Commit graph

420 commits

Author SHA1 Message Date
Rémi Verschelde
ed869729ae
Merge pull request #56755 from madmiraal/fix-45592-3.x 2022-01-24 10:06:24 +01:00
Rémi Verschelde
879244c54e
Merge pull request #56015 from bruvzg/phy_code_conv 2022-01-16 11:36:26 +01:00
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Marcel Admiraal
b7545631de Use mouse event relative motion to calculate mouse speed 2022-01-13 10:29:57 +00:00
Bartłomiej T. Listwon
e1429dd80f
Windows: Simplify QueryPerformanceCounter usage
(cherry picked from commit 5ba38fb208)
2022-01-12 17:32:50 +01:00
bruvzg
59085d5051
[Windows] Improve console handling and execute.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:13:27 +02:00
bruvzg
b4ec1c5817
Backport: Allow for mapping scancodes to current layout
Co-authored-by: Frixuu <kontakt@lukasz.xyz>
2021-12-17 13:04:47 +02:00
bruvzg
9aef3a93dd
[Windows] Detect new Windows Terminal and disable unsupported set_console_visible code. 2021-12-15 20:00:35 +02:00
bruvzg
38c1706a7d
[Windows] Open a new console window for the editor instances. 2021-12-14 14:38:42 +02:00
kobewi
a58736f129
Fix data directory of unnamed projects
(cherry picked from commit f6d16d55c6)
2021-11-18 13:47:52 +01:00
Pedro J. Estébanez
abdf931832 Add off-screen GL context 2021-11-09 12:19:12 +01:00
Pedro J. Estébanez
25f01cb09d Implement get_cache_path() for iOS, and improve it for Android and Windows 2021-11-08 22:33:54 +01:00
Rémi Verschelde
d01c660954
Merge pull request #52964 from Pineapple/WIN32_LEAN_AND_MEAN 2021-10-05 12:03:52 +02:00
Jordan Schidlowsky
db44406082
revert 0d7409a so additional error information prints in release builds
(cherry picked from commit b78d399f91)
2021-10-05 10:56:53 +02:00
Bartłomiej T. Listwon
f463e612a1 Add missing WIN32_LEAN_AND_MEAN 2021-09-23 10:36:31 +02:00
bruvzg
131f913747
Improve OS::get_locale() on macOS and Windows, replace "-" with "_" and use system macros instead of bitwise AND. Add locale format info to the documentation.
(cherry picked from commit f797e1c078)
2021-09-21 20:33:11 +02:00
Ricardo Subtil
5167a0281a
Fix shell_open not returning errors on Windows
(cherry picked from commit c4787a8e6d)
2021-09-21 20:33:11 +02:00
Dan
5a8fe36891 Fix Windows cursor with trails disappearing in fullscreen
Fixed by turning off mouse trails when going into fullscreen, then restoring trails when exiting fullscreen or game
2021-09-16 12:34:46 -07:00
ne0fhyk
c88d1608ab Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-13 11:04:17 -07:00
Rémi Verschelde
ffc372b002
Merge pull request #42220 from RandomShaper/agile_input_3.2
[3.x] Improve responsiveness on underpowered Android devices
2021-08-12 22:46:17 +02:00
Georg Wacker
8add8f4e58
Fix vertical scroll/zoom for precision touchpad
Adds factor data for vertical mousewheel event, in line with horizontal mousewheel event

(cherry picked from commit 63ba15a518)
2021-08-12 16:37:38 +02:00
Pedro J. Estébanez
7be9c26e20 Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-08 12:37:55 +02:00
Pedro J. Estébanez
58a54f534e Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-08 12:37:55 +02:00
Hugo Locurcio
8fbdcb6fea
Point at software OpenGL when OpenGL fails to initialize on X11 2021-08-05 18:24:42 +02:00
miere43
9a22f4b8df
Replace backslash with forward slash in OS_Windows path methods
(cherry picked from commit 119a59f872)
2021-07-06 11:22:04 +02:00
Marcel Admiraal
7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Marcel Admiraal
5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Hugo Locurcio
12236d2868
Only allow absolute paths in XDG environment variables
The XDG Base Directory specification does not allow using relative paths
(which broke things in Godot anyway). If a relative path is detected,
it should be ignored.

(cherry picked from commits 011a99316a
and 0e1d45b210)
2021-05-21 12:53:11 +02:00
bruvzg
dab4cf3ed6
Add physical_scancode (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde
7e61be3cb0
Style: Remove executable bit from non-runnable files 2021-05-04 14:45:07 +02:00
Pedro J. Estébanez
6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `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`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
d6fecf7686
Main: Create user data dir in setup()
Custom backport of #39563 with preliminary change to make
`OS::ensure_user_data_dir()` public as done in f8a79a9.

Fixes #32488.
2021-01-08 10:24:48 +01:00
Fabio Alessandrelli
f73c9e555f
Remove now unused FileAccessBuffered.
(cherry picked from commit 781efc26e0)
2020-12-09 11:36:58 +01:00
Pedro J. Estébanez
0642f3efeb Ignore query to maximize/minimize window on Windows and X11
This makes these platform behave as MacOS in that regard and also fixes the editor window appearing in some cases even when --no-window has been passed.
2020-11-18 00:33:39 +01:00
Marcus Brummer
a822bb9844
Fixed exit code retrieval of spawned processes on Windows
Use GetExitCodeProcess() on Windows to retrieve the exit code of a process in
OS:excute()

(cherry picked from commit f0f4220b05)
2020-11-17 12:07:02 +01:00
Ev1lbl0w
f279f657a5
Changed path behaviour for Windows
(cherry picked from commit 525a5be01d)
2020-11-11 15:30:55 +01:00
Pedro J. Estébanez
3ec62c82a3 Implement no-window mode for X11 and MacOS
Bonus: Homogeinize and improve OS::alert() for no-window mode
2020-11-09 20:56:12 +01:00
Bastiaan Olij
1ea7358405 Add get_native_handle to OS 2020-10-20 20:23:37 +11:00
bruvzg
e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
bruvzg
2b996cca67
[Windows] Fix modifier keys when using tablet input. 2020-08-17 14:43:23 +03:00
Zae
6f2be6b05c [3.2] fix crlf for clipboard 2020-07-20 15:42:32 +08:00
bruvzg
1468c0b4d4 [Windows] Prevent overwriting old cursor handle on multiple mouse_mode changes, ensure mouse_mode is set before cursor_set_shape is called to restore cursor.
(cherry picked from commit fc1d1c3557)
2020-06-22 13:08:53 +02:00