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* UWP: Remove platform port, needs to be redone from scratch for 4.xRémi Verschelde2023-09-071-56/+0
| | | | | | | | | | | The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
* Style: Harmonize header includes in platform portsRémi Verschelde2023-06-081-1/+2
| | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
* Extract editor run toolbar into its own componentYuri Sizov2023-04-191-0/+1
| | | | | | | | - Simplify and update its logic. - Simplify EditorScript. - Improve EditorNode and other relevant includes. - Fix scene-based path in the movie writer when reloading a scene.
* [Export] Add readable descriptions and validation warnings to the export ↵bruvzg2023-04-191-0/+4
| | | | options.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Extract EditorResourceConversionPlugin into its own source files and clean ↵Yuri Sizov2022-07-311-0/+1
| | | | up editor includes
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Split uwp platform export template into multiple filesSergey Minakov2021-08-121-1402/+1
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* Misc cleanup of header includesRémi Verschelde2021-07-151-1/+0
| | | | | Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-2/+2
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* UWP: Keep upstream names for capabilities preset settings to avoid mismatchGromph2021-06-171-3/+3
| | | | | | | | | | | | | The previous code used `camelcase_to_underscore` to prettify the names for display in the export preset, but it leads to inconsistencies if we don't make sure to do the reverse operation when writing to the `AppxManifest.xml`. It's simpler to keep the same names as in the manifest, which is also what users will see referenced in MS documentation. Fixes #47900. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-2/+2
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Implement shader cachingreduz2021-05-311-3/+3
| | | | | | | | | | | | * Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
* Rename File::get_len() get_length()Marcel Admiraal2021-05-251-3/+3
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* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-271-1/+1
| | | | | | | | We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
* Fix EditorExportPlugin _export_begin and _export_end functions not being ↵Gromph2021-04-141-0/+2
| | | | | | called when exporting UWP in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
* Rename Texture.get_data() to get_image()Marcel Admiraal2021-03-281-10/+10
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* CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde2021-01-121-1/+1
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* Split OS::execute into two methodsMarcel Admiraal2021-01-091-1/+1
| | | | | 1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-6/+6
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* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-4/+2
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* Export: Reorder options for consistency across platformsRémi Verschelde2020-11-201-3/+3
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-3/+3
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+2
| | | | Removed make_binders and the old style generated binders.
* Fixed an issue in UWP export caused by duplicate entry for extensions in ↵unknown2020-10-081-1/+1
| | | | content types file.
* Adds PCK encryption support (using script encryption key for export).bruvzg2020-09-051-1/+1
| | | | Change default encryption mode from ECB to CFB.
* Add override keywords.Marcel Admiraal2020-07-101-10/+10
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* Export: Rename 'Windows Universal' to 'UWP'Rémi Verschelde2020-06-191-2/+2
| | | | | It's otherwise too easy to be confused between 'Windows Desktop' (Win32) and 'Windows Universal' (UWP).
* Simplify some code in platform/uwp/exportAaron Franke2020-06-111-17/+1
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-35/+58
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-42/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-14/+8
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* New lightmapperJuan Linietsky2020-05-101-23/+23
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-13/+26
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Replace NULL with nullptrlupoDharkael2020-04-021-18/+18
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* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Merge pull request #35886 from doot24/fix_#35871Rémi Verschelde2020-02-061-1/+1
|\ | | | | Fixed Godot not recognising 150x150 icon for uwp export #35871
| * fixed godot not recognising 150x150 icon for uwp exportD00T242020-02-031-1/+1
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* | Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-3/+3
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* Export: Improve usability of command line interfaceRémi Verschelde2020-01-071-31/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Fix inverted value check in UWP export packagerGeorge Marques2019-11-251-1/+1
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* [UWP] [Export] added additional checks for blank valuespiratesephiroth2019-11-091-0/+10
| | | | | `Short Name` and `Publisher Display Name` are mandatory. You can't even sign the app package without them in the manifest.
* Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde2019-09-251-1/+1
|\ | | | | Added some obvious errors explanations
| * Added some obvious errors explanationsqarmin2019-09-251-1/+1
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* | Changed some code found by Clang Tidy and Coverityqarmin2019-09-221-4/+4
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* Move CryptoCore to it's own folder.Fabio Alessandrelli2019-08-191-1/+1
| | | | Crypto classes will be placed in core/crypto.
* Export: Remove temp files from cache after exportRémi Verschelde2019-08-121-36/+21
| | | | | | | | | So far we left most temporary files lying around, so this attempts to fix that. I added a helper method to DirAccess to factor out the boilerplate of creating a DirAccess, checking if the file exists, remove it or print an error on failure.
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner2019-08-091-8/+4
| | | | "modules/gdnative", "modules/gdscript" directories.