summaryrefslogtreecommitdiff
path: root/platform/windows
AgeCommit message (Collapse)Author
2022-09-30ci: add Python static analysis check via mypyJiri Suchan
2022-09-30Merge pull request #66242 from akien-mga/scons-unify-tools-targetRémi Verschelde
2022-09-28Fix MSVC warning C4706: assignment within conditional expressionRémi Verschelde
Part of #66537.
2022-09-28[Windows] Ignore excessive wintab mouse move events.bruvzg
2022-09-26SCons: Unify tools/target build type configurationRémi Verschelde
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-24Merge pull request #66295 from bruvzg/win_fix_wm_char_keysymRémi Verschelde
[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.
2022-09-23SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` definesRémi Verschelde
- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place.
2022-09-23[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.bruvzg
2022-09-21Merge pull request #65816 from bruvzg/proj_settings_missing_flagsRémi Verschelde
Add missing initial window flags and window mode to the project settings.
2022-09-19SCons: Refactor handling of `production` flag and per-platform LTO defaultsRémi Verschelde
Fixup to #63288. See #65583 for the bug report. Co-authored-by: Cyberrebell <chainsaw75@web.de>
2022-09-19Add missing initial window flags and window mode to the project settings.bruvzg
2022-09-18Merge pull request #65331 from derammo/derammo_natvis_3Rémi Verschelde
Add more data structures to Natvis for Visual Studio
2022-09-16Add get_distribution_name() and get_version() to OSMJacred
supports: LinuxBSD, Windows, macOS, iOS, Android, UWP Co-authored-by: bruvzg
2022-09-16Merge pull request #65496 from MinusKube/popup-capture-mouse-bugRémi Verschelde
Fix MOUSE_MODE_CAPTURED not working correctly with popups
2022-09-14Merge pull request #65133 from bruvzg/win_cursorRémi Verschelde
[Windows] Simplify cursor handling and add support for fully transparent cursors.
2022-09-13Disable menus and functionality that are not relevant on the Android Editor portFredia Huya-Kouadio
2022-09-13Merge pull request #65509 from gotnospirit/master-os-get_datetimeRémi Verschelde
get_datetime_* functions can return wrong values
2022-09-13Merge pull request #65262 from bruvzg/win10_dmRémi Verschelde
Disable dark mode title bar on Windows 10.
2022-09-12Fix multiwindow support in GLES3 for X11, Windows, and MacOS.clayjohn
Instead of updating all viewports, then blitting all viewports to the backbuffer, then swapping all buffers, we run through all viewports and render, blit, and swap backbuffer before going to the next viewport.
2022-09-10Fixes #65377: get_datetime_* functions can return wrong valuesJames
2022-09-08Merge pull request #44118 from Calinou/windows-enable-ansi-escape-codesYuri Sizov
Enable ANSI escape code processing on Windows 10 and later
2022-09-08SCons: Refactor LTO options with `lto=<none|thin|full>`Rémi Verschelde
Adds support for LTO on macOS and Android. We don't have much experience with LTO on these platforms so for now we keep it disabled by default even when `production=yes` is set. Similarly for iOS where we ship object files for the user to link in Xcode so LTO makes builds extremely slow to link. `production=yes` defaults to full LTO. ThinLTO is much faster for LLVM-based compilers but seems to produce bigger binaries (at least for the Web platform).
2022-09-07Fix MOUSE_MODE_CAPTURED not working correctly with popupsMinusKube
2022-09-04added more data structures to Natvis for msdevderammo
can now debug signal_map and connections in Objects can now view more Variant types, such as packed arrays
2022-09-03Re-enable per-pixel transparency support on Linux, macOS, and Windows (for ↵bruvzg
Vulkan and OpenGL rendering drivers).
2022-09-03Disable dark mode title bar on Windows 10.bruvzg
2022-08-31Add support for system dark mode and accent color detection (macOS and ↵bruvzg
Windows). Add support for dark mode title bar on Windows.
2022-08-31[Windows] Simplify cursor handling and add support for fully transparent ↵bruvzg
cursors.
2022-08-29Rename String `plus_file` to `path_join`Aaron Franke
2022-08-29[Web] Rename JavaScript platform to Web.Fabio Alessandrelli
Also rename export name from "HTML5" to "Web".
2022-08-27Merge pull request #64921 from bruvzg/win_armRémi Verschelde
[Windows] Improve build environment detection, add support for Windows on ARM.
2022-08-27Merge pull request #64507 from RandomShaper/remove_unusedRémi Verschelde
Remove unused `force_quit` variable from many OS abstractions
2022-08-27[Windows] Improve build environment detection, add support for Windows on ARM.bruvzg
2022-08-27Remove unused force_quit variable from many OS abstractionsPedro J. Estébanez
2022-08-26[macOS export] Simplify code signing options, add support for rcodesign tool ↵bruvzg
for signing and notarization.
2022-08-25Improve platform-specific READMEs to add useful linksHugo Locurcio
This also adds READMEs for all platforms.
2022-08-25Unify bits, arch, and android_arch into env["arch"]Aaron Franke
Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-22Replace Array return types with TypedArraykobewi
2022-08-14Refactor the export checking logic to improve separation of concernsFredia Huya-Kouadio
2022-08-10Enable ANSI escape code processing on Windows 10 and laterHugo Locurcio
This lets the engine and projects use the same color codes in the terminal on all platforms. This includes support for `print_rich()` (GDScript) and `print_line_rich()` (C++).
2022-08-06Only define `keep_screen_on` project setting onceRedMser
2022-08-05Implement `keep_screen_on` for WindowsRedMser
2022-07-31Visual Studio Natvis file works for Variant againderammo
2022-07-30Merge pull request #63563 from aaronfranke/export-archRémi Verschelde
2022-07-29Improve some export error messages.bruvzg
2022-07-29Update export dialog to handle many architecturesAaron Franke
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-27Merge pull request #62973 from bruvzg/sysfont_supportRémi Verschelde
2022-07-26Split up editor export code into multiple filesAaron Franke
2022-07-26Merge pull request #63096 from aaronfranke/exp-template-namesRémi Verschelde