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2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2022-01-02Fix various typosluz paz
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-03Fix files_dropped in HTML5 export.Luis Sanchez
(Ignore trailing slash when creating the temporary directory)
2021-11-30[HTML5] Fix multi-touch input handling.Fabio Alessandrelli
The code to populate the input data for WebAssembly was incorrectly overriding values when multiple touches were present due to wrong indexing.
2021-11-26[HTML5] Use absolute path for JS lib/pre/externs.Fabio Alessandrelli
Ensure better compatibility when emcc which may run some tools from different paths (e.g. closure compiler). This fixes externs include issues with modern emcc using the closure compiler.
2021-11-26[HTML5] Fix focus (again) in Firefox's iframes.Fabio Alessandrelli
This actually makes sense(?), when running inside an iframe the active element might be our canvas, while the iframe itself is not active in the parent window. Since we consume the event, the iframe does not get focused in Firefox (but does in Chromium-based browsers), so we must always call focus to handle such occasions.
2021-11-19[HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.Fabio Alessandrelli
Note, the editor build requires the mbedtls module to be manually enabled, as it is currently needed as a ResourceUID dependency. This will need to be addressed in a separate PR.
2021-11-19Merge pull request #54499 from Faless/threads/4.x_work_pool_defaultRémi Verschelde
2021-11-19[HTML5] Add checks to Gamepad API events.Fabio Alessandrelli
In some conditions the events might be generated even when the `gamepad` object is not accessible due to Security Context requirements. This commit adds a check to avoid firing the handler in those cases.
2021-11-19[HTML5] Fix input not focusing canvas.Fabio Alessandrelli
mousedown and touchstart should focus the canvas to ensure correct application lifecycle.
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-12Modules: Make sure to include modules_enabled.gen.h where neededRémi Verschelde
2021-11-02[OS] Add ThreadWorkPool default size to OS.Fabio Alessandrelli
Some platforms (*cough* web *cough*) have hard limits on the number of threads that can be spawned. Currently, ThreadPoolWork (mostly used in rendering/physics servers) will spawn as many threads as CPUs available causing exception on machines with high CPU count. This commit adds a new overridable method to OS that returns the default thread pool size (still the CPU count by default), and overrides it for the JavaScript platform so it always allocate only one thread. We can likely improve the whole ThreadPoolWork in the future to always allocate X amount of threads, and assign jobs to them on the fly, but that will require some more architectural changes.
2021-11-01Fix new projects always being created with OpenGLHugo Locurcio
Only Vulkan is fully implemented for now, so OpenGL isn't available in the project manager yet. This also makes the rendering driver checks use lowercase names everywhere for consistency.
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-22JS: Bump ansi-regex version for linterRémi Verschelde
Silences warning about a moderate security vulnerability (which doesn't affect us).
2021-10-15SCons: Set `DEBUG_ENABLED` and `DEV_ENABLED` in SConstructRémi Verschelde
They're the same for all platforms so they don't need to be repeated in all platform definitions.
2021-10-14SCons: Add `DEV_ENABLED` defines for `target=debug` buildsRémi Verschelde
This will allow adding developer checks which will be fully compiled out in user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and the editor builds. This define is not used yet, but we'll soon add code that uses it, and change some existing `DEBUG_ENABLED` checks to be performed only in dev builds. Related to godotengine/godot-proposals#3371.
2021-10-12Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke
2021-10-05Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_masterRémi Verschelde
2021-10-05[HTML5] Refactor JS library listeners to OS.Fabio Alessandrelli
2021-10-05[HTML5] Refactor display/input JS library code.Fabio Alessandrelli
2021-10-05[HTML5] Implement Pointer Lock API in JS library.Fabio Alessandrelli
Removes more emscripten HTML5 library dependencies.
2021-10-05[HTML5] Implement window blur in JS library.Fabio Alessandrelli
Removes more emscripten HTML5 library dependencies.
2021-10-05[HTML5] Implement fullscreenchange in JS library.Fabio Alessandrelli
Removes more emscripten HTML5 library dependencies.
2021-10-05[HTML5] Implement mouse/touch/key events in JS library.Fabio Alessandrelli
This makes us more independent from emscripten libraries, giving us more control on the application lifecycle.
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-29Merge pull request #52809 from selgesel/patch1Fabio Alessandrelli
Release pressed events when the window is blurred on HTML5 platform
2021-09-29HTML5: Fix minification error with Emscripten 1.39.9Rémi Verschelde
It used an old vendored version of acorn.js which seems to choke on this trailing comma. This is not a problem for more recent Emscripten versions. We disable the `comma-dangle` check in ESLint to prevent this issue.
2021-09-23Release pressed events when the window is blurred on HTML5 platformSelgesel
2021-09-21Merge pull request #52649 from Faless/js/4.x_audioworklet_nothreads_prRémi Verschelde
[HTML5] Refactor audio drivers. Implement AudioWorklet w/o threads.
2021-09-16Merge pull request #52720 from Faless/js/4.x_fix_wheelRémi Verschelde
[HTML5] Fix wheel/touch callback modifying event after parse.
2021-09-15Provide a getter for the project data directory.ne0fhyk
2021-09-15[HTML5] Refactor audio drivers. Implement AudioWorklet w/o threads.Fabio Alessandrelli
Performances are not great in general, bad on Firefox, on Chrome, well, it could be an improvement. Leave it as a fallback for now, but can be forced via project settings if desired (or custom JavaScript logic via the "args" option). I'm actually surprised this works, it involves so many allocations, but there's no way around it when SharedArrayBuffer is not available :(.
2021-09-15Merge pull request #52695 from Faless/js/4.x_audio_mix_rateFabio Alessandrelli
[HTML5] Use browser mix rate by default on the Web.
2021-09-15[HTML5] Fix wheel/touch callback modifying event after parse.Fabio Alessandrelli
The events should be duplicated or reinstantiated without assuming that parse_input will consume them immediately.
2021-09-15[HTML5] Fix bug in AudioWorklet when reading output buffer.Fabio Alessandrelli
Would attempt an out of bounds read, causing an exception.
2021-09-15[HTML5] Use browser mix rate by default on the Web.Fabio Alessandrelli
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not allow input (microphone) if the mix rate is not the default one, Chrom* will exhibit worse performances, etc.
2021-09-14Merge pull request #52604 from Faless/js/4.x_input_fixFabio Alessandrelli
[HTML5] Fix input not working when buffered.
2021-09-12[HTML5] Fix input not working when buffered.Fabio Alessandrelli
After input buffering was reworked, input accumulation is now handled outside of OS, and the JavaScript plaform never implemented that. Additionally, the JavaScript platform is quite obnoxious about calling specific APIs outside specific user triggered events. This commit adds event flushing during the main iteration, and forces it during keydown/keyup/mousedown/mouseup/touchstart/touchend/touchcanel events (effectively only accumulating only "move" events).
2021-09-12[HTML5] Fix build error due to missing string cast.Fabio Alessandrelli
2021-09-11Add logo attribution for Android, HTML5 and Linux platform iconsHugo Locurcio
- Tweak the Android platform logo to remove the Android wordmark, as it can't be used without explicit permission.
2021-08-31Make platform feature tag names lowercaseHugo Locurcio
Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
2021-08-31Merge pull request #49598 from ↵Fabio Alessandrelli
Calinou/web-editor-improve-download-project-source-zip-name Improve the generated ZIP archive name when using Download Project Source
2021-08-19HTML5: Handle GODOT_VERSION_STATUS env var in @GODOT_VERSION@Rémi Verschelde
Follow-up to #51002.
2021-08-18[CI] Upgrade Emscripten to 2.0.27.Fabio Alessandrelli
Update Godot Javascript FS library to manually depend on ERRNO_CODES.