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5276 commits

Author SHA1 Message Date
Rémi Verschelde
bbccd95d22
Merge pull request #84885 from shana/vsproj-for-everyone
New VS proj generation logic that supports any platform that wants to opt in
2024-02-03 23:17:18 +01:00
Rémi Verschelde
99db7204dc
Merge pull request #87848 from nikitalita/natvis-cowdata-fix
Fix `godot.natvis` after CowData 64-bit promotion
2024-02-02 12:05:39 +01:00
nikitalita
559b434ef1 Fix natvis after CowData 64-bit changes 2024-02-01 13:40:06 -08:00
Stuart Carnie
8f6d4eaa31
use autorelease pools around main loop
Reduces memory usage considerably
2024-02-02 07:06:53 +11:00
Andreia Gaita
7638a6c981 Add new VS proj generation logic that supports any platform that wants to opt in
Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.

Invoked with `scons vsproj=yes`

To generate build configuration files for all platforms+targets+arch combinations, users should call

```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```

for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.

All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.

Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.

Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.

To generate AND build from the command line, run

```
scons vsproj=yes vsproj_gen_only=no
```
2024-01-31 16:42:42 +01:00
Rémi Verschelde
9adb7c7d13
Merge pull request #87764 from Riteo/wayland-native-handle
Wayland: Implement `window_get_native_handle`
2024-01-31 14:01:59 +01:00
Rémi Verschelde
f23fda39d3
Merge pull request #87776 from bruvzg/wl_nfd
[Wayland] Add support for native file dialogs.
2024-01-31 14:00:30 +01:00
bruvzg
edb21e0573
[Wayland] Add support for native file dialogs. 2024-01-31 14:13:19 +02:00
Riteo
d8658df94e Wayland: implement window_get_native_handle
This will be the most useful for stuff like OpenXR, although we'd need a
way to eventually also expose the EGL handles.
2024-01-31 11:57:05 +01:00
Rémi Verschelde
7de88873a6
Merge pull request #87765 from Riteo/wayland-skip-no-scanner
Wayland: Disable backend at build-time if wayland-scanner is missing
2024-01-31 10:56:06 +01:00
Rémi Verschelde
6287d7ce70
Merge pull request #87720 from fire/llvm-mingw-qitabent
Avoid non-constant-expression cannot be narrowed on Windows on mingw.
2024-01-31 10:55:19 +01:00
K. S. Ernest (iFire) Lee
f711b4f01f Avoid non-constant-expression cannot be narrowed on Windows mingw.
Fixes non-constant-expression cannot be narrowed from type 'DWORD' (aka 'unsigned long') to 'int' in initializer list [-Wc++11-narrowing]

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-01-30 20:21:26 -08:00
Riteo
c3d6cc57be Wayland: disable backend at build-time if wayland-scanner is missing
This allows previous X11-only setups to still build Godot with default
settings. Note that compilation will still abort if wayland-scanner is
present but not the various Wayland libraries.
2024-01-31 02:08:33 +01:00
Rémi Verschelde
aff437e623
Merge pull request #87734 from bruvzg/raw_str_d3d
Use raw strings for D3D12 install messages.
2024-01-30 17:48:19 +01:00
Riteo
7e0f7d3abd Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:

- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.

- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.

- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.

- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.

- The cursor doesn't yet support fractional scaling.

- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).

- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.

This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.

Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2024-01-30 16:44:47 +01:00
bruvzg
ffdf8084c0
Use raw strings for D3D12 install messages. 2024-01-30 11:13:12 +02:00
Rémi Verschelde
51991e2014
Merge pull request #84674 from m4gr3d/add_flag_to_run_scons_from_gradle
Add parameter to allow generation of the Godot native shared libraries from gradle
2024-01-29 23:24:05 +01:00
Rémi Verschelde
604f8b093e
Merge pull request #87624 from bruvzg/dx12_old_mingw
[D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in.
2024-01-29 13:17:41 +01:00
Rémi Verschelde
f220d46cdc
Merge pull request #80231 from romlok/input-key-location
Support detecting and mapping ctrl/alt/shift/meta by their left/right physical location
2024-01-29 13:15:42 +01:00
bruvzg
dfa303f7c4
[D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in. 2024-01-26 20:43:18 +02:00
Mel Collins
8406e60522 Add InputEventKey.location to tell left from right
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.

It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
2024-01-26 14:42:28 +01:00
Rémi Verschelde
b4e519b07f
SCons: Fix Windows cross-compilation from Linux after #86717 2024-01-26 12:42:09 +01:00
Rémi Verschelde
31baf464b3
Merge pull request #87549 from emanvidmaker/DarkModeOnWin10Patch
Make dark mode Title Bar work on Windows 10 1909 (build:18363) and above
2024-01-26 11:47:50 +01:00
Rémi Verschelde
cd5e973d7a
Merge pull request #86717 from mrbbbaixue/d3d12-sdk-install-python
Add a python script to install Direct3D 12 SDK components.
2024-01-26 11:43:49 +01:00
Emanvidmaker
a16ca4b96c Added dark mode support for Windows 10, versions 1909(18363) and above 2024-01-25 18:07:01 -07:00
Yuri Sizov
474011ac06 Merge pull request #87543 from akien-mga/version-remove-year
Remove now unused `year` member from `version.py`
2024-01-25 16:27:21 +01:00
Yuri Sizov
672b034076 Merge pull request #87303 from bruvzg/fd_options_no_editor
[Native File Dialog] Add support for adding custom options to the dialogs (w/o editor changes).
2024-01-25 16:26:58 +01:00
Rémi Verschelde
e0dc23367c
Remove now unused year member from version.py
We changed copyright to use "present" for the current year, so we no
longer need to hardcode this and (like now) forget to bump it yearly.
2024-01-25 15:08:34 +01:00
bruvzg
a8f521bcad
[Native File Dialog] Add support for adding custom options to the dialogs.
Add support for adding custom options (checkboxes and optionboxes) to the dialogs (both native and built-in).
2024-01-24 15:00:31 +02:00
MrBBBaiXue
ea2c6f1d0b Add a python script to install Direct3D 12 SDK components.
This makes it much faster to get started with Direct3D 12 builds,
as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py`
then run `scons d3d12=yes`.

This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime
and DirectX 12 Agility SDK.

- Define a default path that uses the locations from the script.
- Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\"
- Updated CI to use this new python script.

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-01-24 20:11:43 +08:00
bruvzg
ce47551822
[macOS] Fix missing modifier + space key down events. 2024-01-23 09:03:47 +02:00
Fredia Huya-Kouadio
e04a38775b Update Android dependencies for the project
- Update Android gradle plugin version from 7.2.1 to 8.2.0
- Update gradle version from 7.4.2 to 8.2
- Update target SDK from 33 to 34
- Update build tools version from 33.0.2 to 34.0.0
- Update kotlin version from 1.7.0 to 1.9.20
- Update Android fragment version from 1.3.6 to 1.6.2
- Update AndroidX window version from 1.0.0 to 1.2.0
2024-01-18 10:35:32 -08:00
Yuri Sizov
6fa577cada Merge pull request #86383 from m4gr3d/editor_export_specify_java_sdk_path_main
Specify the path to the Java SDK used for the Android gradle build
2024-01-18 19:27:01 +01:00
Fredia Huya-Kouadio
85e98ef009 Specify the path to the Java SDK used for the Android gradle build
Introduce an editor setting to allow users the ability to specify the path to the Java SDK used for the Android gradle build.
2024-01-18 09:19:37 -08:00
Rémi Verschelde
17163886c2
Merge pull request #86671 from dsnopek/i3-focus-steal
[X11] Don't re-set input focus if the given window already has it (fixes Godot stealing input focus on i3)
2024-01-18 16:34:03 +01:00
Rémi Verschelde
4db2a6801f
Merge pull request #85206 from bruvzg/mac_clang_version_check_update
[macOS] Check Apple specific version instead of generic clang version.
2024-01-18 16:33:39 +01:00
David Snopek
64a52e08fe [X11] Don't re-set input focus if the given window already has it 2024-01-18 08:52:03 -06:00
Rémi Verschelde
4aff0ab5d5
Merge pull request #86441 from dsnopek/mequam-x11-focus-grab
[X11] Fix Godot stealing focus on alternative window managers
2024-01-18 09:34:18 +01:00
Rémi Verschelde
fa81059b9d
Merge pull request #85939 from adamscott/single-threaded-godot-4
Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread
2024-01-18 09:33:52 +01:00
Adam Scott
bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
bruvzg
a2c1c01941
[macOS] Fix MoltenVK SDK detection after file location changes in 1.3.275.0. 2024-01-17 19:37:33 +02:00
Rémi Verschelde
35aee0e3ad
Merge pull request #87247 from bruvzg/win_remove_dxil_check
[Windows] Remove `dxc_path` check.
2024-01-16 15:07:44 +01:00
bruvzg
f3a24e082c
[Windows] Remove dxc path check. 2024-01-16 13:32:24 +02:00
Yuri Sizov
95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +01:00
Rémi Verschelde
429f22ddcc
Merge pull request #87208 from brno32/android-export-error-icon
Add clearer error message for missing project icon during Android export
2024-01-16 10:38:02 +01:00
Rémi Verschelde
14d68ad7b7
Merge pull request #87053 from nikitalita/update-natvis
Revamp `godot.natvis` to improve VS debugging experience
2024-01-15 13:27:26 +01:00
Rémi Verschelde
03767fbf3b
Merge pull request #86446 from reduz/transient-to-focused
Implement a `transient_to_focused` Window mode
2024-01-15 13:25:00 +01:00
Rémi Verschelde
0e0fa999cf
Merge pull request #86288 from bruvzg/ios_xcf_export
[iOS export] Improve `.xcframework` exporting.
2024-01-15 13:24:30 +01:00
Rémi Verschelde
5f6790aa84
Merge pull request #85197 from brno32/scons-clean
Run `Clean` in Windows SCsub to clean up debug files
2024-01-15 13:23:17 +01:00
Alex Drozd
770c3b509b Add clearer error message for missing project icon during android export 2024-01-15 11:41:31 +01:00