Commit graph

14 commits

Author SHA1 Message Date
Rémi Verschelde
ad7710ae5e
Dynamically load libudev.so.1 on Linux if udev=yes
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).

If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).

Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.

The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
  --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
  --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```

(cherry picked from commits a10c259c1d
and e26a1f807b)

Edit: Updated to version 0.2 of dynload-wrapper to fix symbols clobbering as
done in #46143.
2021-02-18 10:31:31 +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
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
TwistedTwigleg
00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Andreas Haas
c0b6756875
Input: Remove usage of platform dependent event IDs.
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-26 15:59:32 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Andreas Haas
a175ac7032
Better handling of joypad device IDs.
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
2017-02-26 21:01:31 +01:00
Andreas Haas
4a6428aaee
Rename "joypad_linux" class to "JoypadLinux"
Named this class in GodotCase, so it fits with the rest of the codebase.
2017-01-08 22:22:00 +01:00
Rémi Verschelde
5bfa4227b3 Finish replacement of joystick by joypad
Some parts were forgotten in 547a577.
2017-01-08 21:33:37 +01:00
Renamed from platform/x11/joystick_linux.h (Browse further)