Commit graph

813 commits

Author SHA1 Message Date
Andreas Haas
802a0316c5
DirectInput: use correct joypad id
Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.

fixes #17566
2020-07-31 20:16:51 +02:00
Rémi Verschelde
bd9fc75768
Merge pull request #40706 from akien-mga/style-fix-file_format-macos
Fix code format scripts compat with non-GNU Unices
2020-07-27 13:27:56 +02:00
Rémi Verschelde
c71e189efd Style: Fix code format scripts compat with non-GNU Unices
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.

And improve it to also remove trailing tabs, not just spaces.
2020-07-27 13:11:44 +02:00
Rémi Verschelde
f940e5e000 CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.

Apply new style fixes done by latest black.
2020-07-26 19:48:25 +02:00
Rémi Verschelde
3842e8c465
Merge pull request #38727 from Riteo/tiling-wm-issues-tests
Fixes for windows in X11 tiling WMs
2020-07-26 17:41:28 +02:00
RevoluPowered
579342810f t Add unit testing to Godot using DocTest and added to GitHub Actions CI
Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.

Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.

This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
2020-07-24 13:05:33 +01:00
Rémi Verschelde
dcf902df85 SCons: Remove unused DEBUG_MEMORY_ENABLED define
Its last use was removed in Godot 3.0, so it no longer makes sense to define.

Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
2020-07-23 09:39:10 +02:00
Lorenzo Cerqua
d670a49612 DisplayServer: separate window showing into another function
When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.

This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.

Fixes #37930
2020-07-23 07:58:10 +02:00
Zae
0107550cf1 fix crlf for clipboard 2020-07-20 23:07:20 +08:00
Rémi Verschelde
c8523038cc
Merge pull request #40268 from DanielZTing/master
Fix cancel/OK button order on macOS
2020-07-15 09:21:04 +02:00
bruvzg
996910b627
Add error messages if Vulkan init failed, prevent Vulkan context freeing uninitialized device and instance. 2020-07-13 19:24:21 +03:00
Daniel Ting
9605fc54c7 Fix cancel/OK button order on macOS
The macOS platform convention regarding button order is cancel on left,
OK on right.
2020-07-10 15:10:11 -05:00
Rémi Verschelde
73fddc623b
Merge pull request #39888 from nekomatata/windows-create-window-error
Fix errors when creating windows on Windows
2020-07-04 01:41:43 +02:00
Juan Linietsky
b14be5f271 Fix fullscreen flag on Windows, closes #37588 2020-07-02 22:09:17 -03:00
Juan Linietsky
438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
PouleyKetchoupp
1043576ff3 Fix errors when creating windows on Windows
Detecting the case where WM_SIZE is received during the window creation.
There's no need to call window_resize on the Vulkan context.

Also creating a WindowData entry early enough to avoid storing a
separate WindowData wrongly associated to INVALID_WINDOW_ID.

Fixes #39199
2020-06-27 18:26:34 +02:00
Rémi Verschelde
d808697760
Merge pull request #39751 from bruvzg/mingw_build_fix
Fix MinGW build (use uninitialized `ofs` variable introduced in 39701).
2020-06-22 13:07:14 +02:00
bruvzg
439c97e0ff
Fix use uninitialized ofs variable introduced in 39701. 2020-06-22 13:13:22 +03:00
bruvzg
fc1d1c3557
[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. 2020-06-22 13:05:18 +03:00
Bastiaan Olij
aa01b327d6 Fix missing slider joystick handling on Windows 2020-06-20 19:03:15 +10:00
Rémi Verschelde
3e07080942
Merge pull request #39427 from hcmlax/shortcut_issue_39351
fixed issue where shortcut doesn't work if alt is pressed before shift
2020-06-19 23:47:49 +02:00
unknown
d191a8b9f8 adding check for syskeydown on control and alt 2020-06-18 14:36:22 -07:00
Rémi Verschelde
fa01e666d2
Merge pull request #39542 from Ev1lbl0w/feature/kill-pid
Allow Godot to kill its own PID
2020-06-16 20:49:00 +02:00
Rémi Verschelde
4b5b60de85
Merge pull request #39189 from touilleMan/issue-38925
Unify OS.get_system_time_* and OS.get_unix_time
2020-06-15 23:57:16 +02:00
bruvzg
92352b1c23
Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11), remove latin variant function. 2020-06-13 11:02:00 +03:00
Rémi Verschelde
c4dd866a15
Merge pull request #38958 from lawnjelly/time_overflow_4
Fix overflow condition with QueryPerformanceCounter
2020-06-11 09:38:44 +02:00
Rémi Verschelde
c47a6f6325
Merge pull request #39060 from madmiraal/fix-38869
Update Windows GUID to SDL uid conversion.
2020-06-04 11:40:57 +02:00
Emmanuel Leblond
c6de3872f9
Remove OS.get_system_time_secs/get_system_time_msecs and change OS.get_unix_time return type to double 2020-05-31 14:19:31 +02:00
Marcel Admiraal
bc49d34123 Add dinput nullptr checks. 2020-05-30 13:59:30 +01:00
Marcel Admiraal
97a529b1d8 Do not probe joypads if DirectInput cannot be initialized. 2020-05-29 12:07:07 +01:00
Hugo Locurcio
fe09b4d2b3 Tweak the DirectInput initialization failure message
This closes #36662.
2020-05-28 09:45:17 +02:00
bruvzg
ef1a305e50
Ignore invalid tablet driver name, when non are available. 2020-05-26 21:03:45 +03:00
Marcel Admiraal
a833db80d9 Update Windows GUID to SDL uid conversion. 2020-05-26 12:46:42 +01:00
Rémi Verschelde
3be9c74d8b
Merge pull request #38951 from bruvzg/win_ink_block_mm_4
Block WM_MOUSEMOVE during Windows Ink pen handling.
2020-05-22 14:34:20 +02:00
lawnjelly
db9fa88160 Fix overflow condition with QueryPerformanceCounter
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer.

This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
2020-05-22 12:46:35 +01:00
bruvzg
b08b027a9a
Block WM_MOUSEMOVE during Windows Ink pen handling. 2020-05-22 10:44:47 +03:00
GuidoRevers
cf20c0343f Fix segmentation fault when using context_vulkan after memdelete context_vulkan 2020-05-21 20:38:58 +02:00
bruvzg
d0b5174b6a
[Windows] Add tablet driver selection. 2020-05-20 09:37:32 +03:00
bruvzg
cac399a829
[Windows] Add quotes only to the command line arguments with special characters. 2020-05-19 16:34:15 +03:00
Eric Rybicki
e460456e60
Fix certain characters being recognized as special keys in Windows when using the us international layout 2020-05-18 14:47:54 +02:00
HaSa1002
434bf0572c Fix input event being dispatched multiple times on Windows 2020-05-16 16:17:50 +02:00
Rémi Verschelde
07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00
Ev1lbl0w
75ce45440a
Allow Godot to kill it's own PID 2020-05-13 16:48:14 +01:00
Marcel Admiraal
e7fee711b3 Update game controller enums. 2020-05-13 10:33:32 +01:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Rémi Verschelde
e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde
44db69a7da
Merge pull request #38561 from bruvzg/wintab_extra_mm_events
WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving.
2020-05-08 12:19:55 +02:00
bruvzg
78c80de738
WinTab: Adds extra "mouse move" events to make movement smoother and correctly handle pressure/tilt change when cursor is not moving. 2020-05-08 10:56:42 +03:00
Eric M
97e77bcd19 Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by the keyboard menu button work 2020-05-08 11:22:21 +10:00
bruvzg
ba85db5a79
Remove WinTab error message. 2020-05-07 15:51:19 +03:00
bruvzg
d978658f81
[Windows] Add support for the WinTab API for pen input. 2020-05-05 14:16:02 +03:00
bruvzg
0128947894
[Linux/Windows] Set pressure to 1.0f when primary button is pressed and device is not pressure sensitive. 2020-05-03 20:13:01 +03:00
Rémi Verschelde
7e1e0f496b
Merge pull request #37802 from ThakeeNathees/window-position-bug-osx-x11
display server window position bug fix
2020-04-29 09:04:53 +02:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Rémi Verschelde
4d3a18d9ff Windows: Appease capricious MSVC versions with moody headers
Fixes #37799.
Fixes #37986.
2020-04-26 22:27:04 +02:00
Thakee Nathees
63a00aec68 display server window position bug fix (#37323) 2020-04-11 20:13:12 +05:30
Rémi Verschelde
312bbb9600
Merge pull request #37525 from lupoDharkael/replace-0L
Replace 0L with a casted nullptr
2020-04-02 21:22:45 +02:00
lupoDharkael
6324f578bd Replace 0L with a casted nullptr 2020-04-02 17:33:46 +02:00
Rémi Verschelde
ea7b497065 Replace more occurrences of NULL with nullptr 2020-04-02 14:56:01 +02:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde
516b3bb88f Fix Clang warnings on Windows
Fixes #37490.
2020-04-01 16:28:20 +02:00
Rémi Verschelde
cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde
60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Juan Linietsky
a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
9a5d15a2dc Implemented drag and drop across windows, both OS and embedded. 2020-03-26 15:49:46 +01:00
Juan Linietsky
047e0b7de5 Reworked tooltips to use the popup system. 2020-03-26 15:49:45 +01:00
Juan Linietsky
b3080bc2f4 Popups have also been converted to windows
Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky
09ba290364 Fixes to window style flags 2020-03-26 15:49:44 +01:00
Juan Linietsky
c7b4dcae2f Open sub-windows as embedded if the OS does not support them 2020-03-26 15:49:43 +01:00
Juan Linietsky
441f1a5fe9 Popups are now windows also (broken!) 2020-03-26 15:49:42 +01:00
Juan Linietsky
543fb1c4da Separate DisplayServer from OS on Windows 2020-03-26 15:49:41 +01:00
Juan Linietsky
8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Pedro J. Estébanez
29f8530afe Make stack size on Windows match Linux and MacOS 2020-03-17 18:17:41 +01:00
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rémi Verschelde
42595085a5
Merge pull request #36752 from RandomShaper/rework_semaphore
Drop old semaphore implementation
2020-03-05 16:33:45 +01:00
Mateo Dev .59
8a88637705 os: execute parse the command output from utf8 2020-03-03 21:58:50 -03:00
Pedro J. Estébanez
9a3a2b03b8 Drop old semaphore implementation
- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.

Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03 13:20:42 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `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`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
bruvzg
1af06d3d46
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rémi Verschelde
2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Fabio Alessandrelli
cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde
3dea5fd631 Remove incomplete battery status/power API
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.

Closes #8770.
2020-02-14 13:43:32 +01:00
Rémi Verschelde
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Rémi Verschelde
db81928e08 Vulkan: Move thirdparty code out of drivers, style fixes
- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Rémi Verschelde
fff4240bb4 Fix code formatting issues and VS compilation
Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.

Fixes #33356.
2020-02-11 12:05:19 +01:00
Rémi Verschelde
511f65214f SCons: Streamline Vulkan buildsystem + fixups
- Renamed option to `builtin_vulkan`, since that's the name of the
  library and if we were to add new components, we'd likely use that
  same option.
- Merge `vulkan_loader/SCsub` in `vulkan/SCsub`.
- Accordingly, don't use built-in Vulkan headers when not building
  against the built-in loader library.
- Drop Vulkan registry which we don't appear to need currently.
- Style and permission fixes.
2020-02-11 11:59:04 +01:00
bruvzg
b456bfad5c Add runtime GLES2 / Vulkan context selection. 2020-02-11 11:57:34 +01:00
bruvzg
eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde
0ead0eeabb Merge pull request #35301 from Calinou/improve-console-error-logging
Improve the console error logging appearance
2020-02-10 11:16:01 +01:00
Rémi Verschelde
4e2dbb1bc0 SCons: Split libmodules.a in folder-based libs
This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
2020-02-07 14:19:51 +01:00
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00