Commit graph

164 commits

Author SHA1 Message Date
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
Fabio Alessandrelli
f73c9e555f
Remove now unused FileAccessBuffered.
(cherry picked from commit 781efc26e0)
2020-12-09 11:36:58 +01:00
Fabio Alessandrelli
87e9fbc8a0
[HTML5] Use regular unix FileAccess implementation.
(cherry picked from commit 1396c74734)
2020-12-09 11:35:21 +01:00
Fabio Alessandrelli
79a1418e7d [HTML5] Make GDNative support feature-based.
This is suboptimal as it requires adding an extra flag, but rewriting
how feature tags work is beyond the scope of this work.
2020-12-05 01:14:03 +01:00
Fabio Alessandrelli
4ad95cc039 [HTML5] EditorRunNative works with GDNative.
This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
2020-12-05 01:00:29 +01:00
Fabio Alessandrelli
0f40391924 [HTML5] Fix broken layout on load in HiDPI screens
This was caused by the devicePixelRatio being applied twice, once by the
HTML code, once by the OS code.
More specifically, OS.get_window_size() would return the canvas element
size, while OS.set_window_size() would set the element size to the
specified value times the devicePixelRatio.
Calling OS.set_window_size(OS.get_window_size()) would reapply the
devicePixelRatio every time.
This commit changes the behaviour so that OS.set_window_size() do not
apply the devicePixelRatio to the canvas element size, by it divides the
CSS size instead.
2020-11-30 11:29:35 +01:00
Fabio Alessandrelli
e52ed6d89e [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 10:56:13 +01:00
Fabio Alessandrelli
a3179aa8fc Disable WebGL2, window maximize in editor builds. 2020-10-14 12:32:35 +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
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
Fabio Alessandrelli
c610ad3739 Move request_quit to javascript_main. 2020-09-18 18:54:11 +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
Fabio Alessandrelli
357e99a31e Use dummy driver when JS AudioContext is unavailable. 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
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
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
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
Christoph Schroeder
031aed3bb7 Fixes touch events for HTML
Without this patch, the following exception is thrown when the touch
screen is used: TypeError: e.getBoundingClientRect is not a function.
No touch events arrive in the engine.

From my testing, this PR fixes the issue and behaves as expected.

Tested with godot-demo-projects/misc/multitouch_view/, emscripten 1.39.8
and Firefox mobile emulator as well as FF on Android

(cherry picked from commit 5134317afc)
2020-03-04 12:40:15 +01:00
muiroc
50727d7b22 Allow per pixel transparency in javascript platform
(cherry picked from commit e51c6a0d28)
2020-02-14 16:07:03 +01:00
Fabio Alessandrelli
4a50f5ff65 HTML5 callbacks rework.
Fixes compatibility with emscripten 1.39.5+ .
Most input callbacks now require a target and no longer support NULL
defaults.

This commit changes all required null targets to the expected default in
the binding phase.
Since for canvas-related callbacks there is no default, the "#canvas"
selector is used instead.
Additionally, since canvasX and canvasY event properties are no longer
supported, event positions are computed from "clientX" and "clientY" and
the "#canvas" bounding client rect.
2020-01-17 21:42:36 +01:00
Rémi Verschelde
435f86cf87 HTML5: Address removal of 'timestamp' in Emscripten 1.39.5
It was removed as noted in the changelog:
https://github.com/emscripten-core/emscripten/blob/1.39.5/ChangeLog.md#v1395-12202019

> Removed `timestamp` field from mouse, wheel, devicemotion and
> deviceorientation events. The presence of a `timestamp` on these
> events was slightly arbitrary, and populating this field caused
> a small profileable overhead that all users might not care about.
> It is easy to get a timestamp of an event by calling
> `emscripten_get_now()` or `emscripten_performance_now()` inside
> the event handler function of any event.

Fixes #34648.
2020-01-17 14:10:52 +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
bruvzg
2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Fabio Alessandrelli
9d13a37b81 Remove ECMAScript 6 "arrow operator".
We don't need it, it's not well supported by compilers, and it was a
mistake in the first place.
2019-10-24 16:46:31 +02:00
PouleyKetchoupp
5bfe32eaa4 Properly revert cursor when using set_custom_mouse_cursor with null
Fixes #32486
2019-10-03 13:02:11 +02:00
Robin Hübner
6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Guilherme Felipe
a9a0d0fb15 Fix cursor blinking in integrated GPUs
Optimization for Input::set_custom_mouse_cursor when used inside
_process function. (Avoids cursor blinking in low end devices)
2019-07-09 19:38:25 -03:00
Rémi Verschelde
baab976d0f
Merge pull request #10643 from BastiaanOlij/camera_server
CameraServer class
2019-06-16 10:22:26 +02:00
BastiaanOlij
02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Leonardo Giovanni Scur
31cc1bdb58 Fix pointer position in hidpi-corrected resolutions on web 2019-06-14 17:37:21 -03:00
Rémi Verschelde
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Fabio Alessandrelli
ce542bced1 Implement Clipboard API read when supported.
Being async, the first time a value is pasted GUI elements will still
return the previous one.
This at least until 'clipboardchange' window event gets implemented by
user agents.
2019-05-29 23:21:09 +02:00
Fabio Alessandrelli
2b436dd50e Kinda working HTML5 clipboard paste.
Listen to paste events to update local clipboard.
CTRL+V still not working out of the box.
To do that, We would need to change how we handle keypress, most likely
making it worse and less safe. In the end, I'm not sure we can fix it
properly for now. Maybe in the future, with the Clipboard API, support
of which is still pretty limited on chrome, and only available to
extensions in Firefox.

For now, you can paste via:
- Browser bar -> Edit -> Paste.
- Middle mouse click (Linux only, copies secondary clipboard).

And THEN press CTRL+V
2019-05-29 23:21:09 +02:00
Fabio Alessandrelli
0f76df2397 Add OS clipboard set support to OS Javascript 2019-05-28 12:59:29 +02:00
hbina085
f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Fabio Alessandrelli
6622091eaf Fix OS_Javascript execute method
Signature was changed in OS via:

cd4449e7ab
2019-05-15 19:24:20 +02:00
Rémi Verschelde
b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
Juan Linietsky
5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Leon Krause
76522624cb Use stdout/-err for all messages in HTML5 platform 2019-02-24 04:56:34 +01:00
Juan Linietsky
a089061120 Fix pixelized previews, but also instances of breaking ImageTexture cache. Closes #25378. 2019-01-27 13:41:47 -03:00
Leon Krause
6939a03255 Allow requesting full screen during start-up in HTML5 platform 2019-01-23 03:42:17 +01:00
Leon Krause
8f1669e771 Deal with Google's HTML5 autoplay policy
Resume audio context after mouse, touch or key input.
2019-01-20 14:25:15 +01:00
Leon Krause
0d47dccda9 Fix HTML5 gamepad logic for Emscripten 1.38.22 compat breakage 2019-01-20 00:07:31 +01:00
Guilherme Felipe
86d626e9cb Implements OS_JavaScript::set_custom_mouse_cursor 2019-01-03 13:51:16 -02:00
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
5f32fc8208
Merge pull request #20385 from moiman100/unify-double-clicking
Added double clicking to all buttons on Linux and Javascript
2018-12-14 23:47:03 +01:00
Rémi Verschelde
57c3f6a94b
Merge pull request #20063 from moiman100/fix-button-mask
Unified button mask behavior across platforms
2018-12-14 23:31:52 +01:00