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path: root/platform/iphone/detect.py
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2019-06-30ARKit for Godot 3.2BastiaanOlij
This PR introduces support for ARKit to the iOS version of Godot. ARKit is Apples Augmented Reality platform. This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features. It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
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.
2019-05-20SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools buildRémi Verschelde
Those were disable to keep size small, and on Android avoid the dependency on the STL, but for tools build (editor) this is not really a concern. Note: as of today it's not possible to build tools=yes for those platforms, but this change is one of the necessary steps to enable it. Fixes #25262.
2019-04-30SCons: Always use env.Prepend for CPPPATHRémi Verschelde
Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
2019-04-24SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGSRémi Verschelde
Many contributors (me included) did not fully understand what CCFLAGS, CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them in the way they are intended to be. As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html - CCFLAGS: General options that are passed to the C and C++ compilers. - CFLAGS: General options that are passed to the C compiler (C only; not C++). - CXXFLAGS: General options that are passed to the C++ compiler. By default, this includes the value of $CCFLAGS, so that setting $CCFLAGS affects both C and C++ compilation. - CPPFLAGS: User-specified C preprocessor options. These will be included in any command that uses the C preprocessor, including not just compilation of C and C++ source files [...], but also [...] Fortran [...] and [...] assembly language source file[s]. TL;DR: Compiler options go to CCFLAGS, unless they must be restricted to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to CPPFLAGS.
2019-04-06Remove unused importsHendrikto
2019-03-02SCons: Move platform-specific Opus config to its moduleRémi Verschelde
2019-01-16SCons: Drop unused MPC_FIXED_POINT defineRémi Verschelde
2019-01-09Don't use -ffast-math or other unsafe math optimizationsHein-Pieter van Braam
Godot supports many different compilers and for production releases we have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers all do slightly different things with -ffast-math and it is causing issues now. See #24841, #24540, #10758, #10070. And probably other complaints about physics differences between release and release_debug builds. I've done some performance comparisons on Linux x86_64. All tests are ran 20 times. Bunnymark: (higher is better) (bunnies) min max stdev average fast-math 7332 7597 71 7432 this pr 7379 7779 108 7621 (102%) FPBench (gdscript port http://fpbench.org/) (lower is better) (ms) fast-math 15441 16127 192 15764 this pr 15671 16855 326 16001 (99%) Float_add (adding floats in a tight loop) (lower is better) (sec) fast-math 5.49 5.78 0.07 5.65 this pr 5.65 5.90 0.06 5.76 (98%) Float_div (dividing floats in a tight loop) (lower is better) (sec) fast-math 11.70 12.36 0.18 11.99 this pr 11.92 12.32 0.12 12.12 (99%) Float_mul (multiplying floats in a tight loop) (lower is better) (sec) fast-math 11.72 12.17 0.12 11.93 this pr 12.01 12.62 0.17 12.26 (97%) I have also looked at FPS numbers for tps-demo, 3d platformer, 2d platformer, and sponza and could not find any measurable difference. I believe that given the issues and oft-reported (physics) glitches on release builds I believe that the couple of percent of tight-loop floating point performance regression is well worth it. This fixes #24540 and fixes #24841
2018-12-30Merge pull request #24545 from akien-mga/osxcross-monoRémi Verschelde
SCons: Allow building Mono module with OSXCross
2018-12-27SCons: Drop ios_sim option forcing x86, simulator needs x86_64Rémi Verschelde
2018-12-22SCons: Allow building Mono module with OSXCrossRémi Verschelde
Improve the test logic to only assume that we're building for macOS if OSXCROSS_ROOT is defined *and* we requested p=osx. Supersedes #24480.
2018-12-12Bump minimum iOS version to 10Sam Green
2018-11-20Merge pull request #21339 from Placinta/masterRémi Verschelde
Fix regular macOS build by passing -isysroot to compiler so correct system headers are found
2018-10-27Dont use equality operators with None singleton in python fileslupoDharkael
2018-08-27Pass -isysroot to compiler / linker when doing a macOS buildAlexandru Croitor
Previously the compiler would use system headers located at /System/Library/Frameworks, which could result in compilation failures due to the headers not always being up-to-date in regards to the latest installed macOS SDK headers that come with Xcode. Fix the issue by passing the SDK path via the -isysroot option to the compiler and linker invocations. If no custom SDK path is given, the build system queries the SDK path via xcrun --show-sdk-path, which returns something similar to /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/ /Developer/SDKs/MacOSX.sdk/ Querying via xcrun is now also done for iphone (and simulator) platforms as well. Here is an example of a compilation failure message due to outdated headers: platform/osx/os_osx.mm:1421:41: error: use of undeclared identifier 'NSAppKitVersionNumber10_12'; did you mean 'NSAppKitVersionNumber'? if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_12) { ^~~~~~~~~~~~~~~~~~~~~~~~~~ NSAppKitVersionNumber /System/Library/Frameworks/AppKit.framework/Headers/NSApplication.h:26:28: note: 'NSAppKitVersionNumber' declared here
2018-07-21-Fix disable_3d flagJuan Linietsky
-Add extra flag optimize=[size,speed] to be able to prioritize size
2017-11-21Allow configuring iOS exportRuslan Mustakov
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-13change matrix and enable caching for Android, iOS and macOS (cross-compile)Rhody Lugo
2017-11-02SCons: make use_lto a global option and opt-in for iphoneRémi Verschelde
Supersedes #12553, see discussion in #12552.
2017-09-30Merged iphone and osx audio drivers into drivers/coreaudioMarcelo Fernandez
2017-09-25Use BoolVariable in platform-specific options.Elliott Sales de Andrade
2017-09-25Use BoolVariable for module options.Elliott Sales de Andrade
2017-09-25Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade
2017-08-27Make build scripts Python3 compatibleMatthias Hoelzl
- The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
2017-07-01Buildsystem: Improve detect.py readability and fix issuesRémi Verschelde
Tried to organize the configure(env) calls in sections, using the same order for all platforms whenever possible. Apart from cosmetic changes, the following issues were fixed: - Android: cleanup linkage, remove GLESv1_CM and GLESv2 - iPhone: Remove obsolete "ios_gles22_override" option - OSX: * Fix bits detection (default to 64) and remove obsolete "force_64_bits" option (closes #9449) * Make "fat" bits argument explicit - Server: sync with X11 - Windows: clean up old DirectX 9 stuff - X11: * Do not require system OpenSSL for building (closes #9443) * Fix typo'ed use_leak_sanitizer option * Fix .llvm suffix overriding custom extra_suffix
2017-05-27Improve/harmonize mobile buildsPedro J. Estébanez
2017-05-27Allow custom CCFLAGS for iPhone buildsPedro J. Estébanez
plus disable exceptions by default
2017-05-23Make arm64 the default option and set minimum to iOS 9BastiaanOlij
2017-03-26SCons: Add option to toggle warnings (on by default)Rémi Verschelde
All the warnings are factored out of the platform-specific files and moved to SConstruct. Will have to check that it does not introduce regressions on some platforms/compilers. (cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
2017-03-05iphone: Drop unused Appirater thirdparty APIRémi Verschelde
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-12Replacing deprecated UIAccelerometer with Core MotionBastiaanOlij
2016-11-03scons: Reorder options for clarityRémi Verschelde
Also prefix all thirdparty-related toggles with `builtin`.
2016-11-01style: Fix PEP8 blank lines issues in Python filesRémi Verschelde
Done with `autopep8 --select=E3,W3`, fixes: - E301 - Add missing blank line. - E302 - Add missing 2 blank lines. - E303 - Remove extra blank lines. - E304 - Remove blank line following function decorator. - E309 - Add missing blank line. - W391 - Remove trailing blank lines.
2016-11-01style: Fix PEP8 whitespace issues in Python filesRémi Verschelde
Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
2016-11-01style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde
Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
2016-10-15zlib: Split thirdparty files, simplify scons optionRémi Verschelde
2016-10-15ogg/vorbis/opus: Make them modules and unbundle thirdparty libsRémi Verschelde
Took the opportunity to undo the Godot changed made to the opus source. The opus module should eventually be built in its own environment to avoid polluting others with too many include dirs and defines. TODO: Fix the platform/ stuff for opus.
2016-06-23added "arch" parameter, made iphone use it to build isimAriel Manzur
2016-06-23iOS simulator: merge into iphone detect.pyRémi Verschelde
Fixes #4489
2016-04-02Remove trailing spacesRémi Verschelde
2015-12-23removed -ffast-math on ios, compiler bug?Ariel Manzur
2015-10-13Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: platform/windows/detect.py
2015-10-02Add support for Opus audio formatGeorge Marques
2015-09-27improved iCloud build option descriptionsteve
2015-09-27Initial iCloud implementation, supporting key value pairssteve
2015-09-26Fixed theora playback. Removed theoraplayer.Juan Linietsky
Still need to get proper audio output latency in some platforms.
2015-09-10disabling theora for now (will be re-written, re-enabled later)Juan Linietsky