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* Remove obsolete GLES3 backendRémi Verschelde2020-02-133-56/+16
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Custom material support seems complete.Juan Linietsky2020-02-111-1/+1
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* Texture refactorJuan Linietsky2020-02-112-2/+2
| | | | | | | | -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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* Merge pull request #35438 from MadEqua/virtual-keyboard-line-editRémi Verschelde2020-01-232-2/+2
|\ | | | | Android virtual keyboard respecting LineEdit max length.
| * Android virtual keyboard respecting LineEdit max length.Bruno Lourenço2020-01-232-2/+2
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* | Make `OS.execute()` blocking by default if not specifiedHugo Locurcio2020-01-231-1/+1
|/ | | | | This makes `OS.execute()` calls quicker to set up when calling programs in a blocking fashion.
* 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 Verschelde2020-01-0115-30/+30
| | | | | | | | | | | 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.
* iOS modular build and export implementation.bruvzg2019-12-012-8/+0
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* Fix inverted value check in UWP export packagerGeorge Marques2019-11-251-1/+1
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* pcre2: Use scons option to disable JIT on some platformsRémi Verschelde2019-11-201-0/+1
| | | | | | | | Third-party platforms (e.g. console ports) need to be able to disable JIT support in the regex module too, so it can't be hardcoded in the module SCsub. This is cleaner this way anyway. Fixes #19316.
* [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.
* Merge pull request #31266 from ↵Rémi Verschelde2019-08-141-3/+0
|\ | | | | | | | | IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments
| * Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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* | 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 Hübner2019-08-092-15/+6
| | | | "modules/gdnative", "modules/gdscript" directories.
* Fix some code found by Coverity Scan and PVS Studioqarmin2019-07-231-1/+3
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* SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde2019-07-031-7/+7
| | | | | | | | It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
* CryptoCore class to access to base crypto utils.Fabio Alessandrelli2019-07-021-9/+5
| | | | | | | | | | | | | | | | | | Godot core needs MD5/SHA256/AES/Base64 which used to be provided by separate libraries. Since we bundle mbedtls in most cases, and we can easily only include the needed sources if we so desire, let's use it. To simplify library changes in the future, and better isolate header dependencies all functions have been wrapped around inside a class in `core/math/crypto_base.h`. If the mbedtls module is disabled, we only bundle the needed source files independently of the `builtin_mbedtls` option. If the module is enabled, the `builtin_mbedtls` option works as usual. Also remove some unused headers from StreamPeerMbedTLS which were causing build issues.
* Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-152-0/+9
| | | | | | This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
* Fix memory leak after closing filesqarmin2019-06-051-4/+0
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* added a const keyword for a methods that return constant literal...hbina0852019-05-212-2/+2
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* Allow project export to be canceledGeorge Marques2019-05-181-14/+32
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* Fix OS_UWP::execute's signature after cd4449eRémi Verschelde2019-05-162-2/+2
| | | | Same as #28919.
* SCons: Always use env.Prepend for CPPPATHRémi Verschelde2019-04-301-2/+2
| | | | | | Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
* SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGSRémi Verschelde2019-04-241-12/+15
| | | | | | | | | | | | | | | | | | | | | | | Many contributors (me included) did not fully understand what CCFLAGS, CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them in the way they are intended to be. As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html - CCFLAGS: General options that are passed to the C and C++ compilers. - CFLAGS: General options that are passed to the C compiler (C only; not C++). - CXXFLAGS: General options that are passed to the C++ compiler. By default, this includes the value of $CCFLAGS, so that setting $CCFLAGS affects both C and C++ compilation. - CPPFLAGS: User-specified C preprocessor options. These will be included in any command that uses the C preprocessor, including not just compilation of C and C++ source files [...], but also [...] Fortran [...] and [...] assembly language source file[s]. TL;DR: Compiler options go to CCFLAGS, unless they must be restricted to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to CPPFLAGS.
* Add Input::get_current_cursor_shapeGuilherme Felipe2019-04-152-0/+6
| | | | [Clean up] Removed unused/unnecessary methods.
* Merge pull request #27067 from shartte/remove-context-glRémi Verschelde2019-04-071-11/+10
|\ | | | | Remove ContextGL
| * Remove ContextGL since as an abstraction it's unused.Sebastian Hartte2019-04-061-11/+10
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* | Remove unused importsHendrikto2019-04-061-3/+0
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* Enable warnings=extra on clang and GCC testers.marxin2019-04-021-1/+1
| | | | And remove 2 warnings from warnings=extra.
* Fix directory check when exporting projectvolzhs2019-03-061-1/+1
| | | | Fix #26702
* Merge pull request #26633 from akien-mga/driver-fallback-etcRémi Verschelde2019-03-061-2/+2
|\ | | | | Disable driver fallback to GLES2 by default
| * Disable driver fallback to GLES2 by defaultRémi Verschelde2019-03-051-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569.
* | Fixes misleading error message when trying to exportRicardo Lüders2019-03-051-0/+4
|/ | | | | | | This patch fixes the misleading error message when users try to "export all" into an invalid destination path. Closes #26539
* -Remove harcoded opengl extension testing from OS, ask rasterizer instead.Juan Linietsky2019-02-261-1/+1
| | | | -Fixed a bug where etc textures were imported broken
* Fix compiling with use_mingw flag on WindowsMarcelo Fernandez2019-02-191-1/+0
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* Merge pull request #25842 from marcelofg55/windows_timezoneRémi Verschelde2019-02-131-1/+3
|\ | | | | Fix get_time_zone_info returning inverted bias on Windows/UWP
| * Fix get_time_zone_info returning inverted bias on Windows/UWPMarcelo Fernandez2019-02-131-1/+3
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* | Platform: Ensure classes match their header filenameRémi Verschelde2019-02-129-134/+135
|/ | | | | | | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h`
* Added set_environment to OS classIgnacio Etcheverry2019-02-032-0/+6
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* ExportDialog: Make error messages translatableRémi Verschelde2019-01-211-13/+13
| | | | Also fix missing newlines that caused #24202.
* Fixed a typo in 'uwp_device_capabilites'M. Huri2019-01-191-3/+3
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