Commit Graph

420 Commits

Author SHA1 Message Date
Rémi Verschelde
18c28c159d
Merge pull request #17196 from RandomShaper/improve-gui-touch
Implement universal translation of touch to mouse (3.1)
2018-05-02 10:47:49 +02:00
Rémi Verschelde
de97339a2d
Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-var
Fix Coverity reports of uninitialized scalar variable
2018-05-01 19:14:07 +02:00
Pedro J. Estébanez
de9d40a953 Implement universal translation of touch to mouse
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-30 19:03:38 +02:00
Hugo Locurcio
1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
Rémi Verschelde
bf7ca623a6 Fix Coverity reports of uninitialized scalar variable
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-19 15:20:45 +02:00
Hugo Locurcio
16a3f66420
Enable DynamicFont oversampling by default
This results in a better DynamicFont appearance when scaled, which
is especially noticeable when using the `2d` scaling mode.
2018-04-19 01:25:25 +02:00
Juan Linietsky
1a3688d0cc
Merge pull request #16902 from groud/analog_action_system
Allow actions to provide an analog value
2018-04-18 07:21:29 -03:00
Gilles Roudiere
ebfa731012 Allow actions to provide an analog value 2018-04-16 23:20:43 +02:00
Guilherme Felipe
4f05190fb0 Implement Input.set_default_cursor_shape to change the default shape
Closes #18043
2018-04-10 11:38:34 -03:00
Guilherme Felipe
19d2a44e5d Allow set_custom_mouse_cursor use same cursor(image) with different shapes. 2018-04-09 14:33:13 -03:00
Juan Linietsky
187b14ae24
Merge pull request #17730 from RandomShaper/radio-buttons-in-menus
Radio buttons in menus
2018-04-07 16:41:39 -03:00
n4nn31355
bdc64efcb3 Fix segfault on x11 2018-04-05 05:23:38 +03:00
Pedro J. Estébanez
ab3b1d9f3e Add radio-button-looking entries to PopupMenu
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.

`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.

Keeping check in the name adds an additional clue about these facts.

Closes #13055.
2018-03-27 19:19:45 +02:00
Rémi Verschelde
10fa69285c Add --print-fps option to output FPS to stdout
Works both for the editor and games.

Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
2018-03-21 09:08:51 +01:00
ShyRed
75308d7a30 Open textfile in textmode
Open mapping files in textmode as they are textfiles.
2018-03-16 16:28:05 +01:00
Rémi Verschelde
cc617dc5d1 SCons: properly close files when reading controller mappings
Fixup to #17296.
2018-03-16 08:40:33 +01:00
Hein-Pieter van Braam
e4e0ba908a
Merge pull request #17296 from cart/controller-mapping-autogen
Generate controller mapping class from one or more SDL2 database files
2018-03-15 22:42:06 +01:00
Bernhard Liebl
2b728de8f2 Fix debugger_stdout_settings being ignored 2018-03-15 12:22:10 +01:00
Viktor Ferenczi
272ecddb28 Properly closing all files in Python code 2018-03-11 14:55:50 +01:00
Carter Anderson
40b0c55834 Generate controller mapping class from one or more SDL2 database files 2018-03-05 22:23:49 -08:00
bruvzg
f0d24de960
Fix --help output, allow renderer override from command line (--video-driver). 2018-03-02 10:05:14 +02:00
Hein-Pieter van Braam
b4215c991a Allow running with a custom resource without a main scene
After 3f8a4cc719 trying to run an
individual scene on a project without a main scene fails. We move the
check until after we've determined whether or not we're trying to run an
individual scene.

We also stop trying to show the project manager if any game pack is
found at all, unless the user explicitly asks for the project manager to
be shown.
2018-02-26 18:48:47 +01:00
Rémi Verschelde
95b8984d5f Add --quit option to help output and update manpage 2018-02-24 18:22:29 +01:00
Rémi Verschelde
23ebae01dc Refactor version macros and fix related bugs
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
2018-02-23 20:15:29 +01:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Nathan Warden
4bfb504c2f Added an auto quit and auto build flag to the command line options. 2018-02-19 16:22:55 -05:00
Rémi Verschelde
f9b292b935 Prevent loading project-specific config in Project Manager
The Project Manager should share the same settings as the editor most of the time.
The whole init stuff with Main::setup and Main::start needs a good cleanup though.

Fixes #15199.
2018-02-19 13:31:15 +01:00
Ignacio Etcheverry
dad47d8876
Merge pull request #16749 from PJB3005/18-02-16-project-manager-mono-debug-fix
Makes project manager never initialize mono debug.
2018-02-18 19:53:46 +01:00
Pieter-Jan Briers
dd19826277 Ignore tools CLI flags in non-tools builds.
Some flags were still parsed but either did nothing or broke everything.

No reason to parse them.
2018-02-17 12:24:30 +01:00
Pieter-Jan Briers
1099838079 Makes project manager never initialize mono debug.
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.

This is fixed now by making a Main::is_project_manager().
2018-02-16 16:15:35 +01:00
Rémi Verschelde
e0f43e0678
Merge pull request #15564 from RandomShaper/adpod-topmost
Add new window setting: always on top
2018-02-14 16:43:40 +01:00
Rémi Verschelde
583d6f2682
Merge pull request #15741 from paulloz/bug-no-main-scene
Fix bug when launching a game with no main scene
2018-02-14 16:25:18 +01:00
Rémi Verschelde
e7351ecdf5
Merge pull request #16407 from Calinou/project-manager-allow-hidpi
Always detect and use hiDPI in the project manager if needed
2018-02-14 00:42:34 +01:00
Hugo Locurcio
55a2bffac9
Always detect and use hiDPI in the project manager if needed
This makes its hiDPI behavior consistent with the editor.
2018-02-13 22:35:20 +01:00
Brandon DeRosier
ae579a256e
Add Xbox One Elite and Xbox 360 Afterglow pads 2018-02-13 00:43:54 -08:00
Zephilinox
1c473a47e5 Print FPS setting now only prints the game FPS 2018-01-23 23:40:24 +00:00
volzhs
56d4456bea Rename Fixed Fps to Physics Fps on Project Settings
Fixes #15981
2018-01-23 06:01:31 +09:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Mariano Suligoy
ff59c562f7 Fix crash when closing the editor 2018-01-16 22:27:40 +01:00
Paul Joannon
3f8a4cc719 Fix bug when launching a game with no main scene
Check for a main scene after loading project settings and exit if there's none (except if launching in editor mode).
2018-01-15 12:52:54 +01:00
Ruslan Mustakov
5092098947 Destroy AudioServer after other non-core types are unregistered
This is important for some GDNative bindings and probably for Mono. They
may keep references to audio objects which are freed when they are
unregistered. If AudioServer is already deleted at that point, it causes
segfaults.
2018-01-11 17:03:38 +07:00
Rémi Verschelde
42ee9541fd
Merge pull request #15297 from poke1024/runner-limit-errs
Limit number of errors and messages sent by runner
2018-01-07 12:38:08 +01:00
Pedro J. Estébanez
ee2c31d306 Add new window setting: always on top
Implemented for Windows and Linux.
2018-01-05 21:31:04 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Emmanuel Leblond
e315c94900 Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Bernhard Liebl
c7c764220c Limit number of errors and messages sent by runner 2018-01-03 17:23:09 +01:00
Rémi Verschelde
6322b0bbb7
Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Andreas Haas
3434971496
Editor: Respect -w command line flag. 2017-12-29 20:10:15 +01:00
Chong-U Lim
0f223783dc Fix editor crash on "save and exit" bug
If a scene is modified and a user closes the editor and selects the "Save
and exit" option in the modal dialog -- the editor crashes. This appears
to be a result of the message queue being memdeleted AFTER visual servers
have been destroyed. Remnant textures handled by the message queue throw a
NRE when their own ~Texture destructors reference the visual servers.

This fixes bugs: #12946 and #12813.
2017-12-20 08:34:04 +00:00