Commit Graph

64 Commits

Author SHA1 Message Date
K. S. Ernest (iFire) Lee
71bdbcdfb1 Ability to convert native engine types to JSON and back.
Implements support for all engine types in JSON encoding/decoding

Co-Authored-By: Juan <reduzio@gmail.com>
Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
2024-08-29 10:57:15 -07:00
Aaron Franke
b1f5e9fe3a
Rename internal is_ascii_char to is_ascii_alphabet_char 2024-04-20 02:36:41 -07:00
A Thousand Ships
64146cb7f3
[Core] Add iteration support to Array 2024-04-10 14:49:34 +02:00
RedMser
427b293c7d Disallow invalid escape sequences in JSON.parse 2023-06-30 21:28:36 +02:00
Clay John
610877e326
Merge pull request #72288 from MewPurPur/use-string-repeat
Use `String.repeat()` to optimize several String methods
2023-05-05 09:56:48 -07:00
VolTer
6b84e258d2 Use String.repeat() in more places 2023-05-01 02:27:46 +02:00
Jakub Mateusz Marcowski
0a55a32085
Modify JSON.stringify so that it doesn't create unnecessary empty lines from empty arrays 2023-03-07 10:30:28 +01:00
Juan Linietsky
1aaff63b8f Fixes to JSON as resource
* It was not a resource, hence it was not working to load it as such.
* Changed so, when opened in editor, a parse error will not fail load and the text will be kept.
* This should allow proper editing from within the code editor, including syntax checking and saving files as-is in text.

Partially addresses #66820.

The code editor still needs to be changed for this to work.
2023-01-14 14:41:51 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00
RedMser
de3b1c3fca Add recursion depth check to JSON stringify/parse 2022-09-19 18:22:55 +02:00
Juan Linietsky
2b428daf2b Treat JSON as resource files.
This makes the files ended in ".json" be treated as Godot resources.
This solves two problems:
* Avoid extensions to implement their own handling, which results in conflicts (all must use this one).
* Allow code to still work opening it as a file (since it will not be imported).
2022-09-04 14:01:41 +02:00
kobewi
5947f688fb Make JSON methods static 2022-08-16 14:29:38 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
dd116d7998
Fix check for the first key in JSON stringify from Dictionary code 2021-07-24 21:28:50 -04:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Marcel Admiraal
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
Haoyu Qiu
b3bd54001f Fix json dump and print of circular structure 2021-06-14 20:48:49 +08:00
Heikki Simojoki
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
Rémi Verschelde
6610289fdd
Merge pull request #40804 from naithar/fix/json-parse
JSON parser fix
2021-03-23 13:07:04 +01:00
bruvzg
76b653528d
JSON parser: add UTF-16 surrogate pairs support. 2021-03-01 13:23:12 +02:00
Sergey Minakov
a2676ff810 Core: add EOF check for json parser
Additionally reset parse result if error was found.
2021-02-03 21:10:54 +03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
reduz
5288ff538d Create Variant built-in functions.
-Moved Expression to use this, removed its own.
-Eventually GDScript/VisualScript/GDNative need to be moved to this.
-Given the JSON functions were hacked-in, removed them and created a new JSONParser class
-Made sure these functions appear properly in documentation, since they will be removed from GDScript
2020-11-10 19:31:10 -03:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Aaron Franke
56e2c6c704
Make all String float conversion methods be 64-bit 2020-07-27 18:38:53 -04:00
Adam Bates
8f84dfa91d issue-40396 - Added missing error strings to JSON parsing when array or object is never closed. 2020-07-22 15:06:57 -04:00
Rémi Verschelde
85220fec01 Style: Remove unnecessary semicolons from core
Semicolons are not necessary after function definitions or control flow
blocks, and having some code use them makes things inconsistent (and
occasionally can mess up `clang-format`'s formatting).

Removing them is tedious work though, I had to do this manually (regex
+ manual review) as I couldn't find a tool for that. All other code
folders would need to get the same treatment.
2020-05-19 15:57:56 +02:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde
54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
a845411454 Style: Re-apply clang-format over recent invalid additions 2017-12-10 01:27:02 +01:00
Geequlim
f7168bf217 Add indent and sort keys support for JSON.print 2017-11-07 11:52:45 +08:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
TwistedTwigleg
00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00