller that wants to be rebound via
SteamInput, they push a new VID/PID entry onto the environment
variable `SDL_GAMECONTROLLER_IGNORE_DEVICES` for the original gamepad
so that all game inputs can be read from the virtual gamepad instead.
This leverages the same logic as we are already using SDL gamepad
related HID mappings.
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
Follow-up to #75932.
Since these icons are only used by the export plugin, it makes sense to
move them and generate the headers there.
The whole `detect.is_active()` logic seems to be a leftover from before
times, as far back as 1.0-stable it already wasn't used for anything.
So I'm removing it and moving the export icon generation to
`platform_methods`, where it makes more sense.
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
The default behaviour for X11 is to crash even on non-fatal errors
when there is no error handler set. This change allows the window to
stay open and may enable users to save their work when things go
wrong.
This acts as a workaround for #65425 and #68471
plus minor static-related fixes
* linuxbsd: get_systemd_os_release_info_value() -> static breaks usage if used multiple times
* windows/linuxbsd: get_video_adapter_driver_info() writes info into static
* linuxbsd: get_distribution_name() + get_version() -> write bsd fallback into static variable
* windows/uwp/android: remove unnecessary use of static
udev doesn't work in sandboxes, notably the new Steam container runtime
as found notably on the Steam Deck, and in Flatpak/Snap packages.
Like SDL does, when we detect such a containerized environment, we fall
back to parsing `/dev/input` directly.
See smcv's comments in #76879 for details.
Fixes#76879.
Adds a new OS::get_system_ca_certs method which can be implemented by
platforms to retrieve the list of trusted CA certificates using OS
specific APIs.
The function should return the certificates in PEM format, and is
currently implemented for Windows/macOS/LinuxBSD(*)/Android.
mbedTLS will fall back to bundled certificates when the OS returns no
certificates.
(*) LinuxBSD does not have a standardized certificates store location.
The current implementation will test for common locations and may
return an empty string on some distributions (falling back to the
bundled certificates).
Fixes two related segfaults caused by running the DBus version check
unconditionally and potentially calling null function pointers.
This was clearly an oversight as all the other wrappers have proper
loading status checks.
Instead of reading files over the network, the new version uses a local file cache and only updates files when it changes.
The original remote filesystem was created 14 years ago, when ethernet was faster than hard drives or even flash. Also, mobile devices have a very small amount of storage.
Nowadays, this is no longer the case so the approach is changed to using a persistent cache in the target device.
Co-authored-by: m4gr3d
- Simplify and update its logic.
- Simplify EditorScript.
- Improve EditorNode and other relevant includes.
- Fix scene-based path in the movie writer when
reloading a scene.
No need to define _REENTRANT manually when using the system lib,
it's part of the pkgconfig cflags.
And we were then defining PULSEAUDIO_ENABLED twice.
This quotes the executable name so that copying it always works
(even if the path contains spaces).
The command is also indented from the rest of the text and is
no longer single-quoted, as that can prevent the command from
running if the line is copied in its entirety (with the quotes).
- 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>