Commit Graph

66 Commits

Author SHA1 Message Date
5371009d8e Object: Remove unused category boilerplate
We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.

Until then, it's better to remove that boilerplate since it's not needed.

Closes #18711.
2022-03-26 15:46:01 +01:00
2f651277da Add static method support to ClassDB
* Based on the work done for Variant in the past.
* Added `ClassDB::bind_static_method`
* Cleaned up ClassDB::bind_method to use variadic templates.

This adds support for having static methods in Object derived classes.
Note that this does not make it work yet in GDScript or Mono and, while it works for GDExtension, GodotCPP needs to be updated.
2022-03-22 16:27:34 +01:00
6c3170e875 Merge pull request #57930 from piiertho/bugfix/add-none-flag-to-resource-saver 2022-03-07 12:05:35 +01:00
f9d4f08090 Fix ResourceSaver::save method exposition flag parameter
enh: Add FLAG_NONE to SaverFlags in ResourceSaver to fix api inconsistency
fix: flags parameter of ResourceSaver::save is now uint32_t to allow flag composition in scripts
2022-03-07 10:39:51 +01:00
ee7cd9a3a1 Add an OS.get_processor_name() method
This method can be used to get the CPU model name.
It can be used in conjunction with
`RenderingServer.get_video_adapter_name()` and
`RenderingServer.get_video_adapter_vendor()` for annotating benchmarks
and automatic graphics quality configuration.
2022-02-15 20:55:53 +01:00
789e648f4d [Debugger] New extensible EngineProfiler class.
Uses GDExtension, replaces old Callable system for profilers, and is
also used internally.
2022-02-06 17:33:45 +01:00
8bdef23f7f Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
ea5bb8b47d [Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
d04c2a554f Improve Directory content navigation 2021-12-10 17:24:04 +01:00
5761b90f3c Add an OS.crash() method for testing system crash handler
This makes it possible to test the system's crash handler without
having to modify engine code or exploit an engine bug.
2021-12-03 22:11:46 +01:00
c558263d84 Expose Thread::get_main_id in core bindings 2021-11-12 19:28:49 -05:00
3c0fdcc8ac Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
0b6b8427c8 [macOS] Add create_instance function to spawn editor copies.
[macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
2021-11-01 11:48:23 +02:00
8a10bb7d0d Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
ce97ddbcb1 Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3
- Use lowercase driver names for the `--rendering-driver`
  command line argument.
2021-10-30 02:05:49 +02:00
5dc02eb8b0 Save all 64 bits of get_ticks_msec() in more cases 2021-10-26 13:58:58 +02:00
f28c677f3d [core_bind] Add is_alive to Thread. Replace is_active with is_started.
Replacing `is_active` resolves an API discrepancy between core_bind Thread and core/os Thread.
2021-10-06 12:47:58 -04:00
97c68514c4 Use Callable in Thread::start 2021-09-25 22:07:13 +09:00
def99c7baf Implement OS::get_locale_language() helper method
This method extracts the 2 or 3-letter language code from `OS::get_locale()`,
making it easier for users to identify the "main" language code for users
that might have different OS locales due to different OS or region, but
should be matched to the same translation (e.g. "generic" Spanish).

Fixes #40703.
2021-09-16 09:34:58 +02:00
d2aef4c439 Expose enum related methods in ClassDB 2021-09-11 20:33:05 +08:00
e2f8df8c5b Add ability to register singletons from engine API
* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
2021-08-25 08:32:25 -03:00
81f7d1890b Namespaces instead of underscore prefix for binds
Thanks to neikeq for the initial work.

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:09 +02:00
3a00ff1cce Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-16 23:11:56 -07:00
937c1a716c Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS,
not rendering FPS.

The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
2021-08-11 02:37:02 +02:00
84f720966c Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
9798d08ac2 [Core] Expose ResourceLoader.get_resource_uid. 2021-08-09 16:26:56 +02:00
3564c16cb8 Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
618eb27e8b Move alert function from DisplayServer to OS. 2021-07-22 21:50:35 +03:00
cca29b78b9 Merge pull request #48359 from Calinou/add-engine-print-error-property 2021-06-20 13:22:08 +02:00
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
d88be9b70c Merge pull request #44806 from madmiraal/consolidate_json
Consolidate JSON, JSONParseResults and JSONParser into JSON
2021-06-19 21:45:34 +02:00
2bafcd3422 Consolidate JSON, JSONParseResults and JSONParser into JSON
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
2021-06-19 08:01:40 +01:00
aa0976f47c Expose OS data directory getter methods
This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
2021-06-19 08:56:20 +02:00
ac73059b56 Merge pull request #49123 from aaronfranke/it-is-time
Add a Time singleton
2021-06-12 22:55:25 +02:00
04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
8d4046929c Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-io
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11 16:51:10 +02:00
6107d9e180 Merge pull request #34566 from Heikki00/34541_to_json_precision
Increased String::num default decimal precision
2021-06-11 15:56:59 +02:00
f64fea1b23 Add Time singleton 2021-06-11 09:32:39 -04:00
9e328bb5b7 Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
b3a962945e Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:17 +01:00
7ab34e1a96 Merge pull request #48889 from Calinou/file-rename-endian-swap
Rename File's `endian_swap` to `big_endian`
2021-06-03 15:19:07 +02:00
bd50006aae Tweak arguments of list_dir_begin() 2021-05-31 12:16:26 +02:00
09a905ca80 Increase String::num default decimal precision
Fixes #34541

Renamed MAX_DIGITS to MAX_DECIMALS, since it only changes the
amount of digits after the decimal point.

Increased MAX_DECIMALS to 32, and made String::num use
MAX_DECIMALS consistently. If -1 is passed as
decimal precision to String::num, it now gets changed to
the correct precision based on the number's magnitude,
instead of using printf default(which is 6)

String::num_real also calculates the correct precision now.

Also made the types used in floating-point math more
consistent in a few places.
2021-05-29 11:24:57 -04:00
da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
12462d9055 Rename File's endian_swap to big_endian
This new name is more consistent with ResourceSaver and StreamPeer.
2021-05-20 14:58:03 +02:00
469fa47e06 Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-17 15:06:19 +02:00
0eb9b414c1 Add Engine.print_error_messages property to disable printing errors
This can be used during unit test suite runs to hide error and warning
messages.

Care should be taken when using this feature, as it can hide important
information if used wrongly.
2021-05-01 23:11:08 +02:00
60d2c1fd47 Remove GDScript bindings for OS.get/set_exit_code, SceneTree.quit(<exit_code>) should be used instead 2021-02-25 18:34:50 +01:00
4c8f5b998f Expose set_environment to GDScript 2021-02-25 23:36:14 +11:00