Age | Commit message (Collapse) | Author |
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Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.
Fixes #44304.
This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.
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Initialize class/struct variables with default values in platform/ and editor/
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Fix implementation of move_to_trash() on Linux
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Fixes #42840 OS move_to_trash() on Linux is not compliant with the Freedesktop specification
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-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
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Fixes #44030.
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[Complex Text Layouts] Implement TextServer interface.
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Allows pasting from x11 clipboard to receive data incrementally, which
is required when handling data size > 256KB.
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HarfBuzz, Graphite).
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Implement SAVE_TARGETS mechanism for Linux clipboard
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It's now only needed for MSVC.
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As of SCons 4.0.1, the default value for $LINK is $SMARTLINK, which itself
is a function that will use $CXX as linker for C++:
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L327-L328
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L54-L76
So we don't need to manually specify the same value as $CXX for $LINK.
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Fix for linux joypad D-pad zeroing
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Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:
```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```
Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.
This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).
The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.
**I have verified this issue is also reproducible in the stable 3.2 branch**
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`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.
This helps make the buildsystem easier to understand.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Allows sending the clipboard content to the clipboard manager on exit to
keep the content when using a clipboard manager that doesn't
automatically makes a backup when copying.
MULTIPLE selection mechanism also had to be implemented, because in this
case, the clipboard manager might request multiple selection targets at
once.
Known use case: Ubuntu with XFCE4
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On FocusOut events, the window could be destroyed while propagating
WINDOW_EVENT_FOCUS_OUT event, which causes the WindowData to be
invalidated, and still used for calls to XUnsetICFocus.
This change moves calls to XUnsetICFocus, and also XSetICFocus in
FocusIn events, before propagating the change of focus event to the
engine, to be safe in any case.
Also setting xic member to nullptr after all calls to XDestroyIC to keep
things clean and consistent.
Fixes #42645
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When pasting clipboard content from Godot to other applications,
multiple SelectionRequest events are sent to Godot in order to access
the data. It could take a long time before the data is ready for the
other app because events were processed one by one on the main thread,
especially when Godot is unfocused and runs at low frequency.
With this change, SelectionRequest events are directly handled on the
separate event polling thread to minimize this delay.
This change also replaces clipboard_get() calls in SelectionRequest with
a direct access to internal_clipboard, since in this case we know Godot
is the owner of the clipboard content and it's not necessary to query
the x server for it.
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This change makes keyboard inputs more responsive on Linux, especially
when the FPS is lower on slower configurations.
Polling events from the x server is done on a separate thread to avoid a
frame delay with inputs, due to first sending the event to the input
manager with XFilterEvent then processing the new event only on the next
frame.
Calls to Input Manager functions like XSetICFocus, XUnsetICFocus and
XSetICValues use a mutex, because they are polling events internally and
would otherwise interfere with our own thread process for polling events
which can cause a deadlock in some cases.
XUnsetICFocus is called instead of XSetICFocus on FocusOut events,
so the input manager can be properly notified of focus changes.
clipboard_get now uses a blocking call to poll for a specific event type
when waiting for a SelectionNotify event, instead of polling all events
and filtering them afterwards.
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All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.
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Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes #42145.
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Proper implementation for get_window_at_screen_position:
Now getting the topmost last active window when overlapping.
Mouse drag & release events:
They are now propagated through the current focused window, in order to
make it consistent with the engine expectations and the Windows display
server implementation.
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Now using override_redirect for menu & tooltip popups to prevent the WM from
interfering with them, so we have more control over focus management
and avoid a delay before they show up.
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From PR #38727 which was reverted in #41373 because of regressions in Ubuntu
with Gnome.
Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
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Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).
Display and rendering servers/singletons are not initialized at all.
Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
`register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).
Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.
ClassDB tests:
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
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This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
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This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost.
Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.
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Update Linux gamepad detection to match SDL.
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Fixes for windows in X11 tiling WMs
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Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
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Its last use was removed in Godot 3.0, so it no longer makes sense to define.
Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
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When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.
This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.
Fixes #37930
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uninitialized device and instance.
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Stop looping as soon as the first window that has focus is found
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