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* SCons: Fix debug_symbols tests after switch to BoolVariableRémi Verschelde2021-02-081-1/+1
| | | | | | Bug introduced in #45679. Fixes part of #45816.
* Remove `debug_symbols=full` in favor of `debug_symbols=yes`Hugo Locurcio2020-11-091-1/+1
| | | | | | | | `debug_symbols=yes` will now behave like `debug_symbols=full` did before. The difference in compressed file sizes is not that large, which means there isn't much point in having two different values. This helps make the buildsystem easier to understand.
* Add all headers to VS ProjectBartłomiej T. Listwon2020-09-271-3/+3
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* SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-301-5/+5
| | | | | | | | | | | | | | | | | | | | | Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
* Separate DisplayServer from OS on WindowsJuan Linietsky2020-03-261-0/+1
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* Remove incomplete battery status/power APIRémi Verschelde2020-02-141-1/+0
| | | | | | | | | | | It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
* Add runtime GLES2 / Vulkan context selection.bruvzg2020-02-111-6/+3
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* Add static Vulkan loader.bruvzg2020-02-111-1/+5
| | | | | Initial Vulkan support for Windows. Initial Vulkan support for macOS.
* iOS modular build and export implementation.bruvzg2019-12-011-1/+0
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* Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-151-0/+1
| | | | | | 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.
* Platform: Ensure classes match their header filenameRémi Verschelde2019-02-121-6/+5
| | | | | | | | | | | | | | | | | | | | 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`
* SCons: Build thirdparty code in own env, disable warningsRémi Verschelde2018-09-281-3/+1
| | | | | Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
* Initial version of VS natvis fileelasota2018-09-171-0/+1
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* Fix bad res file include in VS project and simplify a bitelasota2018-09-011-5/+6
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* Running builder (content generator) functions in subprocesses on WindowsViktor Ferenczi2018-07-271-10/+3
| | | | | | | | | | | | | | | | | | | | | - Refactored all builder (make_*) functions into separate Python modules along to the build tree - Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere - Introduced stub to use the builders module as a stand alone script and invoke a selected function There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp) on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky builds. Running all such content generators in a new subprocess instead of directly inside the build script works around the issue. Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle. Suggested workaround did not fully work either. Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of running a cross-compilation on Windows they would still be used, but likely it will not happen in practice. What counts is that the build itself is running on which platform, not the target platform. Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
* PEP3101 applied with changing old type string formatting as new onesBTaskaya2018-02-141-3/+3
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* Make separate debug symbols opt-inHein-Pieter van Braam2018-01-261-1/+1
| | | | | | | This adds a separate_debug_symbols option to the x11, windows, and osx targets. This will default to adding normal debugging symbols to the artifacts and only splits them when separate_debug_symbols=yes on the Scons command line.
* Rename the debug symbol files to .debugsymbolsHein-Pieter van Braam2017-12-161-2/+2
| | | | Some users were confused by the '.debug' suffix for the symbols.
* Move windows networking class to drivers/windows/Fabio Alessandrelli2017-12-151-3/+0
| | | | | Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and StreamPeerWinsock to StreamPeerTCPWinsock.
* Use MinGW specific binutils for debug symbols separationbruvzg2017-12-111-3/+8
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* disable caching for targets using helper functionsRhody Lugo2017-11-281-2/+1
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* use the same cache for all branches for appveyorRhody Lugo2017-11-281-2/+3
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* Merge pull request #11568 from endragor/loggersAndreas Haas2017-10-021-0/+1
|\ | | | | Extract logging logic
| * Extract logging logicRuslan Mustakov2017-09-251-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
* | Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade2017-09-251-1/+1
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* Create separate debug info files by defaultHein-Pieter van Braam2017-09-161-1/+10
| | | | | | | | | | | | | | | | | | | | | | Now that we have a built-in stacktrace on a segfault it would be useful to have debug information on debug_release builds so that bugreports can include this information. Without this debug info we will still get function names in the backtrace but not file location. This commit will by default build all targets with minimal debug info and then strip the information into separate files. On MacOS this is a .dSYM file, on Linux/MingW this is a .debug file. MacOSX will automatically load a dSYM file if it exists in its debugger. On Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends will automatically find the debug symbols if they exist. Existing workflow for developers does not change at all, except that we now create two instead of one build artifact by default. This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW targets. The default is 'yes' which corresponds to -g1. The alternatives are 'no' (don't generate debug infos at all) or 'full' which runs with -g2. A target=debug build will now build with -g3.
* Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez2017-09-131-1/+2
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* Add API to access battery power stateJulian Murgia2017-03-041-0/+1
| | | | | | | | | | | | | | Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
* Finish replacement of joystick by joypadRémi Verschelde2017-01-081-1/+1
| | | | Some parts were forgotten in 547a577.
* style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-11/+11
| | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | Also switch existing shebangs to "better" /usr/bin/env python.
* Better fix for visual studio project generation.Peace Sells2016-01-061-1/+1
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* Better gamepad supporthondres2015-12-181-0/+1
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* -work in progress resourceparser and .tscn parser. Still non-functionalJuan Linietsky2015-11-241-5/+5
| | | | | -fixed theora so it can compile theoralib but not theora -fixed generation of windows icon in .rc, which didn't previously work in 32 bits
* Add icon to exe file in windows exportmasoud bh2015-11-091-1/+7
| | | | | | | | | add version_info and icon sections in "export to windows platform". add version_info and icon to godot exe file (editor & template exe). fix an problem in image class. change all default icons to android export icon (a little more rounded). create an python script for convert file to cpp byte array for use in 'splash.h'.
* Added Visual Studio project generation. Use "vsproj=yes" in command line. ↵Antony Jones2015-05-031-0/+6
| | | | This does not set up NMAKE properly.
* 3D Import Import & UDPJuan Linietsky2014-11-121-0/+1
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* Fix windows build issue by moving libraries from LIBS to LINKFLAGS; Remove ↵marynate2014-10-081-1/+1
| | | | redundant .exe surfix on windows
* Build System ChangesJuan Linietsky2014-10-071-1/+1
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+13