Commit graph

491 commits

Author SHA1 Message Date
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
70ae90e0e8
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Hein-Pieter van Braam-Stewart
ff3099abcf Fix thread_local, tls, ASLR, and DEP with MingW
This commit changes the way Thread::caller_id works. By moving caller_id
to the .cpp file we make sure that the TLS variable doesn't get
relocated twice causing a crash. Since we build with LTO for release
builds (and everyone should be doing that anyway) there is no extra
overhead from the non-static method. We do do an extra bool check now
there but I don't think this will add much in the way of overhead.

This check cannot be avoided if we still want to be able to cache the
thread ID hash, as we had to move the setter because of limitations of
the WinRT platform. The original workaround for this was in #46813 but
this has some unintended consequences. Specifically; threads that never
create a Thread object will always return 0 in Thread::get_caller_id()
which caused a regression. For instance the editor now freezes when
importing large textures. This PR also addresses that.

Additionally we now enable ASLR support when building with MingW, this
includes a workaround for MingW. MingW refuses to create an appropriate
relocation table if no symbols are exported. So we just export the
various main() functions in godot_windows.cpp.

While ASLR support isn't criticial for Godot, previous versions of Godot
just happened to work with a dynamic base 'by accident' and some users
run Godot this way. After the thread change the .tls section now needs
relocations to make this work. By enabling ASLR at build-time we create
these relocations and people who forced ALSR on previously will now get
a working Godot again.

This fixes #47256 and fixes #47219

This is the 3.x version of this PR. For master a different approach is
possible which I will make in the coming days.
2021-03-25 23:20:12 +01:00
Alex Hirsch
0b541af8a1
Allow nullptr with zero length in FileAccess get_buffer
fix #47071

(cherry picked from commit c28428fe4d)
2021-03-17 15:17:02 +01:00
Alex Hirsch
5a882a659a
Add parameter checkes to FileAccess get_buffer functions
fix #46540

(cherry picked from commit cdf3099c68)
2021-03-14 12:03:22 +01:00
bruvzg
8feb53e509 Move caller_id init to Thread constructor to fix UWP build.
(cherry picked from commit 741e1cf672)
2021-03-12 10:12:52 +01:00
bruvzg
ce11f7fa3e
[3.2] Improve thread IDs to avoid collisions with threads not created by the Godot API. 2021-03-07 10:09:02 +02:00
Fabio Alessandrelli
9084e2e85b Fix thread_process_array when NO_THREADS.
(cherry picked from commit dfbeb5ae29)
2021-02-26 15:23:23 +01:00
Carlos Cabello
d6c67d0521 Add descriptive error message when trying to access a dir fails
(cherry picked from commit edb8c11970)
2021-02-25 22:40:32 +01:00
Emmanuel Leblond
94fe2dd31e
Fix Godot returned status code on unexpected error 2021-02-25 18:39:29 +01:00
Pedro J. Estébanez
ef129acedd Prevent thread wait on itself for finish
(cherry picked from commit afc5af8dfa)
2021-02-25 14:28:16 +01:00
Pedro J. Estébanez
4485b43a57 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 12:23:25 +01:00
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
Marcel Admiraal
3dd57a22df Add support for new SDL gamecontroller keywords. 2021-02-07 16:41:23 +00:00
Rafał Mikrut
d025194602 Remove thread after use to prevent memory leak 2021-01-20 09:37:25 +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
Alf Kraus
70fc0d45f7
wrong double quote output with .csv fixed
(cherry picked from commit 68fdd753a7)
2020-12-29 15:12:10 +01:00
Mark Riedesel
92ff6c5164 Implement OS.get_screen_orientation() for Android 2020-11-13 10:14:06 -05:00
Rémi Verschelde
1dd2cf7914
Merge pull request #40747 from RandomShaper/improve_packed_fs_api_3.2
Improve/fix packed data API (3.2)
2020-11-10 10:59:59 +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
Pedro J. Estébanez
fa08b0f377 Improve/fix packed data API
- Enhance directory API
- Fix `FileAccess::exists()` not checking for PackedData being disabled
- Fix moving to the parent directory (`..`)
- Allow absolute paths in existence checks
2020-07-27 11:24:00 +02:00
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
PouleyKetchoupp
fe0adc4f77 Keep debug & verbose options after loading project from project manager
(cherry picked from commit b2d27214aa)
2020-07-10 08:51:21 +02:00
bruvzg
e9ab41b71d
[macOS, 3.2] Implement seamless display scaling. 2020-07-07 22:54:33 +03:00
Rémi Verschelde
07b24de868
Merge pull request #38724 from madmiraal/fix-8368-3.2
[3.2] Support SDL2 half axes and inverted axes mappings.
2020-07-06 23:10:47 +02:00
Fabio Alessandrelli
dc8b7b3b17 Move frame delaying functions from Main to OS.
Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.

(cherry picked from commit 1b6e3458b2)
2020-07-02 13:52:02 +02:00
Marcel Admiraal
ebff150680 Support SDL2 half axes and inverted axes mappings. 2020-06-26 06:28:56 +01:00
bruvzg
2256946f79
[3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11). 2020-06-13 11:01:49 +03:00
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
Hugo Locurcio
424d1b5fab Print errors when calling MIDI input methods on unsupported platforms
This partially addresses #32065.

(cherry picked from commit 9c0d214776)
2020-06-04 12:09:40 +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
71b2abbfa3
[Windows, 3.2] Add tablet driver selection. 2020-05-20 09:36:56 +03:00
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
bruvzg
78266c09c4
Add support for the WinTab API for pen input. (3.2) 2020-05-05 14:56:02 +03:00
Tobias Mansfield-Williams
8b33b08c29 Add const to InputEventMouseButton::get_factor
(cherry picked from commit 982efb1864)
2020-04-27 10:16:21 +02:00
Rémi Verschelde
c01e840f03
Merge pull request #36639 from RandomShaper/imvu/improve_drives_ux_3.2
Improve UX of drive letters (3.2)
2020-03-17 16:27:33 +01:00
Pedro J. Estébanez
6105dfdac9 Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-17 14:48:54 +01:00
Yuri Roubinsky
cbeb22eb73 Fix InputEventKey::echo type from INT to BOOL
(cherry picked from commit 5e3c64828a)
2020-03-04 12:40:15 +01:00
Rémi Verschelde
c2e07db071
Merge pull request #35438 from MadEqua/virtual-keyboard-line-edit
Android virtual keyboard respecting LineEdit max length.
2020-01-23 08:20:24 +01:00
Bruno Lourenço
a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00