Commit graph

43 commits

Author SHA1 Message Date
Pedro J. Estébanez
f630940591 Booleanize various sync primitives' wait & locking methods 2023-01-27 11:15:30 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Marcel Admiraal
2afef001e7 Cleanup Android C++ code 2022-05-31 17:11:05 +01:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Rafał Mikrut
e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
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
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
PouleyKetchoupp
ed0655cdfb Compilation fixes on Android 2020-03-04 13:15:37 +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
Rémi Verschelde
837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98a:
  "Expose audio callbacks as signals."
- dabaa11b3c:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +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
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
Saracen
c81ec6f26d Exposes capture methods to AudioServer, variable renames for consistency,
added documentation.
2019-07-15 15:12:29 +01:00
Rémi Verschelde
d450220bae Use mix rate and output latency constants in audio drivers
Fix default mix rate in Xaudio2 and potential shadowing issue in JAndroid.
2019-04-06 12:37:25 +02:00
marxin
e7f22ebdcd Enable warnings=extra on clang and GCC testers.
And remove 2 warnings from warnings=extra.
2019-04-02 17:14:47 +02:00
DESKTOP-3H3MR3A\eloisa
b22cf46fdb Request Android record permission when needed 2019-03-08 12:38:36 -03:00
Marcelo Fernandez
29fb6b4e15 Implement Audio Input support on Android 2019-02-28 14:33:43 -03:00
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
d952126caf Fix warnings in Android platform
Fixes the following Clang 7 warnings:
```
platform/android/os_android.h:240:16: warning: 'OS_Android::native_video_play' hides overloaded virtual function [-Woverloaded-virtual]
platform/android/os_android.h:241:15: warning: 'OS_Android::native_video_is_playing' hides overloaded virtual function [-Woverloaded-virtual]

platform/android/audio_driver_opensl.cpp:104:3: warning: suggest braces around initialization of subobject [-Wmissing-braces]

platform/android/audio_driver_opensl.cpp:129:10: warning: unused variable 'numOutputs' [-Wunused-variable]
platform/android/audio_driver_opensl.cpp:130:11: warning: unused variable 'deviceID' [-Wunused-variable]
platform/android/java_glue.cpp:795:10: warning: unused variable 'clsio' [-Wunused-variable]
platform/android/java_glue.cpp:890:12: warning: unused variable 'gob' [-Wunused-variable]
platform/android/java_glue.cpp:592:13: warning: unused variable 'resized' [-Wunused-variable]
platform/android/java_glue.cpp:593:13: warning: unused variable 'resized_reload' [-Wunused-variable]

modules/mobile_vr/mobile_vr_interface.cpp:401:8: warning: unused variable 'aspect_ratio' [-Wunused-variable]

drivers/unix/dir_access_unix.cpp:394:2: warning: THIS IS BROKEN [-W#warnings]
```
2018-10-03 15:17:00 +02:00
Wilson E. Alvarez
a22e746bc3 Removed unnecessary assignments 2018-07-24 09:51:03 +02:00
Rémi Verschelde
7c9f7452f4 Style: Format code with clang-format 6.0.1 2018-07-18 16:27:03 +02:00
Ruslan Mustakov
c10749d51f Fix intermittent audio driver crash during startup on Android
set_pause can be called before the driver is initialized, and there
already is a check for that. The problem is that the 'active' field
was not initialied in the constructor, which lead to it having an
undefined value.
2018-03-01 17:40:44 +07:00
Hugo Locurcio
d698814367
Remove some debugging prints on Android 2018-02-18 00:09:56 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Poommetee Ketson
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +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
Rémi Verschelde
7b059965e8 Adapt platforms to AudioServer refactoring
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Mario Schlack
beaa56bff2 Minor code formatting in platform/android 2016-07-21 12:07:01 +02:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
firefly2442
afbb6c064c ran cppcheck, found unused variables 2015-09-16 15:35:30 -05:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Juan Linietsky
31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
Renamed from platform/android/audio_driver_android.cpp (Browse further)