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2020-05-18Fix certain characters being recognized as special keys in Windows when ↵Eric Rybicki
using the us international layout
2020-05-16Fix input event being dispatched multiple times on WindowsHaSa1002
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-13Update game controller enums.Marcel Admiraal
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-05-08Merge pull request #38561 from bruvzg/wintab_extra_mm_eventsRémi Verschelde
WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving.
2020-05-08WinTab: Adds extra "mouse move" events to make movement smoother and ↵bruvzg
correctly handle pressure/tilt change when cursor is not moving.
2020-05-08Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by ↵Eric M
the keyboard menu button work
2020-05-07Remove WinTab error message.bruvzg
2020-05-05[Windows] Add support for the WinTab API for pen input.bruvzg
2020-05-03[Linux/Windows] Set pressure to 1.0f when primary button is pressed and ↵bruvzg
device is not pressure sensitive.
2020-04-29Merge pull request #37802 from ThakeeNathees/window-position-bug-osx-x11Rémi Verschelde
display server window position bug fix
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-26Windows: Appease capricious MSVC versions with moody headersRémi Verschelde
Fixes #37799. Fixes #37986.
2020-04-11display server window position bug fix (#37323)Thakee Nathees
2020-04-02Merge pull request #37525 from lupoDharkael/replace-0LRémi Verschelde
Replace 0L with a casted nullptr
2020-04-02Replace 0L with a casted nullptrlupoDharkael
2020-04-02Replace more occurrences of NULL with nullptrRémi Verschelde
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-01Fix Clang warnings on WindowsRémi Verschelde
Fixes #37490.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-28Fix copyright headers for recently added filesRémi Verschelde
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Implemented drag and drop across windows, both OS and embedded.Juan Linietsky
2020-03-26Reworked tooltips to use the popup system.Juan Linietsky
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
2020-03-26Fixes to window style flagsJuan Linietsky
2020-03-26Open sub-windows as embedded if the OS does not support themJuan Linietsky
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Separate DisplayServer from OS on WindowsJuan Linietsky
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-17Make stack size on Windows match Linux and MacOSPedro J. Estébanez
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-03-05Merge pull request #36752 from RandomShaper/rework_semaphoreRémi Verschelde
Drop old semaphore implementation
2020-03-03os: execute parse the command output from utf8Mateo Dev .59
2020-03-03Drop old semaphore implementationPedro J. Estébanez
- Removed platform-specific implementations. - Now all semaphores are in-object, unless they need to be conditionally created. - Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined. - Similarly to `Mutex`, methods are made `const` for easy use in such contexts. - Language bindings updated: `wait()` and `post()` are now `void`. - Language bindings updated: `try_wait()` added. Bonus: - Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-14Remove incomplete battery status/power APIRémi Verschelde
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator