Commit graph

2838 commits

Author SHA1 Message Date
bruvzg
df5499fedf
[macOS, 3.2] Fix mouse position in captured mode. 2020-09-25 08:54:30 +03:00
Vasiliy Makarov
f388ea00bf iOS: Fix multiple issues with PVRTC import, disable ETC1
Fixes: #28683, #28621, #28596 and maybe others

For iOS we enable pvrtc feature by default for both GLES2/GLES3
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc ability detection in GLES2 driver.
Fixed pvrtc encoding procedure.
2020-09-23 11:13:50 +02:00
Fabio Alessandrelli
35fcc1835c JS synchronous start, better persistent FS sync.
The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).

Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.

This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
e7d00d08f5 Make canvas resize optional in HTML5. 2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
40f73f74ce Better HiDPI support in HTML5. 2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
afb81abae5 Window event listener do not use capture. 2020-09-19 18:27:21 +02:00
Fabio Alessandrelli
c0e0247f39 Small refactor to JavaScript handlers.
Crated helper class in native/utils.js.
Simplify code in OS/DisplayServer.
2020-09-19 18:27:21 +02:00
Fredia Huya-Kouadio
8d9733f90c Add overridable init method for the Godot fragment instance. 2020-09-18 16:45:46 -07:00
Fredia Huya-Kouadio
e99dc65b64 Enable the ability to use Godot as a subview within an Android app
(cherry picked from commit 920639511d)
2020-09-18 16:45:40 -07:00
Aman Jain
59da1db188 Add 'Export App Bundle' to Android Export Options 2020-09-18 16:38:30 -07:00
Aman Jain
654342d3bf refactor apk signing into it's own method 2020-09-18 16:17:31 -07:00
Aman Jain
452af201b0 Write an AndroidManifest.xml file to be merged with app module's manifest. 2020-09-18 16:17:31 -07:00
Aman Jain
a323a1eacd Added methods to copy project icon files to Gradle project 2020-09-18 16:17:31 -07:00
Aman Jain
ee9127bd20 Create strings.xml files to mimic behavior of _fix_resources method 2020-09-18 16:17:27 -07:00
Aman Jain
824f0b0569 Refactored permissions and command line flags into separate methods 2020-09-18 16:12:15 -07:00
Aman Jain
29a71edd76 Utility methods for writing files to Gradle project. 2020-09-18 16:12:15 -07:00
Fabio Alessandrelli
c610ad3739 Move request_quit to javascript_main. 2020-09-18 18:54:11 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Rémi Verschelde
8b5061aae7
X11: Try to load libXrandr.so.3 if libXrandr.so.2 isn't found
All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.

(cherry picked from commit 413ff7938d)
2020-09-18 11:56:42 +02:00
Rémi Verschelde
cb78a5d7ae
Linux/BSD: Fix support for NetBSD
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.

Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.

Fixes #42145.

(cherry picked from commit 5f4d64f4f3)
2020-09-18 10:29:52 +02:00
bruvzg
e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
Rémi Verschelde
6b5102cf90
Merge pull request #41504 from naithar/fix/analyzer-3.2
[3.2] [iOS] Leaks and deprecations fix
2020-08-25 18:37:02 +02:00
Sergey Minakov
f81c6c52fc iOS: fix deprecations and leaks
Fixes some deprecations and leaks reported by Xcode Analyzer
2020-08-25 17:17:17 +03:00
Rémi Verschelde
2a692f41a3
Merge pull request #41364 from m4gr3d/fix_textedit_movement_bug_3_2
Fix issue causing the textedit to move upward
2020-08-21 02:25:25 +02:00
Rémi Verschelde
9bf5a0b791
Merge pull request #41081 from naithar/feature/ios-framework-import-3.2
[iOS] [3.2] Export: Add a method to embed a framework
2020-08-19 14:11:27 +02:00
Sergey Minakov
910c554a1a iOS Export: Add a method to embed a framework
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
2020-08-19 14:54:59 +03:00
Fredia Huya-Kouadio
a8240f7351 Fix issue causing the textedit to move upward 2020-08-18 17:05:23 -07:00
bruvzg
2b996cca67
[Windows] Fix modifier keys when using tablet input. 2020-08-17 14:43:23 +03:00
Gordon MacPherson
c1a5e9f513 fixed linker being slow on OSX
(cherry picked from commit 788c521ce8)
2020-08-17 11:05:53 +02:00
bruvzg
2b1cfad591
[macOS] Fix "on top" not set on init, and reseting on window update. 2020-08-15 18:05:59 +03:00
Rafał Mikrut
abd7c1833e Added Linux sanitizer with xvfb to github workspace 2020-08-14 12:15:58 +02:00
Andreas Haas
abdcb7d299 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

(cherry picked from commit 802a0316c5)
2020-08-14 00:32:05 +02:00
Christopher Davis
f19bab5165 platform: Update metadata for export platforms
Updates the logos of for macOS, Android, and iOS.

Addresses https://github.com/godotengine/godot-proposals/issues/1161

(cherry picked from commit 41d8c0c818)
2020-08-14 00:32:05 +02:00
Rémi Verschelde
5972495d99 Revert "Virtual keyboard size adjustment fixes"
Also reverts "[3.2] Move PopupWindow logic to GodotEditText on Android".

This reverts commits 69db38742f and.
ff0ada164b.
2020-08-14 00:32:04 +02:00
Sergey Minakov
8a8f0a3b79 iOS: simplify OS values retrieval 2020-08-10 16:21:42 +03:00
Rémi Verschelde
c49be9bf84
Merge pull request #40791 from nekomatata/android-keyboard-cleaning-3.2
[3.2] Move PopupWindow logic to GodotEditText on Android
2020-07-31 13:00:50 +02:00
PouleyKetchoupp
ff0ada164b [3.2] Move PopupWindow logic to GodotEditText on Android 2020-07-28 21:03:55 +02:00
Fabio Alessandrelli
31c21b9750 Implement HTML5 cancel/ok button swap on Windows.
Platform is detected on init via the `navigator.platform` string.

(cherry picked from commit 0b286a287c)
2020-07-28 00:55:46 +02:00
bruvzg
a2f034d3ab [macOS] Refocus last key window after DisplayServer::alert is closed.
(cherry picked from commit a05776e20d)
2020-07-28 00:45:06 +02:00
Rémi Verschelde
4b9bb50176 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.

(cherry picked from commit c71e189efd)
2020-07-28 00:41:52 +02:00
Rémi Verschelde
37bac7d75d
Merge pull request #40672 from nekomatata/virtual-keyboard-height-fix-3.2
[3.2] Virtual keyboard size adjustment fixes
2020-07-27 08:57:52 +02:00
Rémi Verschelde
a2edf04fd2
Merge pull request #40469 from nekomatata/virtual-keyboard-enter-fixes-3.2
[3.2] Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:26:02 +02:00
Rémi Verschelde
db6d7499c0
Merge pull request #40723 from naithar/fix/ios-touch-events-master-3.2
[3.2] Fix for iOS touch recognition
2020-07-26 15:42:59 +02:00
Sergey Minakov
16f9ff5866 iOS: added delay gesture recognizer
This gesture recognizer will prevent GLView from processing unwanted gestures.
Emulates UIScrollView behavior
Fires delayed touches on significant movement
2020-07-26 15:49:09 +03:00
PouleyKetchoupp
69db38742f Virtual keyboard size adjustment fixes
1. Disable virtual keyboard focus adjustment on Android
The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.
We don't need any focus adjustment since we're using a fixed size window
for our application.
Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING

2. Fix virtual keyboard height regression
Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.
In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
2020-07-24 18:26:20 +02:00
Rémi Verschelde
b40f3f9740 Style: Sync other changes from new fix_style.sh and clang_format.sh 2020-07-24 10:39:18 +02:00
Rémi Verschelde
f1cdb91f34 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?

(cherry picked from commit dcf902df85)
2020-07-24 10:31:57 +02:00
Zae
6f2be6b05c [3.2] fix crlf for clipboard 2020-07-20 15:42:32 +08:00
PouleyKetchoupp
c0b394572f Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-17 18:25:40 +02:00
Fabio Alessandrelli
e7099ed2ea Fix setenv not defined in older emscripten verions. 2020-07-15 22:21:47 +02:00
bruvzg
26a825aac3
[macOS, 3.2] Fix window size on macOS Big Sur (title bar height is no longer same as menu height), use top-left corner as resize origin instead of bottom-left. 2020-07-14 17:38:16 +03:00
Rémi Verschelde
0246a1a276 Revert "Enable the ability to use Godot as a subview within an Android app"
This reverts commit 920639511d.

The changes are good, this revert is only done for release management reasons
as we want this feature to get more testing before making it in a stable build,
but a 3.2.3 release is imminent to handle some regressions in 3.2.2.

This will be re-committed in a 3.2-based feature branch, and we'll merge it
again once we're confident about it (probably for 3.2.4).
2020-07-10 08:51:21 +02:00
Rémi Verschelde
6fd712c874
Merge pull request #40173 from naithar/feature/ios-storyboard-usage
[3.2] [iOS] Option to use storyboards for launch screens.
2020-07-09 08:36:07 +02:00
Sergey Minakov
a4028b99ec iOS Export: use relative path for res:// files
(cherry picked from commit 7b64f2df50)
2020-07-08 09:01:58 +02:00
bruvzg
e9ab41b71d
[macOS, 3.2] Implement seamless display scaling. 2020-07-07 22:54:33 +03:00
Sergey Minakov
6264c5146c iOS Export: Storyboard custom values 2020-07-07 02:12:50 +03:00
Sergey Minakov
46c6383c8d iOS Export: add option to use storyboard for launch screen 2020-07-07 00:01:35 +03:00
Daniel Ting
3f5f58b9d8 Fix opening URLS with special characters in macOS
The Online Tutorials section of InputMap in the editor's built-in
documentation viewer contains this link:

docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap

The macOS implementation for opening a link percent-encodes it before
sending it to the browser, resulting in a 404. This is to fix #13422
where filenames with special characters could not be opened in Finder.
However, this breaks URLS so I added a check to see if the resource
scheme is file:// and if so, only then is it escaped. This allows other
schemes like `http`, `ftp`, and `mailto` to be used.

(cherry picked from commit b8e6ff9a7f)
2020-07-06 14:18:18 +02:00
bruvzg
14b8124074 [macOS export] Set correct external file attributes (Unix mode), and creation time.
(cherry picked from commit accae11fe3)
2020-07-03 13:17:57 +02:00
Rémi Verschelde
24f527b561
Merge pull request #39996 from naithar/feature/ios-gdnative
[3.2] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:45 +02:00
Rémi Verschelde
a3e525ba0f
Merge pull request #40054 from bruvzg/macos_confined_mouse_mode_3
[macOS, 3.2] Implement confined mouse mode.
2020-07-03 00:11:27 +02:00
bruvzg
b233cb640d
[macOS, 3.2] Implement confined mouse mode. 2020-07-02 17:12:16 +03:00
Fabio Alessandrelli
357e99a31e Use dummy driver when JS AudioContext is unavailable. 2020-07-02 14:30:23 +02:00
Fabio Alessandrelli
399e2c1db0 Limit FPS in JS by skipping iterations. 2020-07-02 14:30:23 +02:00
Fabio Alessandrelli
c7d2767ab9 [JS] Check canvas size each loop, force redraw.
Remove ResizeObserver, fix compatibility issues, achieve smoother
resizing.
2020-07-02 14:30:23 +02:00
Fabio Alessandrelli
093c463ebf [HTML5] Early FS initialization.
So that "/userfs" is created and mounted before `setup`.
2020-07-02 14:30:12 +02:00
Sergey Minakov
e2a45fe840 iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths 2020-07-02 12:46:57 +03:00
Sergey Minakov
519024829a iOS Export: turn .dylib into .framework on export 2020-07-02 12:45:14 +03:00
Rémi Verschelde
b833296cbb
Merge pull request #39943 from bruvzg/macos_apple_silicon_3
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.
2020-06-29 15:30:03 +02:00
bruvzg
43888ebfaf
[macOS, 3.2] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 14:43:29 +03:00
Rémi Verschelde
08ee1de535 X11: Ensure XGetWindowProperty data gets freed
Fixes a small memory leak reported by lsan:
```
Direct leak of 73 byte(s) in 1 object(s) allocated from:
    #0 0x7f29825f3e70 in malloc (/lib64/liblsan.so.0+0xee70)
    #1 0x7f29824a5729 in XGetWindowProperty (/lib64/libX11.so.6+0x29729)
```
2020-06-29 13:05:24 +02:00
Fredia Huya-Kouadio
623a1ae5b3 Fix the logic to enable focus awareness 2020-06-27 16:40:22 -07:00
Rémi Verschelde
28c0088d86
Merge pull request #39558 from m4gr3d/godot_fragment_3_2
[3.2] Enable the ability to use Godot as a subview within an Android app
2020-06-26 22:07:43 +02:00
Rémi Verschelde
34c5133e6a
Merge pull request #39604 from Faless/js/3months_backport
[HTML5 - 3.2] Backport most changes/improvement in master.
2020-06-26 20:50:58 +02:00
Fredia Huya-Kouadio
920639511d Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:57:03 -07:00
Fredia Huya-Kouadio
944210923f Follow up cleanup for the godotpayment project module
(cherry picked from commit 206cbd960b)
2020-06-24 22:52:05 +02:00
Rémi Verschelde
8f28e0861f
Merge pull request #39762 from naithar/feature/ios-modules
Enable iOS modules and fix missing symbols errors (3.2)
2020-06-24 22:50:05 +02:00
Poq Xert
bd71925726 Updated purchase receipt suitable for sending to apple verification server 2020-06-24 17:34:20 +10:00
Sergey Minakov
e564ca0c1b Export: Fix iOS enabling push notifications capability 2020-06-22 23:16:22 +03:00
Sergey Minakov
a678ceaeae SCons: Enable modules for iOS 2020-06-22 23:15:52 +03:00
bruvzg
a662b853dd Fix use uninitialized ofs variable introduced in 39701.
(cherry picked from commit 439c97e0ff)
2020-06-22 15:41:36 +02:00
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
Rémi Verschelde
f2f11bc752
Merge pull request #39744 from timoschwarzer/remove-godot-payment-plugin
Remove GodotPayment android plugin (3.2)
2020-06-22 12:15:36 +02:00
bruvzg
e2675e9462 macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor.
(cherry picked from commit 7a250b579f)
2020-06-22 12:04:31 +02:00
Timo Schwarzer
5053ab684a
Remove GodotPayment android plugin
This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 11:11:41 +02:00
Rémi Verschelde
8ac13e50cf Move Haiku platform port to external repository
The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform

While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.

The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).

Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.

(cherry picked from commit efcc508ee5)
2020-06-21 21:42:26 +02:00
Bastiaan Olij
70fb79efa0 Fix missing slider joystick handling on Windows
(cherry picked from commit aa01b327d6)
2020-06-21 21:41:14 +02:00
PouleyKetchoupp
cdbbc75e90 Set proper file type attribute for OSX zip export
The missing file type in file attributes was causing the file to lose
executable permissions when unzipped with some softwares.

(cherry picked from commit 4501771fd8)
2020-06-21 21:40:57 +02:00
Rémi Verschelde
f99cbb94cc Export: Rename 'Windows Universal' to 'UWP'
It's otherwise too easy to be confused between 'Windows Desktop' (Win32)
and 'Windows Universal' (UWP).

(cherry picked from commit 08ef0aab16)
2020-06-21 21:39:44 +02:00
unknown
d080c0de51 adding check for syskeydown on control and alt
(cherry picked from commit d191a8b9f8)
2020-06-21 21:34:50 +02:00
Ev1lbl0w
4d7ac36e84 Allow Godot to kill it's own PID
(cherry picked from commit 75ce45440a)
2020-06-18 11:29:28 +02:00
Fabio Alessandrelli
b146bf2528 Canvas resize callback, to update buffer size. 2020-06-18 09:21:14 +02:00
Fabio Alessandrelli
21c9f37757 [HTML5] Refactor JS, threads support, closures.
- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Optional closure compiler run for JS and generated code.
- Enable lto support (saves ~2MiB in release).
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
- Add onExit, and onExecute JS function.
- Add files drag and drop support.
- Add support for low precessor usage mode (via offscreen render, swap).
2020-06-18 09:21:14 +02:00
Rémi Verschelde
7f6767470d
Merge pull request #39580 from m4gr3d/provide_activity_to_godot_plugin_constructor_3_2
Clean up the GodotPlugin public API.
2020-06-16 20:45:49 +02:00
Fredia Huya-Kouadio
61aa477e1c Clean up the GodotPlugin public API. 2020-06-16 09:24:41 -07:00
Aaron Franke
01061c6fbb Simplify some code in platform/uwp/export
(cherry picked from commit 068054002d)
2020-06-15 14:34:35 +02:00
Rémi Verschelde
50c4834548
Merge pull request #39502 from bruvzg/kbd_layouts_3
[3.2] Add keyboard layout enumeration / set / get functions.
2020-06-15 11:11:08 +02:00
Fabio Alessandrelli
1c0abd6393 Use 2-phase setup in JavaScript.
Make the first iteration as soon as the canvas is setup, avoiding a
black screen before the next animation frame is requested.
Also create OS and do setup before syncing FS to avoid crash when IDBFS
access is denied.
2020-06-14 15:43:18 +02:00
bruvzg
2256946f79
[3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11). 2020-06-13 11:01:49 +03:00
lawnjelly
b330766c30 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.

(cherry picked from commit db9fa88160)
2020-06-11 09:40:04 +02:00
Rémi Verschelde
7bf9787921 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.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Fabio Alessandrelli
8b321354d8 Swtich HTML5 key detection from keyCode to code.
The value of this, does not include the layout.
The code has extra logic to map the unicode value to our keylist,
supporting ASCII and Latin-1.

(cherry picked from commit 0a35b97b62
with help of https://github.com/Faless/godot/tree/js/keyCode)
2020-06-05 12:49:50 +02:00
Marcus Brummer
a6e9001579 Check if the specified Android release keystore exists
(cherry picked from commit 21263a65a9)
2020-06-05 12:45:46 +02:00
Fredia Huya-Kouadio
d1e4cede90 Add support for focus awareness 2020-06-04 15:51:51 -07:00
PouleyKetchoupp
aa935c262a Fix inconsistent error messages with Android custom export templates
(cherry picked from commit be22a1f9bc)
2020-06-04 12:16:39 +02:00
Marcel Admiraal
eef442f32d Update Windows GUID to SDL uid conversion.
(cherry picked from commit a833db80d9)
2020-06-04 12:09:40 +02:00
Marcel Admiraal
5dfd4fc84d Update OSX GUID to SDL uid conversion.
Co-authored-by: John Wakley <johncwakley@users.noreply.github.com>
(cherry picked from commit d04cbbd76b)
2020-06-04 12:09:40 +02:00
Marcel Admiraal
91590b0cf0 Add dinput nullptr checks.
(cherry picked from commit bc49d34123)
2020-06-04 12:09:39 +02:00
Marcel Admiraal
6c9c6885a2 Do not probe joypads if DirectInput cannot be initialized.
(cherry picked from commit 97a529b1d8)
2020-06-04 12:09:39 +02:00
Hugo Locurcio
d814352d92 Tweak the DirectInput initialization failure message
This closes #36662.

(cherry picked from commit fe09b4d2b3)
2020-06-04 12:09:39 +02:00
bruvzg
1642c4163d Ignore invalid tablet driver name, when non are available.
(cherry picked from commit ef1a305e50)
2020-06-04 12:09:39 +02:00
Fredia Huya-Kouadio
bea913a874 Stop ignoring hidden files and directories in the assets directory
(cherry picked from commit bf76d2afcf)
2020-06-04 12:09:39 +02:00
Marcus Brummer
b6c536317b Perform a clean Gradle build if android plugins changed
Fixes #38986

(cherry picked from commit abd66c1bb0)
2020-06-04 11:17:11 +02:00
bruvzg
c994eb1daf
[3.2] Fix macOS global menu removal and preserve order. 2020-06-02 16:37:19 +03:00
volzhs
c86ddd6b61 Add missing consumePurchase plugin method for GodotPayment 2020-05-28 11:51:14 +09:00
Rémi Verschelde
f03bc21e09
Merge pull request #39103 from m4gr3d/enable_legacy_external_storage
Enable legacy external storage for Android 10
2020-05-27 22:57:24 +02:00
Fredia Huya-Kouadio
2e7e3dcfe4 Enable legacy external storage for Android 10 2020-05-27 13:34:40 -07:00
Fredia Huya-Kouadio
0181e89e43 Validate that Use Custom Build is enabled when Plugins are selected
Remove `GodotPayment` from the default build template
2020-05-27 12:04:31 -07:00
Rémi Verschelde
9aeb9ea826
Merge pull request #39081 from m4gr3d/fix_emit_signal_3_2
[3.2] Fix parameters passing when emitting signal
2020-05-27 12:53:35 +02:00
Fredia Huya-Kouadio
3c0b26e29c Fix parameters passing when emitting signal
The issue was caused because we were using variables local to the `for` loop block.
Address [feedback](https://github.com/godotengine/godot/pull/39047#issuecomment-634545849) by @pouleyKetchoupp regarding the use of arrays on stack with dynamic size.
2020-05-27 03:38:38 -07:00
Fredia Huya-Kouadio
06b7f611f8 Provide the ability for clients of the Godot library to add their own command line arguments 2020-05-27 02:12:54 -07:00
Timo Schwarzer
8373c0792a
Re-implement GodotPayment Android plugin using the Google Play Billing library 2020-05-25 21:09:45 +02:00
PouleyKetchoupp
f4f4b77d23 Use long instead of int for object id in Android java wrapper
Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.

(cherry picked from commit 39f59786fa)
2020-05-25 16:36:34 +02:00
Fabio Alessandrelli
d0613a2243 Fix JS audioContext parameters.
Were not passed along correctly.
`latencyHint` is supposed to be in seconds, not milliseconds.

(cherry picked from commit 57bdb4cc35)
2020-05-25 15:53:18 +02:00
bruvzg
28aabf4f73
[3.2] Block WM_MOUSEMOVE during Windows Ink pen handling. 2020-05-22 14:05:53 +03:00
Rémi Verschelde
b6c551e864
Merge pull request #38875 from bruvzg/tab_drv_sel_32
[Windows, 3.2] Add tablet driver selection.
2020-05-20 13:58:26 +02:00
SkyJJ
2197ef0566 Fix Android LineEdit editing bugs
(cherry picked from commit cc473b948f)
2020-05-20 12:07:08 +02:00
bruvzg
e3be0520a1 [Windows] Add quotes only to the command line arguments with special characters.
(cherry picked from commit cac399a829)
2020-05-20 11:39:55 +02:00
Fredia Huya-Kouadio
2c81a82d53 Update the permission string for the Oculus hand tracking to match the latest api update
(cherry picked from commit 6e2988f26a)
2020-05-20 11:37:24 +02:00
bruvzg
9669c437ef macOS signing improvements: allow signed app exporting as ZIP, sign DMG after exporting.
(cherry picked from commit 4bec713b8c)
2020-05-20 11:33:57 +02:00
bruvzg
71b2abbfa3
[Windows, 3.2] Add tablet driver selection. 2020-05-20 09:36:56 +03:00
Eric Rybicki
c2eea4bde0 Fix certain characters being recognized as special keys in Windows when using the us international layout
(cherry picked from commit e460456e60)
2020-05-19 10:19:52 +02:00
Fabio Alessandrelli
92031098bf Move mixrate and latency definition to AudioServer
Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.

(cherry picked from commit 90c7102b51)
2020-05-18 16:40:33 +02:00
Fabio Alessandrelli
6d1ddf7eb1 AudioDriverJavaScript now compute buffer size.
Based on mix rate and expected latency.

(cherry picked from commit 245c179bd3)
2020-05-18 16:40:33 +02:00
Fredia Huya-Kouadio
a71a338c59 Implementation of the Godot Android Plugin configuration file 2020-05-16 23:09:45 -07:00
Rémi Verschelde
d784cb23ec
Merge pull request #37929 from thebestnom/migrate-to-androidX-3.2
Android: Migrate deprecated support library to AndroidX [3.2]
2020-05-16 09:03:44 +02:00
Rémi Verschelde
d45b96d2b1 Android: Check for deprecated GodotPaymentV3 module, direct to new plugin
Fixes #38581.
2020-05-15 13:32:30 +02:00
Rémi Verschelde
a9bcd8ba26
Merge pull request #38659 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.2) - 5th batch
2020-05-11 12:55:46 +02:00
bruvzg
bd5413e05f
WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving [3.2]. 2020-05-11 12:32:15 +03:00
Eric M
77ef3bb416 Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by the keyboard menu button work
(cherry picked from commit 97e77bcd19)
2020-05-11 11:04:04 +02:00
bruvzg
c4e00f3d57 Remove WinTab error message.
(cherry picked from commit ba85db5a79)
2020-05-11 11:01:13 +02:00
thebestnom
30680a4afe Android: Migrate deprecated support library to AndroidX 2020-05-10 19:08:27 +03:00
Technohacker
0456311be3
Don't force borderless mode when using per-pixel transparency 2020-05-10 21:05:37 +05:30
Technohacker
9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
Affects per-pixel transparency

The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.

This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
Rémi Verschelde
e637fe9dd3 clang-format: Add JavaImportGroups for Java code
(cherry picked from commit 6038325470)
2020-05-07 13:36:27 +02:00
Fredia Huya-Kouadio
918f5dee23 Address OS.request_permissions() bug when non-platform permission(s) is included
(cherry picked from commit ef62506e5c)
2020-05-06 23:29:29 +02:00
bruvzg
78266c09c4
Add support for the WinTab API for pen input. (3.2) 2020-05-05 14:56:02 +03:00
bruvzg
da2ca9e22a [Linux/Windows] Set pressure to 1.0f when primary button is pressed and device is not pressure sensitive.
(cherry picked from commit 0128947894)
2020-05-05 13:41:29 +02:00
Marcel Admiraal
a286edb821 Fix X11 pressure and tilt values.
(cherry picked from commit a2ad0878ed)
2020-05-05 13:41:29 +02:00
Christoph Schröder
d70cb49eef Move mouse wheel handler from window to canvas element in HTML
Similar to https://github.com/godotengine/godot/pull/36557

At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312

This PR moves the handler to the canvas and thereby fixes the error.

Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)

(cherry picked from commit b1e8ac7b08)
2020-05-04 16:10:22 +02:00