The "webgl/webgl2.h" include provides that function, but it's not
available in emscripten versions < 2.0.17 .
Since we need to support emscripten 1.39.9 (mono builds), this commit
adds a JS function in library_godot_display.js as a compatibility layer
for it, and implement glGetBufferSubData by funneling the call to that
function (so we don't have name collisions JS-side with recent emcc).
All those hacks are now moved to the platform directory instead of being
ifdefs inside the drivers implementations.
(cherry picked from commit bbfe054175)
Ensure better compatibility when emcc which may run some tools from
different paths (e.g. closure compiler).
This fixes externs include issues with modern emcc using the closure
compiler.
(cherry picked from commit eaedc92c61)
This actually makes sense(?), when running inside an iframe the active
element might be our canvas, while the iframe itself is not active in
the parent window. Since we consume the event, the iframe does not get
focused in Firefox (but does in Chromium-based browsers), so we must
always call focus to handle such occasions.
(cherry picked from commit 63e2db2499)
In some conditions the events might be generated even when the `gamepad`
object is not accessible due to Security Context requirements.
This commit adds a check to avoid firing the handler in those cases.
(cherry picked from commit 91dbc288cc)
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
The new system based on a thread gathering events from the X11 server
was causing delays in some scenarios where some events have just been
missed at the time of processing and we're waiting for a whole frame to
check them again.
Solved by flushing again and checking for pending events at the
beginning of the process loop, in addition to events already gathered
on the event thread.
Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.
The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).
Enable GLES3/WebGL2 in the Web Editor.
Previously, files added via `add_ios_project_static_libs` where
being added as embedded frameworks. This commit fixes that.
Static frameworks/libs should never be embedded into IPAs.
On OpenBSD the compiler complains that calling basename(3) would lose
const qualifier. basename(3) is defined as
char *basename(char *);
and can, accorgindly to the POSIX.1, modify the passed string.
This uses the .get_file() method. The check is necessary because
file_name could be a directory, in which case .get_file() would return
an empty string. The .get_base_dir().get_file() idiom is already used.
The usage of get_file() and the check were suggested by theraot, thanks!
(cherry picked from commit a3384b7461)
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.
This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.
Related to https://github.com/godotengine/godot-proposals/issues/3371.
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads
SCons into not properly rebuilding all files when headers change.
This means we also need to make sure Bullet builds without warning, and
current version fares fairly well, there were just a couple to fix (patch
included).
Increase minimum version for distro packages to 2.90 (this was never released
as the "next" version after 2.89 was 3.05... but that covers it too).