When a hardware keyboard is connected, all key events come through so we can route them directly to the engine.
This is not the case for soft keyboards, for which the current logic was designed as it requires extra processing.
- Use -gdwarf-4 to support both LLVM and GCC when calling addr2line
- Subtract position-independant execuable relocation when passing the
address to addr2line
(cherry picked from commit 5e041eee11)
Upon investigating the extremely slow MSVC build times in #80513, I noticed
that while Godot policy is to never use exceptions, we weren't enforcing it
with compiler flags, and thus still included exception handling code and
stack unwinding.
This is wasteful on multiple aspects:
- Binary size: Around 20% binary size reduction with exceptions disabled
for both MSVC and GCC binaries.
- Compile time:
* More than 50% build time reduction with MSVC.
* 10% to 25% build time reduction with GCC + LTO.
- Performance: Possibly, needs to be benchmarked.
Since users may want to re-enable exceptions in their own thirdparty code
or the libraries they compile with Godot, this behavior can be toggled with
the `disable_exceptions` SCons option, which defaults to true.
The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Auto`: choose how to run the project based on the device screen size
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
In 4.x, we need to find out what language is being used, so that
we can break words. In 3.x, we assume that spaces spearate words.
So we do not need to find the language for the current voice.
The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field.
This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled.
To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly.
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.
(cherry picked from commit 788cb74cc6)
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).