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-rw-r--r--core/io/resource_loader.cpp2
-rw-r--r--core/io/resource_saver.cpp2
-rw-r--r--doc/classes/Color.xml34
-rw-r--r--doc/classes/MarginContainer.xml13
-rw-r--r--doc/classes/NavigationPolygon.xml29
-rw-r--r--doc/classes/Node.xml38
-rw-r--r--doc/classes/NodePath.xml54
-rw-r--r--doc/classes/OS.xml47
-rw-r--r--doc/classes/PCKPacker.xml12
-rw-r--r--doc/classes/PackedByteArray.xml10
-rw-r--r--doc/classes/PackedScene.xml49
-rw-r--r--doc/classes/PacketPeerUDP.xml39
-rw-r--r--doc/classes/Performance.xml66
-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml35
-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml35
-rw-r--r--doc/classes/PrimitiveMesh.xml15
-rw-r--r--doc/classes/ProjectSettings.xml85
-rw-r--r--doc/classes/TextEdit.xml2
-rw-r--r--drivers/vulkan/vulkan_context.cpp3
-rw-r--r--editor/scene_tree_dock.cpp4
-rw-r--r--modules/gdscript/gdscript_compiler.cpp2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs61
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs110
-rw-r--r--platform/android/export/export.cpp132
-rw-r--r--platform/android/export/gradle_export_util.h63
-rw-r--r--platform/android/java/build.gradle2
-rw-r--r--platform/android/java/lib/build.gradle34
-rw-r--r--platform/iphone/SCsub1
-rw-r--r--platform/iphone/display_server_iphone.mm11
-rw-r--r--platform/iphone/godot_view.h4
-rw-r--r--platform/iphone/godot_view.mm35
-rw-r--r--platform/iphone/keyboard_input_view.h37
-rw-r--r--platform/iphone/keyboard_input_view.mm195
-rw-r--r--platform/iphone/view_controller.h2
-rw-r--r--platform/iphone/view_controller.mm9
-rw-r--r--platform/linuxbsd/display_server_x11.cpp49
-rw-r--r--scene/gui/text_edit.cpp14
-rw-r--r--scene/resources/texture.cpp6
-rw-r--r--servers/rendering/rendering_server_canvas.cpp2
39 files changed, 1086 insertions, 257 deletions
diff --git a/core/io/resource_loader.cpp b/core/io/resource_loader.cpp
index 9991ee405e..a8ca6a817e 100644
--- a/core/io/resource_loader.cpp
+++ b/core/io/resource_loader.cpp
@@ -1057,7 +1057,7 @@ bool ResourceLoader::add_custom_resource_format_loader(String script_path) {
ERR_FAIL_COND_V_MSG(obj == nullptr, false, "Cannot instance script as custom resource loader, expected 'ResourceFormatLoader' inheritance, got: " + String(ibt) + ".");
- ResourceFormatLoader *crl = Object::cast_to<ResourceFormatLoader>(obj);
+ Ref<ResourceFormatLoader> crl = Object::cast_to<ResourceFormatLoader>(obj);
crl->set_script(s);
ResourceLoader::add_resource_format_loader(crl);
diff --git a/core/io/resource_saver.cpp b/core/io/resource_saver.cpp
index 2eac2a6b4d..6ded27d82f 100644
--- a/core/io/resource_saver.cpp
+++ b/core/io/resource_saver.cpp
@@ -214,7 +214,7 @@ bool ResourceSaver::add_custom_resource_format_saver(String script_path) {
ERR_FAIL_COND_V_MSG(obj == nullptr, false, "Cannot instance script as custom resource saver, expected 'ResourceFormatSaver' inheritance, got: " + String(ibt) + ".");
- ResourceFormatSaver *crl = Object::cast_to<ResourceFormatSaver>(obj);
+ Ref<ResourceFormatSaver> crl = Object::cast_to<ResourceFormatSaver>(obj);
crl->set_script(s);
ResourceSaver::add_resource_format_saver(crl);
diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml
index ae8703c837..9705a196ed 100644
--- a/doc/classes/Color.xml
+++ b/doc/classes/Color.xml
@@ -63,13 +63,13 @@
<argument index="3" name="a" type="float">
</argument>
<description>
- Constructs a [Color] from an RGBA profile using values between 0 and 1.
+ Constructs a [Color] from RGBA values, typically between 0 and 1.
[codeblocks]
[gdscript]
- var color = Color(0.2, 1.0, 0.7, 0.8) # Equivalent to RGBA(51, 255, 178, 204)
+ var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, 204)`
[/gdscript]
[csharp]
- var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Equivalent to RGBA(51, 255, 178, 255, 204)
+ var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color.Color8(51, 255, 178, 255, 204)`
[/csharp]
[/codeblocks]
</description>
@@ -84,13 +84,13 @@
<argument index="2" name="b" type="float">
</argument>
<description>
- Constructs a color from an RGB profile using values between 0 and 1. Alpha will always be 1.
+ Constructs a [Color] from RGB values, typically between 0 and 1. Alpha will be 1.
[codeblocks]
[gdscript]
- var color = Color(0.2, 1.0, 0.7) # Equivalent to RGBA(51, 255, 178, 255)
+ var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`
[/gdscript]
[csharp]
- var color = new Color(0.2f, 1.0f, 0.7f); // Equivalent to RGBA(51, 255, 178, 255)
+ var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, 178, 255)`
[/csharp]
[/codeblocks]
</description>
@@ -143,11 +143,11 @@
[codeblocks]
[gdscript]
var color = Color(0.3, 0.4, 0.9)
- var inverted_color = color.inverted() # A color of an RGBA(178, 153, 26, 255)
+ var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`
[/gdscript]
[csharp]
var color = new Color(0.3f, 0.4f, 0.9f);
- Color invertedColor = color.Inverted(); // A color of an RGBA(178, 153, 26, 255)
+ Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, 0.6f, 0.1f)`
[/csharp]
[/codeblocks]
</description>
@@ -174,12 +174,12 @@
[gdscript]
var c1 = Color(1.0, 0.0, 0.0)
var c2 = Color(0.0, 1.0, 0.0)
- var lerp_color = c1.lerp(c2, 0.5) # A color of an RGBA(128, 128, 0, 255)
+ var lerp_color = c1.lerp(c2, 0.5) # Equivalent to `Color(0.5, 0.5, 0.0)`
[/gdscript]
[csharp]
var c1 = new Color(1.0f, 0.0f, 0.0f);
var c2 = new Color(0.0f, 1.0f, 0.0f);
- Color lerpColor = c1.Lerp(c2, 0.5f); // A color of an RGBA(128, 128, 0, 255)
+ Color lerpColor = c1.Lerp(c2, 0.5f); // Equivalent to `new Color(0.5f, 0.5f, 0.0f)`
[/csharp]
[/codeblocks]
</description>
@@ -299,7 +299,7 @@
<return type="int">
</return>
<description>
- Returns the color's 32-bit integer in ABGR format (each byte represents a component of the ABGR profile). ABGR is the reversed version of the default format.
+ Returns the color converted to a 32-bit integer in ABGR format (each byte represents a color channel). ABGR is the reversed version of the default format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -316,7 +316,7 @@
<return type="int">
</return>
<description>
- Returns the color's 64-bit integer in ABGR format (each word represents a component of the ABGR profile). ABGR is the reversed version of the default format.
+ Returns the color converted to a 64-bit integer in ABGR format (each word represents a color channel). ABGR is the reversed version of the default format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -333,7 +333,7 @@
<return type="int">
</return>
<description>
- Returns the color's 32-bit integer in ARGB format (each byte represents a component of the ARGB profile). ARGB is more compatible with DirectX.
+ Returns the color converted to a 32-bit integer in ARGB format (each byte represents a color channel). ARGB is more compatible with DirectX.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -350,7 +350,7 @@
<return type="int">
</return>
<description>
- Returns the color's 64-bit integer in ARGB format (each word represents a component of the ARGB profile). ARGB is more compatible with DirectX.
+ Returns the color converted to a 64-bit integer in ARGB format (each word represents a color channel). ARGB is more compatible with DirectX.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -369,7 +369,7 @@
<argument index="0" name="with_alpha" type="bool" default="true">
</argument>
<description>
- Returns the color's HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]).
+ Returns the color converted to an HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]).
Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string (and uses RGB instead of RGBA format).
[codeblocks]
[gdscript]
@@ -389,7 +389,7 @@
<return type="int">
</return>
<description>
- Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is Godot's default format.
+ Returns the color converted to a 32-bit integer in RGBA format (each byte represents a color channel). RGBA is Godot's default format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
@@ -406,7 +406,7 @@
<return type="int">
</return>
<description>
- Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is Godot's default format.
+ Returns the color converted to a 64-bit integer in RGBA format (each word represents a color channel). RGBA is Godot's default format.
[codeblocks]
[gdscript]
var color = Color(1, 0.5, 0.2)
diff --git a/doc/classes/MarginContainer.xml b/doc/classes/MarginContainer.xml
index fb5f437239..c8eebd4677 100644
--- a/doc/classes/MarginContainer.xml
+++ b/doc/classes/MarginContainer.xml
@@ -6,13 +6,22 @@
<description>
Adds a top, left, bottom, and right margin to all [Control] nodes that are direct children of the container. To control the [MarginContainer]'s margin, use the [code]margin_*[/code] theme properties listed below.
[b]Note:[/b] Be careful, [Control] margin values are different than the constant margin values. If you want to change the custom margin values of the [MarginContainer] by code, you should use the following examples:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var margin_value = 100
set("custom_constants/margin_top", margin_value)
set("custom_constants/margin_left", margin_value)
set("custom_constants/margin_bottom", margin_value)
set("custom_constants/margin_right", margin_value)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ int marginValue = 100;
+ Set("custom_constants/margin_top", marginValue);
+ Set("custom_constants/margin_left", marginValue);
+ Set("custom_constants/margin_bottom", marginValue);
+ Set("custom_constants/margin_right", marginValue);
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/NavigationPolygon.xml b/doc/classes/NavigationPolygon.xml
index e75efa3b27..38921078d7 100644
--- a/doc/classes/NavigationPolygon.xml
+++ b/doc/classes/NavigationPolygon.xml
@@ -6,22 +6,41 @@
<description>
There are two ways to create polygons. Either by using the [method add_outline] method, or using the [method add_polygon] method.
Using [method add_outline]:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var polygon = NavigationPolygon.new()
var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
polygon.add_outline(outline)
polygon.make_polygons_from_outlines()
$NavigationRegion2D.navpoly = polygon
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var polygon = new NavigationPolygon();
+ var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
+ polygon.AddOutline(outline);
+ polygon.MakePolygonsFromOutlines();
+ GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").Navpoly = polygon;
+ [/csharp]
+ [/codeblocks]
Using [method add_polygon] and indices of the vertices array.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var polygon = NavigationPolygon.new()
var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
- polygon.set_vertices(vertices)
+ polygon.vertices = vertices
var indices = PackedInt32Array(0, 3, 1)
polygon.add_polygon(indices)
$NavigationRegion2D.navpoly = polygon
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var polygon = new NavigationPolygon();
+ var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
+ polygon.Vertices = vertices;
+ var indices = new int[] { 0, 3, 1 };
+ polygon.AddPolygon(indices);
+ GetNode&lt;NavigationRegion2D&gt;("NavigationRegion2D").Navpoly = polygon;
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 2e8b76865d..3f212fa0f6 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -130,11 +130,22 @@
Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node.
If [code]legible_unique_name[/code] is [code]true[/code], the child node will have an human-readable name based on the name of the node being instanced instead of its type.
[b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example:
- [codeblock]
+ [codeblocks]
+ [gdscript]
+ var child_node = get_child(0)
if child_node.get_parent():
child_node.get_parent().remove_child(child_node)
add_child(child_node)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ Node childNode = GetChild(0);
+ if (childNode.GetParent() != null)
+ {
+ childNode.GetParent().RemoveChild(childNode);
+ }
+ AddChild(childNode);
+ [/csharp]
+ [/codeblocks]
If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method.
[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</description>
@@ -275,12 +286,20 @@
/root/Swamp/Goblin
[/codeblock]
Possible paths are:
- [codeblock]
+ [codeblocks]
+ [gdscript]
get_node("Sword")
get_node("Backpack/Dagger")
get_node("../Swamp/Alligator")
get_node("/root/MyGame")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GetNode("Sword");
+ GetNode("Backpack/Dagger");
+ GetNode("../Swamp/Alligator");
+ GetNode("/root/MyGame");
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_node_and_resource">
@@ -292,11 +311,18 @@
Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested resources are specified in the [NodePath], the last one will be fetched.
The return value is an array of size 3: the first index points to the [Node] (or [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any.
For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output:
- [codeblock]
+ [codeblocks]
+ [gdscript]
print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.Print(GetNodeAndResource("Area2D/CollisionShape2D")); // [[CollisionShape2D:1161], Null, ]
+ GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
+ GD.Print(GetNodeAndResource("Area2D/CollisionShape2D:shape:extents")); // [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_node_or_null" qualifiers="const">
diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml
index 93ede047fd..36835d9e94 100644
--- a/doc/classes/NodePath.xml
+++ b/doc/classes/NodePath.xml
@@ -51,7 +51,7 @@
The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
[codeblock]
- # Points to the Sprite2D node
+ # Points to the Sprite2D node.
"Path2D/PathFollow2D/Sprite2D"
# Points to the Sprite2D node and its "texture" resource.
# get_node() would retrieve "Sprite2D", while get_node_and_resource()
@@ -70,14 +70,23 @@
<return type="NodePath">
</return>
<description>
- Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
- [codeblock]
- # This will be parsed as a node path to the "x" property in the "position" node
+ Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the from the current node).
+ [codeblocks]
+ [gdscript]
+ # This will be parsed as a node path to the "x" property in the "position" node.
var node_path = NodePath("position:x")
- # This will be parsed as a node path to the "x" component of the "position" property in the current node
+ # This will be parsed as a node path to the "x" component of the "position" property in the current node.
var property_path = node_path.get_as_property_path()
print(property_path) # :position:x
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ // This will be parsed as a node path to the "x" property in the "position" node.
+ var nodePath = new NodePath("position:x");
+ // This will be parsed as a node path to the "x" component of the "position" property in the current node.
+ NodePath propertyPath = nodePath.GetAsPropertyPath();
+ GD.Print(propertyPath); // :position:x
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_concatenated_subnames">
@@ -85,10 +94,16 @@
</return>
<description>
Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var nodepath = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path")
print(nodepath.get_concatenated_subnames()) # texture:load_path
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var nodepath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
+ GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_name">
@@ -98,12 +113,20 @@
</argument>
<description>
Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]).
- [codeblock]
+ [codeblocks]
+ [gdscript]
var node_path = NodePath("Path2D/PathFollow2D/Sprite2D")
print(node_path.get_name(0)) # Path2D
print(node_path.get_name(1)) # PathFollow2D
print(node_path.get_name(2)) # Sprite
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D");
+ GD.Print(nodePath.GetName(0)); // Path2D
+ GD.Print(nodePath.GetName(1)); // PathFollow2D
+ GD.Print(nodePath.GetName(2)); // Sprite
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_name_count">
@@ -121,11 +144,18 @@
</argument>
<description>
Gets the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]).
- [codeblock]
+ [codeblocks]
+ [gdscript]
var node_path = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path")
print(node_path.get_subname(0)) # texture
print(node_path.get_subname(1)) # load_path
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
+ GD.Print(nodePath.GetSubname(0)); // texture
+ GD.Print(nodePath.GetSubname(1)); // load_path
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_subname_count">
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 1487c9e078..1d80695798 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -85,18 +85,36 @@
If [code]blocking[/code] is [code]false[/code], the Godot thread will continue while the new process runs. It is not possible to retrieve the shell output in non-blocking mode, so [code]output[/code] will be empty.
The return value also depends on the blocking mode. When blocking, the method will return an exit code of the process. When non-blocking, the method returns a process ID, which you can use to monitor the process (and potentially terminate it with [method kill]). If the process forking (non-blocking) or opening (blocking) fails, the method will return [code]-1[/code] or another exit code.
Example of blocking mode and retrieving the shell output:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var output = []
var exit_code = OS.execute("ls", ["-l", "/tmp"], true, output)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var output = new Godot.Collections.Array();
+ int exitCode = OS.Execute("ls", new string[] {"-l", "/tmp"}, true, output);
+ [/csharp]
+ [/codeblocks]
Example of non-blocking mode, running another instance of the project and storing its process ID:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var pid = OS.execute(OS.get_executable_path(), [], false)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var pid = OS.Execute(OS.GetExecutablePath(), new string[] {}, false);
+ [/csharp]
+ [/codeblocks]
If you wish to access a shell built-in or perform a composite command, a platform-specific shell can be invoked. For example:
- [codeblock]
+ [codeblocks]
+ [gdscript]
+ var output = []
OS.execute("CMD.exe", ["/C", "cd %TEMP% &amp;&amp; dir"], true, output)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var output = new Godot.Collections.Array();
+ OS.Execute("CMD.exe", new string[] {"/C", "cd %TEMP% &amp;&amp; dir"}, true, output);
+ [/csharp]
+ [/codeblocks]
[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and Windows.
</description>
</method>
@@ -118,13 +136,26 @@
You can also incorporate environment variables using the [method get_environment] method.
You can set [code]editor/main_run_args[/code] in the Project Settings to define command-line arguments to be passed by the editor when running the project.
Here's a minimal example on how to parse command-line arguments into a dictionary using the [code]--key=value[/code] form for arguments:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var arguments = {}
for argument in OS.get_cmdline_args():
if argument.find("=") &gt; -1:
var key_value = argument.split("=")
arguments[key_value[0].lstrip("--")] = key_value[1]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var arguments = new Godot.Collections.Dictionary();
+ foreach (var argument in OS.GetCmdlineArgs())
+ {
+ if (argument.Find("=") &gt; -1)
+ {
+ string[] keyValue = argument.Split("=");
+ arguments[keyValue[0].LStrip("--")] = keyValue[1];
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_connected_midi_inputs">
diff --git a/doc/classes/PCKPacker.xml b/doc/classes/PCKPacker.xml
index 6b500d5ac3..e3c78e08f1 100644
--- a/doc/classes/PCKPacker.xml
+++ b/doc/classes/PCKPacker.xml
@@ -5,12 +5,20 @@
</brief_description>
<description>
The [PCKPacker] is used to create packages that can be loaded into a running project using [method ProjectSettings.load_resource_pack].
- [codeblock]
+ [codeblocks]
+ [gdscript]
var packer = PCKPacker.new()
packer.pck_start("test.pck")
packer.add_file("res://text.txt", "text.txt")
packer.flush()
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var packer = new PCKPacker();
+ packer.PckStart("test.pck");
+ packer.AddFile("res://text.txt", "text.txt");
+ packer.Flush();
+ [/csharp]
+ [/codeblocks]
The above [PCKPacker] creates package [code]test.pck[/code], then adds a file named [code]text.txt[/code] at the root of the package.
</description>
<tutorials>
diff --git a/doc/classes/PackedByteArray.xml b/doc/classes/PackedByteArray.xml
index 4a6893879d..91d066260b 100644
--- a/doc/classes/PackedByteArray.xml
+++ b/doc/classes/PackedByteArray.xml
@@ -135,10 +135,16 @@
</return>
<description>
Returns a hexadecimal representation of this array as a [String].
- [codeblock]
+ [codeblocks]
+ [gdscript]
var array = PackedByteArray([11, 46, 255])
print(array.hex_encode()) # Prints: 0b2eff
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var array = new byte[] {11, 46, 255};
+ GD.Print(array.HexEncode()); // Prints: 0b2eff
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="insert">
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index be40ab05de..d15bcfd114 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -8,14 +8,23 @@
Can be used to save a node to a file. When saving, the node as well as all the node it owns get saved (see [code]owner[/code] property on [Node]).
[b]Note:[/b] The node doesn't need to own itself.
[b]Example of loading a saved scene:[/b]
- [codeblock]
- # Use `load()` instead of `preload()` if the path isn't known at compile-time.
+ [codeblocks]
+ [gdscript]
+ # Use load() instead of preload() if the path isn't known at compile-time.
var scene = preload("res://scene.tscn").instance()
# Add the node as a child of the node the script is attached to.
add_child(scene)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ // C# has no preload, so you have to always use ResourceLoader.Load&lt;PackedScene&gt;().
+ var scene = ResourceLoader.Load&lt;PackedScene&gt;("res://scene.tscn").Instance();
+ // Add the node as a child of the node the script is attached to.
+ AddChild(scene);
+ [/csharp]
+ [/codeblocks]
[b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
- [codeblock]
+ [codeblocks]
+ [gdscript]
# Create the objects.
var node = Node2D.new()
var rigid = RigidBody2D.new()
@@ -27,15 +36,41 @@
# Change owner of `rigid`, but not of `collision`.
rigid.owner = node
-
var scene = PackedScene.new()
+
# Only `node` and `rigid` are now packed.
var result = scene.pack(node)
if result == OK:
- var error = ResourceSaver.save("res://path/name.scn", scene) # Or "user://..."
+ var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..."
if error != OK:
push_error("An error occurred while saving the scene to disk.")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ // Create the objects.
+ var node = new Node2D();
+ var rigid = new RigidBody2D();
+ var collision = new CollisionShape2D();
+
+ // Create the object hierarchy.
+ rigid.AddChild(collision);
+ node.AddChild(rigid);
+
+ // Change owner of `rigid`, but not of `collision`.
+ rigid.Owner = node;
+ var scene = new PackedScene();
+
+ // Only `node` and `rigid` are now packed.
+ Error result = scene.Pack(node);
+ if (result == Error.Ok)
+ {
+ Error error = ResourceSaver.Save("res://path/name.tscn", scene); // Or "user://..."
+ if (error != Error.Ok)
+ {
+ GD.PushError("An error occurred while saving the scene to disk.");
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
diff --git a/doc/classes/PacketPeerUDP.xml b/doc/classes/PacketPeerUDP.xml
index cab821b4c0..d7cf6cc8c6 100644
--- a/doc/classes/PacketPeerUDP.xml
+++ b/doc/classes/PacketPeerUDP.xml
@@ -124,17 +124,36 @@
<description>
Waits for a packet to arrive on the listening port. See [method listen].
[b]Note:[/b] [method wait] can't be interrupted once it has been called. This can be worked around by allowing the other party to send a specific "death pill" packet like this:
- [codeblock]
- # Server
- socket.set_dest_address("127.0.0.1", 789)
- socket.put_packet("Time to stop".to_ascii())
+ [codeblocks]
+ [gdscript]
+ socket = PacketPeerUDP.new()
+ # Server
+ socket.set_dest_address("127.0.0.1", 789)
+ socket.put_packet("Time to stop".to_ascii())
- # Client
- while socket.wait() == OK:
- var data = socket.get_packet().get_string_from_ascii()
- if data == "Time to stop":
- return
- [/codeblock]
+ # Client
+ while socket.wait() == OK:
+ var data = socket.get_packet().get_string_from_ascii()
+ if data == "Time to stop":
+ return
+ [/gdscript]
+ [csharp]
+ var socket = new PacketPeerUDP();
+ // Server
+ socket.SetDestAddress("127.0.0.1", 789);
+ socket.PutPacket("Time To Stop".ToAscii());
+
+ // Client
+ while (socket.Wait() == OK)
+ {
+ string data = socket.GetPacket().GetStringFromASCII();
+ if (data == "Time to stop")
+ {
+ return;
+ }
+ }
+ [/csharp]
+ [/codeblocks]
</description>
</method>
</methods>
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml
index 0a9079ce71..9e9c5063ae 100644
--- a/doc/classes/Performance.xml
+++ b/doc/classes/Performance.xml
@@ -24,14 +24,53 @@
</argument>
<description>
Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom".
- [codeblock]
- Performance.add_custom_monitor("MyCategory/MyMonitor", some_callable) # Adds monitor with name "MyName" to category "MyCategory"
- Performance.add_custom_monitor("MyMonitor", some_callable) # Adds monitor with name "MyName" to category "Custom"
- # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so above code is valid
- Performance.add_custom_monitor("Custom/MyMonitor", some_callable) # Adds monitor with name "MyName" to category "Custom"
- # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so above code is valid
- Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", some_callable) # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom"
- [/codeblock]
+ [codeblocks]
+ [gdscript]
+ func _ready():
+ var monitor_value = Callable(self, "get_monitor_value")
+
+ # Adds monitor with name "MyName" to category "MyCategory".
+ Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value)
+
+ # Adds monitor with name "MyName" to category "Custom".
+ # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
+ Performance.add_custom_monitor("MyMonitor", monitor_value)
+
+ # Adds monitor with name "MyName" to category "Custom".
+ # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
+ Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
+
+ # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
+ Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitor_value)
+
+ func get_monitor_value():
+ return randi() % 25
+ [/gdscript]
+ [csharp]
+ public override void _Ready()
+ {
+ var monitorValue = new Callable(this, nameof(GetMonitorValue));
+
+ // Adds monitor with name "MyName" to category "MyCategory".
+ Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue);
+ // Adds monitor with name "MyName" to category "Custom".
+ // Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
+ Performance.AddCustomMonitor("MyMonitor", monitorValue);
+
+ // Adds monitor with name "MyName" to category "Custom".
+ // Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
+ Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
+
+ // Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
+ Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
+ }
+
+ public int GetMonitorValue()
+ {
+ return GD.Randi() % 25;
+ }
+ [/csharp]
+ [/codeblocks]
The debugger calls the callable to get the value of custom monitor. The callable must return a number.
Callables are called with arguments supplied in argument array.
[b]Note:[/b] It throws an error if given id is already present.
@@ -61,9 +100,14 @@
</argument>
<description>
Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
- [codeblock]
- print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
- [/codeblock]
+ [codeblocks]
+ [gdscript]
+ print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console.
+ [/gdscript]
+ [csharp]
+ GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_monitor_modification_time">
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 93ca684b95..4d7fc61517 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -34,19 +34,34 @@
</member>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
- [codeblock]
- var shape_rid = PhysicsServer2D.circle_shape_create()
- var radius = 64
- PhysicsServer2D.shape_set_data(shape_rid, radius)
+ [codeblocks]
+ [gdscript]
+ var shape_rid = PhysicsServer2D.circle_shape_create()
+ var radius = 64
+ PhysicsServer2D.shape_set_data(shape_rid, radius)
- var params = PhysicsShapeQueryParameters2D.new()
- params.shape_rid = shape_rid
+ var params = PhysicsShapeQueryParameters2D.new()
+ params.shape_rid = shape_rid
- # Execute physics queries here...
+ # Execute physics queries here...
- # Release the shape when done with physics queries.
- PhysicsServer2D.free_rid(shape_rid)
- [/codeblock]
+ # Release the shape when done with physics queries.
+ PhysicsServer2D.free_rid(shape_rid)
+ [/gdscript]
+ [csharp]
+ RID shapeRid = PhysicsServer2D.CircleShapeCreate();
+ int radius = 64;
+ PhysicsServer2D.ShapeSetData(shapeRid, radius);
+
+ var params = new PhysicsShapeQueryParameters2D();
+ params.ShapeRid = shapeRid;
+
+ // Execute physics queries here...
+
+ // Release the shape when done with physics queries.
+ PhysicsServer2D.FreeRid(shapeRid);
+ [/csharp]
+ [/codeblocks]
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
The queried shape's transform matrix.
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index 167fb31bb3..4b43ea66fc 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -31,19 +31,34 @@
</member>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
- [codeblock]
- var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
- var radius = 2.0
- PhysicsServer3D.shape_set_data(shape_rid, radius)
+ [codeblocks]
+ [gdscript]
+ var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
+ var radius = 2.0
+ PhysicsServer3D.shape_set_data(shape_rid, radius)
- var params = PhysicsShapeQueryParameters3D.new()
- params.shape_rid = shape_rid
+ var params = PhysicsShapeQueryParameters3D.new()
+ params.shape_rid = shape_rid
- # Execute physics queries here...
+ # Execute physics queries here...
- # Release the shape when done with physics queries.
- PhysicsServer3D.free_rid(shape_rid)
- [/codeblock]
+ # Release the shape when done with physics queries.
+ PhysicsServer3D.free_rid(shape_rid)
+ [/gdscript]
+ [csharp]
+ RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
+ float radius = 2.0f;
+ PhysicsServer3D.ShapeSetData(shapeRid, radius);
+
+ var params = new PhysicsShapeQueryParameters3D();
+ params.ShapeRid = shapeRid;
+
+ // Execute physics queries here...
+
+ // Release the shape when done with physics queries.
+ PhysicsServer3D.FreeRid(shapeRid);
+ [/csharp]
+ [/codeblocks]
</member>
<member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
The queried shape's transform matrix.
diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 9e7f26ed4f..7e9bccc1d7 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -14,11 +14,18 @@
</return>
<description>
Returns mesh arrays used to constitute surface of [Mesh]. The result can be passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. For example:
- [codeblock]
- var c := CylinderMesh.new()
- var arr_mesh := ArrayMesh.new()
+ [codeblocks]
+ [gdscript]
+ var c = CylinderMesh.new()
+ var arr_mesh = ArrayMesh.new()
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var c = new CylinderMesh();
+ var arrMesh = new ArrayMesh();
+ arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c.GetMeshArrays());
+ [/csharp]
+ [/codeblocks]
</description>
</method>
</methods>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 7ca2dae4d7..298f70543e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -25,7 +25,8 @@
- [code]type[/code]: [int] (see [enum Variant.Type])
- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
[b]Example:[/b]
- [codeblock]
+ [codeblocks]
+ [gdscript]
ProjectSettings.set("category/property_name", 0)
var property_info = {
@@ -36,7 +37,21 @@
}
ProjectSettings.add_property_info(property_info)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ ProjectSettings.Singleton.Set("category/property_name", 0);
+
+ var propertyInfo = new Godot.Collections.Dictionary
+ {
+ {"name", "category/propertyName"},
+ {"type", Variant.Type.Int},
+ {"hint", PropertyHint.Enum},
+ {"hint_string", "one,two,three"},
+ };
+
+ ProjectSettings.AddPropertyInfo(propertyInfo);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="clear">
@@ -65,9 +80,14 @@
<description>
Returns the value of a setting.
[b]Example:[/b]
- [codeblock]
+ [codeblocks]
+ [gdscript]
print(ProjectSettings.get_setting("application/config/name"))
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ GD.Print(ProjectSettings.GetSetting("application/config/name"));
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="globalize_path" qualifiers="const">
@@ -178,9 +198,14 @@
<description>
Sets the value of a setting.
[b]Example:[/b]
- [codeblock]
+ [codeblocks]
+ [gdscript]
ProjectSettings.set_setting("application/config/name", "Example")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ ProjectSettings.SetSetting("application/config/name", "Example");
+ [/csharp]
+ [/codeblocks]
</description>
</method>
</methods>
@@ -895,18 +920,30 @@
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
The default gravity strength in 2D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
- [codeblock]
+ [codeblocks]
+ [gdscript]
# Set the default gravity strength to 98.
- PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY, 98)
- [/codeblock]
+ PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 98)
+ [/gdscript]
+ [csharp]
+ // Set the default gravity strength to 98.
+ PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 98);
+ [/csharp]
+ [/codeblocks]
</member>
<member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
The default gravity direction in 2D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
- [codeblock]
+ [codeblocks]
+ [gdscript]
# Set the default gravity direction to `Vector2(0, 1)`.
- PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))
- [/codeblock]
+ PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)
+ [/gdscript]
+ [csharp]
+ // Set the default gravity direction to `Vector2(0, 1)`.
+ PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)
+ [/csharp]
+ [/codeblocks]
</member>
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 2D.
@@ -942,18 +979,30 @@
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
The default gravity strength in 3D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
- [codeblock]
+ [codeblocks]
+ [gdscript]
# Set the default gravity strength to 9.8.
- PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
- [/codeblock]
+ PhysicsServer3D.area_set_param(get_viewport().find_world().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
+ [/gdscript]
+ [csharp]
+ // Set the default gravity strength to 9.8.
+ PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8);
+ [/csharp]
+ [/codeblocks]
</member>
<member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )">
The default gravity direction in 3D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
- [codeblock]
+ [codeblocks]
+ [gdscript]
# Set the default gravity direction to `Vector3(0, -1, 0)`.
- PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))
- [/codeblock]
+ PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)
+ [/gdscript]
+ [csharp]
+ // Set the default gravity direction to `Vector3(0, -1, 0)`.
+ PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)
+ [/csharp]
+ [/codeblocks]
</member>
<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 3D.
diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml
index 53d706db2d..168cc8a1c3 100644
--- a/doc/classes/TextEdit.xml
+++ b/doc/classes/TextEdit.xml
@@ -270,7 +270,7 @@
<return type="String">
</return>
<description>
- Returns a [String] text with the word under the mouse cursor location.
+ Returns a [String] text with the word under the caret (text cursor) location.
</description>
</method>
<method name="insert_text_at_cursor">
diff --git a/drivers/vulkan/vulkan_context.cpp b/drivers/vulkan/vulkan_context.cpp
index ebfd3e0454..28634d5e70 100644
--- a/drivers/vulkan/vulkan_context.cpp
+++ b/drivers/vulkan/vulkan_context.cpp
@@ -707,7 +707,8 @@ Error VulkanContext::_window_create(DisplayServer::WindowID p_window_id, VkSurfa
// We use a single GPU, but we need a surface to initialize the
// queues, so this process must be deferred until a surface
// is created.
- _initialize_queues(p_surface);
+ Error err = _initialize_queues(p_surface);
+ ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
}
Window window;
diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp
index add5047c99..038b18a648 100644
--- a/editor/scene_tree_dock.cpp
+++ b/editor/scene_tree_dock.cpp
@@ -1270,10 +1270,6 @@ void SceneTreeDock::_fill_path_renames(Vector<StringName> base_path, Vector<Stri
}
void SceneTreeDock::fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath>> *p_renames) {
- if (!bool(EDITOR_DEF("editors/animation/autorename_animation_tracks", true))) {
- return;
- }
-
Vector<StringName> base_path;
Node *n = p_node->get_parent();
while (n) {
diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp
index bad450c9f9..a64a05fcba 100644
--- a/modules/gdscript/gdscript_compiler.cpp
+++ b/modules/gdscript/gdscript_compiler.cpp
@@ -1963,6 +1963,8 @@ Error GDScriptCompiler::_parse_class_level(GDScript *p_script, const GDScriptPar
}
p_script->member_indices = base->member_indices;
+ native = base->native;
+ p_script->native = native;
} break;
default: {
_set_error("Parser bug: invalid inheritance.", p_class);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
index d0add835c0..90141928ca 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs
@@ -337,8 +337,8 @@ namespace Godot
}
/// <summary>
- /// Returns the color's 32-bit integer in ABGR format
- /// (each byte represents a component of the ABGR profile).
+ /// Returns the color converted to an unsigned 32-bit integer in ABGR
+ /// format (each byte represents a color channel).
/// ABGR is the reversed version of the default format.
/// </summary>
/// <returns>A uint representing this color in ABGR32 format.</returns>
@@ -356,8 +356,8 @@ namespace Godot
}
/// <summary>
- /// Returns the color's 64-bit integer in ABGR format
- /// (each word represents a component of the ABGR profile).
+ /// Returns the color converted to an unsigned 64-bit integer in ABGR
+ /// format (each word represents a color channel).
/// ABGR is the reversed version of the default format.
/// </summary>
/// <returns>A ulong representing this color in ABGR64 format.</returns>
@@ -375,8 +375,8 @@ namespace Godot
}
/// <summary>
- /// Returns the color's 32-bit integer in ARGB format
- /// (each byte represents a component of the ARGB profile).
+ /// Returns the color converted to an unsigned 32-bit integer in ARGB
+ /// format (each byte represents a color channel).
/// ARGB is more compatible with DirectX, but not used much in Godot.
/// </summary>
/// <returns>A uint representing this color in ARGB32 format.</returns>
@@ -394,8 +394,8 @@ namespace Godot
}
/// <summary>
- /// Returns the color's 64-bit integer in ARGB format
- /// (each word represents a component of the ARGB profile).
+ /// Returns the color converted to an unsigned 64-bit integer in ARGB
+ /// format (each word represents a color channel).
/// ARGB is more compatible with DirectX, but not used much in Godot.
/// </summary>
/// <returns>A ulong representing this color in ARGB64 format.</returns>
@@ -413,8 +413,8 @@ namespace Godot
}
/// <summary>
- /// Returns the color's 32-bit integer in RGBA format
- /// (each byte represents a component of the RGBA profile).
+ /// Returns the color converted to an unsigned 32-bit integer in RGBA
+ /// format (each byte represents a color channel).
/// RGBA is Godot's default and recommended format.
/// </summary>
/// <returns>A uint representing this color in RGBA32 format.</returns>
@@ -432,8 +432,8 @@ namespace Godot
}
/// <summary>
- /// Returns the color's 64-bit integer in RGBA format
- /// (each word represents a component of the RGBA profile).
+ /// Returns the color converted to an unsigned 64-bit integer in RGBA
+ /// format (each word represents a color channel).
/// RGBA is Godot's default and recommended format.
/// </summary>
/// <returns>A ulong representing this color in RGBA64 format.</returns>
@@ -472,7 +472,7 @@ namespace Godot
}
/// <summary>
- /// Constructs a color from RGBA values on the range of 0 to 1.
+ /// Constructs a color from RGBA values, typically on the range of 0 to 1.
/// </summary>
/// <param name="r">The color's red component, typically on the range of 0 to 1.</param>
/// <param name="g">The color's green component, typically on the range of 0 to 1.</param>
@@ -500,8 +500,8 @@ namespace Godot
}
/// <summary>
- /// Constructs a color from a 32-bit integer
- /// (each byte represents a component of the RGBA profile).
+ /// Constructs a color from an unsigned 32-bit integer in RGBA format
+ /// (each byte represents a color channel).
/// </summary>
/// <param name="rgba">The uint representing the color.</param>
public Color(uint rgba)
@@ -516,8 +516,8 @@ namespace Godot
}
/// <summary>
- /// Constructs a color from a 64-bit integer
- /// (each word represents a component of the RGBA profile).
+ /// Constructs a color from an unsigned 64-bit integer in RGBA format
+ /// (each word represents a color channel).
/// </summary>
/// <param name="rgba">The ulong representing the color.</param>
public Color(ulong rgba)
@@ -777,31 +777,10 @@ namespace Godot
return ParseCol4(str, ofs) * 16 + ParseCol4(str, ofs + 1);
}
- private String ToHex32(float val)
+ private string ToHex32(float val)
{
- int v = Mathf.RoundToInt(Mathf.Clamp(val * 255, 0, 255));
-
- var ret = string.Empty;
-
- for (int i = 0; i < 2; i++)
- {
- char c;
- int lv = v & 0xF;
-
- if (lv < 10)
- {
- c = (char)('0' + lv);
- }
- else
- {
- c = (char)('a' + lv - 10);
- }
-
- v >>= 4;
- ret = c + ret;
- }
-
- return ret;
+ byte b = (byte)Mathf.RoundToInt(Mathf.Clamp(val * 255, 0, 255));
+ return b.HexEncode();
}
internal static bool HtmlIsValid(string color)
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
index d63db0f905..0700f197ff 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
@@ -322,6 +322,15 @@ namespace Godot
return instance.IndexOf(what, from, caseSensitive ? StringComparison.Ordinal : StringComparison.OrdinalIgnoreCase);
}
+ /// <summary>Find the first occurrence of a char. Optionally, the search starting position can be passed.</summary>
+ /// <returns>The first instance of the char, or -1 if not found.</returns>
+ public static int Find(this string instance, char what, int from = 0, bool caseSensitive = true)
+ {
+ // TODO: Could be more efficient if we get a char version of `IndexOf`.
+ // See https://github.com/dotnet/runtime/issues/44116
+ return instance.IndexOf(what.ToString(), from, caseSensitive ? StringComparison.Ordinal : StringComparison.OrdinalIgnoreCase);
+ }
+
/// <summary>Find the last occurrence of a substring.</summary>
/// <returns>The starting position of the substring, or -1 if not found.</returns>
public static int FindLast(this string instance, string what, bool caseSensitive = true)
@@ -437,6 +446,53 @@ namespace Godot
return hashv;
}
+ /// <summary>
+ /// Returns a hexadecimal representation of this byte as a string.
+ /// </summary>
+ /// <param name="bytes">The byte to encode.</param>
+ /// <returns>The hexadecimal representation of this byte.</returns>
+ internal static string HexEncode(this byte b)
+ {
+ var ret = string.Empty;
+
+ for (int i = 0; i < 2; i++)
+ {
+ char c;
+ int lv = b & 0xF;
+
+ if (lv < 10)
+ {
+ c = (char)('0' + lv);
+ }
+ else
+ {
+ c = (char)('a' + lv - 10);
+ }
+
+ b >>= 4;
+ ret = c + ret;
+ }
+
+ return ret;
+ }
+
+ /// <summary>
+ /// Returns a hexadecimal representation of this byte array as a string.
+ /// </summary>
+ /// <param name="bytes">The byte array to encode.</param>
+ /// <returns>The hexadecimal representation of this byte array.</returns>
+ public static string HexEncode(this byte[] bytes)
+ {
+ var ret = string.Empty;
+
+ foreach (byte b in bytes)
+ {
+ ret += b.HexEncode();
+ }
+
+ return ret;
+ }
+
// <summary>
// Convert a string containing an hexadecimal number into an int.
// </summary>
@@ -659,6 +715,33 @@ namespace Godot
}
/// <summary>
+ /// Returns a copy of the string with characters removed from the left.
+ /// </summary>
+ /// <param name="instance">The string to remove characters from.</param>
+ /// <param name="chars">The characters to be removed.</param>
+ /// <returns>A copy of the string with characters removed from the left.</returns>
+ public static string LStrip(this string instance, string chars)
+ {
+ int len = instance.Length;
+ int beg;
+
+ for (beg = 0; beg < len; beg++)
+ {
+ if (chars.Find(instance[beg]) == -1)
+ {
+ break;
+ }
+ }
+
+ if (beg == 0)
+ {
+ return instance;
+ }
+
+ return instance.Substr(beg, len - beg);
+ }
+
+ /// <summary>
/// Do a simple expression match, where '*' matches zero or more arbitrary characters and '?' matches any single character except '.'.
/// </summary>
private static bool ExprMatch(this string instance, string expr, bool caseSensitive)
@@ -886,6 +969,33 @@ namespace Godot
return instance.Substring(pos, instance.Length - pos);
}
+ /// <summary>
+ /// Returns a copy of the string with characters removed from the right.
+ /// </summary>
+ /// <param name="instance">The string to remove characters from.</param>
+ /// <param name="chars">The characters to be removed.</param>
+ /// <returns>A copy of the string with characters removed from the right.</returns>
+ public static string RStrip(this string instance, string chars)
+ {
+ int len = instance.Length;
+ int end;
+
+ for (end = len - 1; end >= 0; end--)
+ {
+ if (chars.Find(instance[end]) == -1)
+ {
+ break;
+ }
+ }
+
+ if (end == len - 1)
+ {
+ return instance;
+ }
+
+ return instance.Substr(0, end + 1);
+ }
+
public static byte[] SHA256Buffer(this string instance)
{
return godot_icall_String_sha256_buffer(instance);
diff --git a/platform/android/export/export.cpp b/platform/android/export/export.cpp
index 5007b3f570..53b43ae0e8 100644
--- a/platform/android/export/export.cpp
+++ b/platform/android/export/export.cpp
@@ -29,7 +29,6 @@
/*************************************************************************/
#include "export.h"
-#include "gradle_export_util.h"
#include "core/config/project_settings.h"
#include "core/io/image_loader.h"
@@ -827,7 +826,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
int version_code = p_preset->get("version/code");
String package_name = p_preset->get("package/unique_name");
- int orientation = p_preset->get("screen/orientation");
+ const int screen_orientation = _get_android_orientation_value(_get_screen_orientation());
bool screen_support_small = p_preset->get("screen/support_small");
bool screen_support_normal = p_preset->get("screen/support_normal");
@@ -937,7 +936,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
}
if (tname == "activity" && attrname == "screenOrientation") {
- encode_uint32(orientation == 0 ? 0 : 1, &p_manifest.write[iofs + 16]);
+ encode_uint32(screen_orientation, &p_manifest.write[iofs + 16]);
}
if (tname == "supports-screens") {
@@ -1636,7 +1635,6 @@ public:
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "package/name", PROPERTY_HINT_PLACEHOLDER_TEXT, "Game Name [default if blank]"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "package/signed"), true));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/immersive_mode"), true));
- r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "screen/orientation", PROPERTY_HINT_ENUM, "Landscape,Portrait"), 0));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/support_small"), true));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/support_normal"), true));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/support_large"), true));
@@ -1645,10 +1643,10 @@ public:
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_icon_option, PROPERTY_HINT_FILE, "*.png"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_adaptive_icon_foreground_option, PROPERTY_HINT_FILE, "*.png"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_adaptive_icon_background_option, PROPERTY_HINT_FILE, "*.png"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/debug", PROPERTY_HINT_GLOBAL_FILE, "*.keystore"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/debug", PROPERTY_HINT_GLOBAL_FILE, "*.keystore,*.jks"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/debug_user"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/debug_password"), ""));
- r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/release", PROPERTY_HINT_GLOBAL_FILE, "*.keystore"), ""));
+ r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/release", PROPERTY_HINT_GLOBAL_FILE, "*.keystore,*.jks"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/release_user"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "keystore/release_password"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "apk_expansion/enable"), false));
@@ -1968,9 +1966,21 @@ public:
valid = false;
} else {
Error errn;
+ // Check for the platform-tools directory.
DirAccessRef da = DirAccess::open(sdk_path.plus_file("platform-tools"), &errn);
if (errn != OK) {
- err += TTR("Invalid Android SDK path for custom build in Editor Settings.") + "\n";
+ err += TTR("Invalid Android SDK path for custom build in Editor Settings.");
+ err += TTR("Missing 'platform-tools' directory!");
+ err += "\n";
+ valid = false;
+ }
+
+ // Check for the build-tools directory.
+ DirAccessRef build_tools_da = DirAccess::open(sdk_path.plus_file("build-tools"), &errn);
+ if (errn != OK) {
+ err += TTR("Invalid Android SDK path for custom build in Editor Settings.");
+ err += TTR("Missing 'build-tools' directory!");
+ err += "\n";
valid = false;
}
}
@@ -2159,14 +2169,16 @@ public:
}
}
- Error sign_apk(const Ref<EditorExportPreset> &p_preset, bool p_debug, String apk_path, EditorProgress ep) {
+ Error sign_apk(const Ref<EditorExportPreset> &p_preset, bool p_debug, String export_path, EditorProgress ep) {
+ int export_format = int(p_preset->get("custom_template/export_format"));
+ String export_label = export_format == 1 ? "AAB" : "APK";
String release_keystore = p_preset->get("keystore/release");
String release_username = p_preset->get("keystore/release_user");
String release_password = p_preset->get("keystore/release_password");
String jarsigner = EditorSettings::get_singleton()->get("export/android/jarsigner");
if (!FileAccess::exists(jarsigner)) {
- EditorNode::add_io_error("'jarsigner' could not be found.\nPlease supply a path in the Editor Settings.\nThe resulting APK is unsigned.");
+ EditorNode::add_io_error("'jarsigner' could not be found.\nPlease supply a path in the Editor Settings.\nThe resulting " + export_label + " is unsigned.");
return OK;
}
@@ -2184,7 +2196,7 @@ public:
user = EditorSettings::get_singleton()->get("export/android/debug_keystore_user");
}
- if (ep.step("Signing debug APK...", 103)) {
+ if (ep.step("Signing debug " + export_label + "...", 103)) {
return ERR_SKIP;
}
@@ -2193,7 +2205,7 @@ public:
password = release_password;
user = release_username;
- if (ep.step("Signing release APK...", 103)) {
+ if (ep.step("Signing release " + export_label + "...", 103)) {
return ERR_SKIP;
}
}
@@ -2218,7 +2230,7 @@ public:
args.push_back(keystore);
args.push_back("-storepass");
args.push_back(password);
- args.push_back(apk_path);
+ args.push_back(export_path);
args.push_back(user);
int retval;
OS::get_singleton()->execute(jarsigner, args, true, NULL, NULL, &retval);
@@ -2227,7 +2239,7 @@ public:
return ERR_CANT_CREATE;
}
- if (ep.step("Verifying APK...", 104)) {
+ if (ep.step("Verifying " + export_label + "...", 104)) {
return ERR_SKIP;
}
@@ -2235,17 +2247,78 @@ public:
args.push_back("-verify");
args.push_back("-keystore");
args.push_back(keystore);
- args.push_back(apk_path);
+ args.push_back(export_path);
args.push_back("-verbose");
OS::get_singleton()->execute(jarsigner, args, true, NULL, NULL, &retval);
if (retval) {
- EditorNode::add_io_error("'jarsigner' verification of APK failed. Make sure to use a jarsigner from OpenJDK 8.");
+ EditorNode::add_io_error("'jarsigner' verification of " + export_label + " failed. Make sure to use a jarsigner from OpenJDK 8.");
return ERR_CANT_CREATE;
}
return OK;
}
+ void _clear_assets_directory() {
+ DirAccessRef da_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
+ if (da_res->dir_exists("res://android/build/assets")) {
+ DirAccessRef da_assets = DirAccess::open("res://android/build/assets");
+ da_assets->erase_contents_recursive();
+ da_res->remove("res://android/build/assets");
+ }
+ }
+
+ Error _zip_align_project(const String &sdk_path, const String &unaligned_file_path, const String &aligned_file_path) {
+ // Look for the zipalign tool.
+ String zipalign_command;
+ Error errn;
+ String build_tools_dir = sdk_path.plus_file("build-tools");
+ DirAccessRef da = DirAccess::open(build_tools_dir, &errn);
+ if (errn != OK) {
+ return errn;
+ }
+
+ // There are additional versions directories we need to go through.
+ da->list_dir_begin();
+ String sub_dir = da->get_next();
+ while (!sub_dir.empty()) {
+ if (!sub_dir.begins_with(".") && da->current_is_dir()) {
+ // Check if the tool is here.
+ String tool_path = build_tools_dir.plus_file(sub_dir).plus_file("zipalign");
+ if (FileAccess::exists(tool_path)) {
+ zipalign_command = tool_path;
+ break;
+ }
+ }
+ sub_dir = da->get_next();
+ }
+ da->list_dir_end();
+
+ if (zipalign_command.empty()) {
+ EditorNode::get_singleton()->show_warning(TTR("Unable to find the zipalign tool."));
+ return ERR_CANT_CREATE;
+ }
+
+ List<String> zipalign_args;
+ zipalign_args.push_back("-f");
+ zipalign_args.push_back("-v");
+ zipalign_args.push_back("4");
+ zipalign_args.push_back(unaligned_file_path); // source file
+ zipalign_args.push_back(aligned_file_path); // destination file
+
+ int result = EditorNode::get_singleton()->execute_and_show_output(TTR("Aligning APK..."), zipalign_command, zipalign_args);
+ if (result != 0) {
+ EditorNode::get_singleton()->show_warning(TTR("Unable to complete APK alignment."));
+ return ERR_CANT_CREATE;
+ }
+
+ // Delete the unaligned path.
+ errn = da->remove(unaligned_file_path);
+ if (errn != OK) {
+ EditorNode::get_singleton()->show_warning(TTR("Unable to delete unaligned APK."));
+ }
+ return OK;
+ }
+
virtual Error export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags = 0) override {
ExportNotifier notifier(*this, p_preset, p_debug, p_path, p_flags);
@@ -2325,13 +2398,8 @@ public:
_write_tmp_manifest(p_preset, p_give_internet, p_debug);
//stores all the project files inside the Gradle project directory. Also includes all ABIs
+ _clear_assets_directory();
if (!apk_expansion) {
- DirAccess *da_res = DirAccess::create(DirAccess::ACCESS_RESOURCES);
- if (da_res->dir_exists("res://android/build/assets")) {
- DirAccess *da_assets = DirAccess::open("res://android/build/assets");
- da_assets->erase_contents_recursive();
- da_res->remove("res://android/build/assets");
- }
err = export_project_files(p_preset, rename_and_store_file_in_gradle_project, NULL, ignore_so_file);
if (err != OK) {
EditorNode::add_io_error("Could not export project files to gradle project\n");
@@ -2419,7 +2487,16 @@ public:
copy_args.push_back(build_path); // start directory.
String export_filename = p_path.get_file();
+ if (export_format == 0) {
+ // By default, generated apk are not aligned.
+ export_filename += ".unaligned";
+ }
String export_path = p_path.get_base_dir();
+ if (export_path.is_rel_path()) {
+ export_path = OS::get_singleton()->get_resource_dir().plus_file(export_path);
+ }
+ export_path = ProjectSettings::get_singleton()->globalize_path(export_path).simplify_path();
+ String export_file_path = export_path.plus_file(export_filename);
copy_args.push_back("-Pexport_path=file:" + export_path);
copy_args.push_back("-Pexport_filename=" + export_filename);
@@ -2430,11 +2507,20 @@ public:
return ERR_CANT_CREATE;
}
if (_signed) {
- err = sign_apk(p_preset, p_debug, p_path, ep);
+ err = sign_apk(p_preset, p_debug, export_file_path, ep);
+ if (err != OK) {
+ return err;
+ }
+ }
+
+ if (export_format == 0) {
+ // Perform zip alignment
+ err = _zip_align_project(sdk_path, export_file_path, export_path.plus_file(p_path.get_file()));
if (err != OK) {
return err;
}
}
+
return OK;
}
// This is the start of the Legacy build system
@@ -2781,7 +2867,7 @@ void register_android_exporter() {
EDITOR_DEF("export/android/jarsigner", "");
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/jarsigner", PROPERTY_HINT_GLOBAL_FILE, exe_ext));
EDITOR_DEF("export/android/debug_keystore", "");
- EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/debug_keystore", PROPERTY_HINT_GLOBAL_FILE, "*.keystore"));
+ EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "export/android/debug_keystore", PROPERTY_HINT_GLOBAL_FILE, "*.keystore,*.jks"));
EDITOR_DEF("export/android/debug_keystore_user", "androiddebugkey");
EDITOR_DEF("export/android/debug_keystore_pass", "android");
EDITOR_DEF("export/android/force_system_user", false);
diff --git a/platform/android/export/gradle_export_util.h b/platform/android/export/gradle_export_util.h
index 95f870bc35..3bc3651712 100644
--- a/platform/android/export/gradle_export_util.h
+++ b/platform/android/export/gradle_export_util.h
@@ -44,6 +44,67 @@ const String godot_project_name_xml_string = R"(<?xml version="1.0" encoding="ut
</resources>
)";
+DisplayServer::ScreenOrientation _get_screen_orientation() {
+ String orientation_settings = ProjectSettings::get_singleton()->get("display/window/handheld/orientation");
+ DisplayServer::ScreenOrientation screen_orientation;
+ if (orientation_settings == "portrait")
+ screen_orientation = DisplayServer::SCREEN_PORTRAIT;
+ else if (orientation_settings == "reverse_landscape")
+ screen_orientation = DisplayServer::SCREEN_REVERSE_LANDSCAPE;
+ else if (orientation_settings == "reverse_portrait")
+ screen_orientation = DisplayServer::SCREEN_REVERSE_PORTRAIT;
+ else if (orientation_settings == "sensor_landscape")
+ screen_orientation = DisplayServer::SCREEN_SENSOR_LANDSCAPE;
+ else if (orientation_settings == "sensor_portrait")
+ screen_orientation = DisplayServer::SCREEN_SENSOR_PORTRAIT;
+ else if (orientation_settings == "sensor")
+ screen_orientation = DisplayServer::SCREEN_SENSOR;
+ else
+ screen_orientation = DisplayServer::SCREEN_LANDSCAPE;
+
+ return screen_orientation;
+}
+
+int _get_android_orientation_value(DisplayServer::ScreenOrientation screen_orientation) {
+ switch (screen_orientation) {
+ case DisplayServer::SCREEN_PORTRAIT:
+ return 1;
+ case DisplayServer::SCREEN_REVERSE_LANDSCAPE:
+ return 8;
+ case DisplayServer::SCREEN_REVERSE_PORTRAIT:
+ return 9;
+ case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
+ return 11;
+ case DisplayServer::SCREEN_SENSOR_PORTRAIT:
+ return 12;
+ case DisplayServer::SCREEN_SENSOR:
+ return 13;
+ case DisplayServer::SCREEN_LANDSCAPE:
+ default:
+ return 0;
+ }
+}
+
+String _get_android_orientation_label(DisplayServer::ScreenOrientation screen_orientation) {
+ switch (screen_orientation) {
+ case DisplayServer::SCREEN_PORTRAIT:
+ return "portrait";
+ case DisplayServer::SCREEN_REVERSE_LANDSCAPE:
+ return "reverseLandscape";
+ case DisplayServer::SCREEN_REVERSE_PORTRAIT:
+ return "reversePortrait";
+ case DisplayServer::SCREEN_SENSOR_LANDSCAPE:
+ return "userLandscape";
+ case DisplayServer::SCREEN_SENSOR_PORTRAIT:
+ return "userPortrait";
+ case DisplayServer::SCREEN_SENSOR:
+ return "fullUser";
+ case DisplayServer::SCREEN_LANDSCAPE:
+ default:
+ return "landscape";
+ }
+}
+
// Utility method used to create a directory.
Error create_directory(const String &p_dir) {
if (!DirAccess::exists(p_dir)) {
@@ -209,7 +270,7 @@ String _get_plugins_tag(const String &plugins_names) {
String _get_activity_tag(const Ref<EditorExportPreset> &p_preset) {
bool uses_xr = (int)(p_preset->get("xr_features/xr_mode")) == 1;
- String orientation = (int)(p_preset->get("screen/orientation")) == 1 ? "portrait" : "landscape";
+ String orientation = _get_android_orientation_label(_get_screen_orientation());
String manifest_activity_text = vformat(
" <activity android:name=\"com.godot.game.GodotApp\" "
"tools:replace=\"android:screenOrientation\" "
diff --git a/platform/android/java/build.gradle b/platform/android/java/build.gradle
index 821a4dc584..73c136ed0e 100644
--- a/platform/android/java/build.gradle
+++ b/platform/android/java/build.gradle
@@ -22,8 +22,6 @@ allprojects {
}
ext {
- sconsExt = org.gradle.internal.os.OperatingSystem.current().isWindows() ? ".bat" : ""
-
supportedAbis = ["armv7", "arm64v8", "x86", "x86_64"]
supportedTargets = ["release", "debug"]
diff --git a/platform/android/java/lib/build.gradle b/platform/android/java/lib/build.gradle
index e3c5a02203..89ce3d15e6 100644
--- a/platform/android/java/lib/build.gradle
+++ b/platform/android/java/lib/build.gradle
@@ -64,10 +64,42 @@ android {
throw new GradleException("Invalid default abi: " + defaultAbi)
}
+ // Find scons' executable path
+ File sconsExecutableFile = null
+ def sconsName = "scons"
+ def sconsExts = (org.gradle.internal.os.OperatingSystem.current().isWindows()
+ ? [".bat", ".exe"]
+ : [""])
+ logger.lifecycle("Looking for $sconsName executable path")
+ for (ext in sconsExts) {
+ String sconsNameExt = sconsName + ext
+ logger.lifecycle("Checking $sconsNameExt")
+
+ sconsExecutableFile = org.gradle.internal.os.OperatingSystem.current().findInPath(sconsNameExt)
+ if (sconsExecutableFile != null) {
+ // We're done!
+ break
+ }
+
+ // Check all the options in path
+ List<File> allOptions = org.gradle.internal.os.OperatingSystem.current().findAllInPath(sconsNameExt)
+ if (!allOptions.isEmpty()) {
+ // Pick the first option and we're done!
+ sconsExecutableFile = allOptions.get(0)
+ break
+ }
+ }
+
+ if (sconsExecutableFile == null) {
+ throw new GradleException("Unable to find executable path for the '$sconsName' command.")
+ } else {
+ logger.lifecycle("Found executable path for $sconsName: ${sconsExecutableFile.absolutePath}")
+ }
+
// Creating gradle task to generate the native libraries for the default abi.
def taskName = getSconsTaskName(buildType)
tasks.create(name: taskName, type: Exec) {
- executable "scons" + sconsExt
+ executable sconsExecutableFile.absolutePath
args "--directory=${pathToRootDir}", "platform=android", "target=${releaseTarget}", "android_arch=${defaultAbi}", "-j" + Runtime.runtime.availableProcessors()
}
diff --git a/platform/iphone/SCsub b/platform/iphone/SCsub
index 0a558f8e3d..d289e3a16f 100644
--- a/platform/iphone/SCsub
+++ b/platform/iphone/SCsub
@@ -17,6 +17,7 @@ iphone_lib = [
"godot_view_renderer.mm",
"godot_view_gesture_recognizer.mm",
"device_metrics.m",
+ "keyboard_input_view.mm",
"native_video_view.m",
]
diff --git a/platform/iphone/display_server_iphone.mm b/platform/iphone/display_server_iphone.mm
index 6fa5e6ee4a..d47d131719 100644
--- a/platform/iphone/display_server_iphone.mm
+++ b/platform/iphone/display_server_iphone.mm
@@ -35,6 +35,7 @@
#import "device_metrics.h"
#import "godot_view.h"
#include "ios.h"
+#import "keyboard_input_view.h"
#import "native_video_view.h"
#include "os_iphone.h"
#import "view_controller.h"
@@ -529,11 +530,17 @@ bool DisplayServerIPhone::screen_is_touchscreen(int p_screen) const {
}
void DisplayServerIPhone::virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect, bool p_multiline, int p_max_length, int p_cursor_start, int p_cursor_end) {
- [AppDelegate.viewController.godotView becomeFirstResponderWithString:p_existing_text];
+ NSString *existingString = [[NSString alloc] initWithUTF8String:p_existing_text.utf8().get_data()];
+
+ [AppDelegate.viewController.keyboardView
+ becomeFirstResponderWithString:existingString
+ multiline:p_multiline
+ cursorStart:p_cursor_start
+ cursorEnd:p_cursor_end];
}
void DisplayServerIPhone::virtual_keyboard_hide() {
- [AppDelegate.viewController.godotView resignFirstResponder];
+ [AppDelegate.viewController.keyboardView resignFirstResponder];
}
void DisplayServerIPhone::virtual_keyboard_set_height(int height) {
diff --git a/platform/iphone/godot_view.h b/platform/iphone/godot_view.h
index 62fa2f5a32..a8f4cb38d9 100644
--- a/platform/iphone/godot_view.h
+++ b/platform/iphone/godot_view.h
@@ -35,7 +35,7 @@ class String;
@protocol DisplayLayer;
@protocol GodotViewRendererProtocol;
-@interface GodotView : UIView <UIKeyInput>
+@interface GodotView : UIView
@property(assign, nonatomic) id<GodotViewRendererProtocol> renderer;
@@ -51,6 +51,4 @@ class String;
- (void)stopRendering;
- (void)startRendering;
-- (BOOL)becomeFirstResponderWithString:(String)p_existing;
-
@end
diff --git a/platform/iphone/godot_view.mm b/platform/iphone/godot_view.mm
index eaf7e962ce..0c50842cfa 100644
--- a/platform/iphone/godot_view.mm
+++ b/platform/iphone/godot_view.mm
@@ -42,7 +42,6 @@ static const int max_touches = 8;
@interface GodotView () {
UITouch *godot_touches[max_touches];
- String keyboard_text;
}
@property(assign, nonatomic) BOOL isActive;
@@ -278,40 +277,6 @@ static const int max_touches = 8;
// MARK: - Input
-// MARK: Keyboard
-
-- (BOOL)canBecomeFirstResponder {
- return YES;
-}
-
-- (BOOL)becomeFirstResponderWithString:(String)p_existing {
- keyboard_text = p_existing;
- return [self becomeFirstResponder];
-}
-
-- (BOOL)resignFirstResponder {
- keyboard_text = String();
- return [super resignFirstResponder];
-}
-
-- (void)deleteBackward {
- if (keyboard_text.length()) {
- keyboard_text.erase(keyboard_text.length() - 1, 1);
- }
- DisplayServerIPhone::get_singleton()->key(KEY_BACKSPACE, true);
-}
-
-- (BOOL)hasText {
- return keyboard_text.length() > 0;
-}
-
-- (void)insertText:(NSString *)p_text {
- String character;
- character.parse_utf8([p_text UTF8String]);
- keyboard_text = keyboard_text + character;
- DisplayServerIPhone::get_singleton()->key(character[0] == 10 ? KEY_ENTER : character[0], true);
-}
-
// MARK: Touches
- (void)initTouches {
diff --git a/platform/iphone/keyboard_input_view.h b/platform/iphone/keyboard_input_view.h
new file mode 100644
index 0000000000..5382a2e9a9
--- /dev/null
+++ b/platform/iphone/keyboard_input_view.h
@@ -0,0 +1,37 @@
+/*************************************************************************/
+/* keyboard_input_view.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#import <UIKit/UIKit.h>
+
+@interface GodotKeyboardInputView : UITextView
+
+- (BOOL)becomeFirstResponderWithString:(NSString *)existingString multiline:(BOOL)flag cursorStart:(NSInteger)start cursorEnd:(NSInteger)end;
+
+@end
diff --git a/platform/iphone/keyboard_input_view.mm b/platform/iphone/keyboard_input_view.mm
new file mode 100644
index 0000000000..1a37403de7
--- /dev/null
+++ b/platform/iphone/keyboard_input_view.mm
@@ -0,0 +1,195 @@
+/*************************************************************************/
+/* keyboard_input_view.mm */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#import "keyboard_input_view.h"
+
+#include "core/os/keyboard.h"
+#include "display_server_iphone.h"
+#include "os_iphone.h"
+
+@interface GodotKeyboardInputView () <UITextViewDelegate>
+
+@property(nonatomic, copy) NSString *previousText;
+@property(nonatomic, assign) NSRange previousSelectedRange;
+
+@end
+
+@implementation GodotKeyboardInputView
+
+- (instancetype)initWithCoder:(NSCoder *)coder {
+ self = [super initWithCoder:coder];
+
+ if (self) {
+ [self godot_commonInit];
+ }
+
+ return self;
+}
+
+- (instancetype)initWithFrame:(CGRect)frame textContainer:(NSTextContainer *)textContainer {
+ self = [super initWithFrame:frame textContainer:textContainer];
+
+ if (self) {
+ [self godot_commonInit];
+ }
+
+ return self;
+}
+
+- (void)godot_commonInit {
+ self.hidden = YES;
+ self.delegate = self;
+
+ [[NSNotificationCenter defaultCenter] addObserver:self
+ selector:@selector(observeTextChange:)
+ name:UITextViewTextDidChangeNotification
+ object:self];
+}
+
+- (void)dealloc {
+ self.delegate = nil;
+ [[NSNotificationCenter defaultCenter] removeObserver:self];
+}
+
+// MARK: Keyboard
+
+- (BOOL)canBecomeFirstResponder {
+ return YES;
+}
+
+- (BOOL)becomeFirstResponderWithString:(NSString *)existingString multiline:(BOOL)flag cursorStart:(NSInteger)start cursorEnd:(NSInteger)end {
+ self.text = existingString;
+ self.previousText = existingString;
+
+ NSRange textRange;
+
+ // Either a simple cursor or a selection.
+ if (end > 0) {
+ textRange = NSMakeRange(start, end - start);
+ } else {
+ textRange = NSMakeRange(start, 0);
+ }
+
+ self.selectedRange = textRange;
+ self.previousSelectedRange = textRange;
+
+ return [self becomeFirstResponder];
+}
+
+- (BOOL)resignFirstResponder {
+ self.text = nil;
+ self.previousText = nil;
+ return [super resignFirstResponder];
+}
+
+// MARK: OS Messages
+
+- (void)deleteText:(NSInteger)charactersToDelete {
+ for (int i = 0; i < charactersToDelete; i++) {
+ DisplayServerIPhone::get_singleton()->key(KEY_BACKSPACE, true);
+ DisplayServerIPhone::get_singleton()->key(KEY_BACKSPACE, false);
+ }
+}
+
+- (void)enterText:(NSString *)substring {
+ String characters;
+ characters.parse_utf8([substring UTF8String]);
+
+ for (int i = 0; i < characters.size(); i++) {
+ int character = characters[i];
+
+ switch (character) {
+ case 10:
+ character = KEY_ENTER;
+ break;
+ case 8198:
+ character = KEY_SPACE;
+ break;
+ default:
+ break;
+ }
+
+ DisplayServerIPhone::get_singleton()->key(character, true);
+ DisplayServerIPhone::get_singleton()->key(character, false);
+ }
+}
+
+// MARK: Observer
+
+- (void)observeTextChange:(NSNotification *)notification {
+ if (notification.object != self) {
+ return;
+ }
+
+ if (self.previousSelectedRange.length == 0) {
+ // We are deleting all text before cursor if no range was selected.
+ // This way any inserted or changed text will be updated.
+ NSString *substringToDelete = [self.previousText substringToIndex:self.previousSelectedRange.location];
+ [self deleteText:substringToDelete.length];
+ } else {
+ // If text was previously selected
+ // we are sending only one `backspace`.
+ // It will remove all text from text input.
+ [self deleteText:1];
+ }
+
+ NSString *substringToEnter;
+
+ if (self.selectedRange.length == 0) {
+ // If previous cursor had a selection
+ // we have to calculate an inserted text.
+ if (self.previousSelectedRange.length != 0) {
+ NSInteger rangeEnd = self.selectedRange.location + self.selectedRange.length;
+ NSInteger rangeStart = MIN(self.previousSelectedRange.location, self.selectedRange.location);
+ NSInteger rangeLength = MAX(0, rangeEnd - rangeStart);
+
+ NSRange calculatedRange;
+
+ if (rangeLength >= 0) {
+ calculatedRange = NSMakeRange(rangeStart, rangeLength);
+ } else {
+ calculatedRange = NSMakeRange(rangeStart, 0);
+ }
+
+ substringToEnter = [self.text substringWithRange:calculatedRange];
+ } else {
+ substringToEnter = [self.text substringToIndex:self.selectedRange.location];
+ }
+ } else {
+ substringToEnter = [self.text substringWithRange:self.selectedRange];
+ }
+
+ [self enterText:substringToEnter];
+
+ self.previousText = self.text;
+ self.previousSelectedRange = self.selectedRange;
+}
+
+@end
diff --git a/platform/iphone/view_controller.h b/platform/iphone/view_controller.h
index 2cc4e4c388..ff76359842 100644
--- a/platform/iphone/view_controller.h
+++ b/platform/iphone/view_controller.h
@@ -32,11 +32,13 @@
@class GodotView;
@class GodotNativeVideoView;
+@class GodotKeyboardInputView;
@interface ViewController : UIViewController
@property(nonatomic, readonly, strong) GodotView *godotView;
@property(nonatomic, readonly, strong) GodotNativeVideoView *videoView;
+@property(nonatomic, readonly, strong) GodotKeyboardInputView *keyboardView;
// MARK: Native Video Player
diff --git a/platform/iphone/view_controller.mm b/platform/iphone/view_controller.mm
index 5d18a72be1..d3969e6b02 100644
--- a/platform/iphone/view_controller.mm
+++ b/platform/iphone/view_controller.mm
@@ -33,6 +33,7 @@
#include "display_server_iphone.h"
#import "godot_view.h"
#import "godot_view_renderer.h"
+#import "keyboard_input_view.h"
#import "native_video_view.h"
#include "os_iphone.h"
@@ -43,6 +44,7 @@
@property(strong, nonatomic) GodotViewRenderer *renderer;
@property(strong, nonatomic) GodotNativeVideoView *videoView;
+@property(strong, nonatomic) GodotKeyboardInputView *keyboardView;
@end
@@ -102,6 +104,10 @@
}
- (void)observeKeyboard {
+ printf("******** setting up keyboard input view\n");
+ self.keyboardView = [GodotKeyboardInputView new];
+ [self.view addSubview:self.keyboardView];
+
printf("******** adding observer for keyboard show/hide\n");
[[NSNotificationCenter defaultCenter]
addObserver:self
@@ -119,6 +125,9 @@
[self.videoView stopVideo];
self.videoView = nil;
+
+ self.keyboardView = nil;
+
self.renderer = nil;
[[NSNotificationCenter defaultCenter] removeObserver:self];
diff --git a/platform/linuxbsd/display_server_x11.cpp b/platform/linuxbsd/display_server_x11.cpp
index e04dde7969..5fa737af8e 100644
--- a/platform/linuxbsd/display_server_x11.cpp
+++ b/platform/linuxbsd/display_server_x11.cpp
@@ -794,7 +794,9 @@ void DisplayServerX11::window_set_title(const String &p_title, WindowID p_window
Atom _net_wm_name = XInternAtom(x11_display, "_NET_WM_NAME", false);
Atom utf8_string = XInternAtom(x11_display, "UTF8_STRING", false);
- XChangeProperty(x11_display, wd.x11_window, _net_wm_name, utf8_string, 8, PropModeReplace, (unsigned char *)p_title.utf8().get_data(), p_title.utf8().length());
+ if (_net_wm_name != None && utf8_string != None) {
+ XChangeProperty(x11_display, wd.x11_window, _net_wm_name, utf8_string, 8, PropModeReplace, (unsigned char *)p_title.utf8().get_data(), p_title.utf8().length());
+ }
}
void DisplayServerX11::window_set_mouse_passthrough(const Vector<Vector2> &p_region, WindowID p_window) {
@@ -1276,7 +1278,9 @@ void DisplayServerX11::_set_wm_fullscreen(WindowID p_window, bool p_enabled) {
hints.flags = 2;
hints.decorations = 0;
property = XInternAtom(x11_display, "_MOTIF_WM_HINTS", True);
- XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ if (property != None) {
+ XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ }
}
if (p_enabled) {
@@ -1303,7 +1307,9 @@ void DisplayServerX11::_set_wm_fullscreen(WindowID p_window, bool p_enabled) {
// set bypass compositor hint
Atom bypass_compositor = XInternAtom(x11_display, "_NET_WM_BYPASS_COMPOSITOR", False);
unsigned long compositing_disable_on = p_enabled ? 1 : 0;
- XChangeProperty(x11_display, wd.x11_window, bypass_compositor, XA_CARDINAL, 32, PropModeReplace, (unsigned char *)&compositing_disable_on, 1);
+ if (bypass_compositor != None) {
+ XChangeProperty(x11_display, wd.x11_window, bypass_compositor, XA_CARDINAL, 32, PropModeReplace, (unsigned char *)&compositing_disable_on, 1);
+ }
XFlush(x11_display);
@@ -1317,7 +1323,9 @@ void DisplayServerX11::_set_wm_fullscreen(WindowID p_window, bool p_enabled) {
hints.flags = 2;
hints.decorations = window_get_flag(WINDOW_FLAG_BORDERLESS, p_window) ? 0 : 1;
property = XInternAtom(x11_display, "_MOTIF_WM_HINTS", True);
- XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ if (property != None) {
+ XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ }
}
}
@@ -1511,7 +1519,9 @@ void DisplayServerX11::window_set_flag(WindowFlags p_flag, bool p_enabled, Windo
hints.flags = 2;
hints.decorations = p_enabled ? 0 : 1;
property = XInternAtom(x11_display, "_MOTIF_WM_HINTS", True);
- XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ if (property != None) {
+ XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ }
// Preserve window size
window_set_size(window_get_size(p_window), p_window);
@@ -3385,7 +3395,9 @@ void DisplayServerX11::set_icon(const Ref<Image> &p_icon) {
pr += 4;
}
- XChangeProperty(x11_display, wd.x11_window, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (unsigned char *)pd.ptr(), pd.size());
+ if (net_wm_icon != None) {
+ XChangeProperty(x11_display, wd.x11_window, net_wm_icon, XA_CARDINAL, 32, PropModeReplace, (unsigned char *)pd.ptr(), pd.size());
+ }
if (!g_set_icon_error) {
break;
@@ -3478,7 +3490,9 @@ DisplayServerX11::WindowID DisplayServerX11::_create_window(WindowMode p_mode, u
{
const long pid = OS::get_singleton()->get_process_id();
Atom net_wm_pid = XInternAtom(x11_display, "_NET_WM_PID", False);
- XChangeProperty(x11_display, wd.x11_window, net_wm_pid, XA_CARDINAL, 32, PropModeReplace, (unsigned char *)&pid, 1);
+ if (net_wm_pid != None) {
+ XChangeProperty(x11_display, wd.x11_window, net_wm_pid, XA_CARDINAL, 32, PropModeReplace, (unsigned char *)&pid, 1);
+ }
}
long im_event_mask = 0;
@@ -3526,7 +3540,9 @@ DisplayServerX11::WindowID DisplayServerX11::_create_window(WindowMode p_mode, u
/* set the titlebar name */
XStoreName(x11_display, wd.x11_window, "Godot");
XSetWMProtocols(x11_display, wd.x11_window, &wm_delete, 1);
- XChangeProperty(x11_display, wd.x11_window, xdnd_aware, XA_ATOM, 32, PropModeReplace, (unsigned char *)&xdnd_version, 1);
+ if (xdnd_aware != None) {
+ XChangeProperty(x11_display, wd.x11_window, xdnd_aware, XA_ATOM, 32, PropModeReplace, (unsigned char *)&xdnd_version, 1);
+ }
if (xim && xim_style) {
// Block events polling while changing input focus
@@ -3557,20 +3573,25 @@ DisplayServerX11::WindowID DisplayServerX11::_create_window(WindowMode p_mode, u
hints.flags = 2;
hints.decorations = 0;
property = XInternAtom(x11_display, "_MOTIF_WM_HINTS", True);
- XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ if (property != None) {
+ XChangeProperty(x11_display, wd.x11_window, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
+ }
}
if (wd.menu_type) {
// Set Utility type to disable fade animations.
Atom type_atom = XInternAtom(x11_display, "_NET_WM_WINDOW_TYPE_UTILITY", False);
Atom wt_atom = XInternAtom(x11_display, "_NET_WM_WINDOW_TYPE", False);
-
- XChangeProperty(x11_display, wd.x11_window, wt_atom, XA_ATOM, 32, PropModeReplace, (unsigned char *)&type_atom, 1);
+ if (wt_atom != None && type_atom != None) {
+ XChangeProperty(x11_display, wd.x11_window, wt_atom, XA_ATOM, 32, PropModeReplace, (unsigned char *)&type_atom, 1);
+ }
} else {
Atom type_atom = XInternAtom(x11_display, "_NET_WM_WINDOW_TYPE_NORMAL", False);
Atom wt_atom = XInternAtom(x11_display, "_NET_WM_WINDOW_TYPE", False);
- XChangeProperty(x11_display, wd.x11_window, wt_atom, XA_ATOM, 32, PropModeReplace, (unsigned char *)&type_atom, 1);
+ if (wt_atom != None && type_atom != None) {
+ XChangeProperty(x11_display, wd.x11_window, wt_atom, XA_ATOM, 32, PropModeReplace, (unsigned char *)&type_atom, 1);
+ }
}
_update_size_hints(id);
@@ -3852,6 +3873,10 @@ DisplayServerX11::DisplayServerX11(const String &p_rendering_driver, WindowMode
(screen_get_size(0).width - p_resolution.width) / 2,
(screen_get_size(0).height - p_resolution.height) / 2);
WindowID main_window = _create_window(p_mode, p_flags, Rect2i(window_position, p_resolution));
+ if (main_window == INVALID_WINDOW_ID) {
+ r_error = ERR_CANT_CREATE;
+ return;
+ }
for (int i = 0; i < WINDOW_FLAG_MAX; i++) {
if (p_flags & (1 << i)) {
window_set_flag(WindowFlags(i), true, main_window);
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp
index cbe6c6bdb9..77ac3d6702 100644
--- a/scene/gui/text_edit.cpp
+++ b/scene/gui/text_edit.cpp
@@ -1559,7 +1559,19 @@ void TextEdit::_notification(int p_what) {
}
if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_VIRTUAL_KEYBOARD) && virtual_keyboard_enabled) {
- DisplayServer::get_singleton()->virtual_keyboard_show(get_text(), get_global_rect(), true);
+ String text = _base_get_text(0, 0, selection.selecting_line, selection.selecting_column);
+ int cursor_start = text.length();
+ int cursor_end = -1;
+
+ if (selection.active) {
+ String selected_text = _base_get_text(selection.from_line, selection.from_column, selection.to_line, selection.to_column);
+
+ if (selected_text.length() > 0) {
+ cursor_end = cursor_start + selected_text.length();
+ }
+ }
+
+ DisplayServer::get_singleton()->virtual_keyboard_show(get_text(), get_global_rect(), true, -1, cursor_start, cursor_end);
}
} break;
case NOTIFICATION_FOCUS_EXIT: {
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 39ef6eeafa..07de202cc8 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -498,7 +498,7 @@ Error StreamTexture2D::_load_data(const String &p_path, int &tw, int &th, int &t
ERR_FAIL_COND_V(image.is_null(), ERR_INVALID_PARAMETER);
FileAccess *f = FileAccess::open(p_path, FileAccess::READ);
- ERR_FAIL_COND_V(!f, ERR_CANT_OPEN);
+ ERR_FAIL_COND_V_MSG(!f, ERR_CANT_OPEN, vformat("Unable to open file: %s.", p_path));
uint8_t header[4];
f->get_buffer(header, 4);
@@ -893,7 +893,7 @@ Image::Format StreamTexture3D::get_format() const {
Error StreamTexture3D::_load_data(const String &p_path, Vector<Ref<Image>> &r_data, Image::Format &r_format, int &r_width, int &r_height, int &r_depth, bool &r_mipmaps) {
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ);
- ERR_FAIL_COND_V(!f, ERR_CANT_OPEN);
+ ERR_FAIL_COND_V_MSG(!f, ERR_CANT_OPEN, vformat("Unable to open file: %s.", p_path));
uint8_t header[4];
f->get_buffer(header, 4);
@@ -2325,7 +2325,7 @@ Error StreamTextureLayered::_load_data(const String &p_path, Vector<Ref<Image>>
ERR_FAIL_COND_V(images.size() != 0, ERR_INVALID_PARAMETER);
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ);
- ERR_FAIL_COND_V(!f, ERR_CANT_OPEN);
+ ERR_FAIL_COND_V_MSG(!f, ERR_CANT_OPEN, vformat("Unable to open file: %s.", p_path));
uint8_t header[4];
f->get_buffer(header, 4);
diff --git a/servers/rendering/rendering_server_canvas.cpp b/servers/rendering/rendering_server_canvas.cpp
index 4480b79f75..5a12be5659 100644
--- a/servers/rendering/rendering_server_canvas.cpp
+++ b/servers/rendering/rendering_server_canvas.cpp
@@ -115,7 +115,7 @@ void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transfo
Rect2 rect = ci->get_rect();
Transform2D xform = ci->xform;
if (snapping_2d_transforms_to_pixel) {
- xform.elements[2].floor();
+ xform.elements[2] = xform.elements[2].floor();
}
xform = p_transform * xform;