Merge pull request #106218 from Nintorch/master

Add support for SDL3 joystick input driver for Windows, Linux and macOS
This commit is contained in:
Thaddeus Crews
2025-06-24 18:34:28 -05:00
330 changed files with 154930 additions and 1561 deletions

View File

@ -194,16 +194,14 @@ opts.Add(
opts.Add(BoolVariable("minizip", "Enable ZIP archive support using minizip", True))
opts.Add(BoolVariable("brotli", "Enable Brotli for decompression and WOFF2 fonts support", True))
opts.Add(BoolVariable("xaudio2", "Enable the XAudio2 audio driver on supported platforms", False))
opts.Add(BoolVariable("vulkan", "Enable the vulkan rendering driver", True))
opts.Add(BoolVariable("vulkan", "Enable the Vulkan rendering driver", True))
opts.Add(BoolVariable("opengl3", "Enable the OpenGL/GLES3 rendering driver", True))
opts.Add(BoolVariable("d3d12", "Enable the Direct3D 12 rendering driver on supported platforms", False))
opts.Add(BoolVariable("metal", "Enable the Metal rendering driver on supported platforms (Apple arm64 only)", False))
opts.Add(BoolVariable("use_volk", "Use the volk library to load the Vulkan loader dynamically", True))
opts.Add(BoolVariable("disable_exceptions", "Force disabling exception handling code", True))
opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "")
opts.Add(BoolVariable("custom_modules_recursive", "Detect custom modules recursively for each specified path.", True))
opts.Add(BoolVariable("accesskit", "Use AccessKit C SDK", True))
opts.Add(("accesskit_sdk_path", "Path to the AccessKit C SDK", ""))
opts.Add(BoolVariable("sdl", "Enable the SDL3 input driver", True))
# Advanced options
opts.Add(
@ -233,6 +231,7 @@ opts.Add("object_prefix", "Custom prefix added to the base filename of all gener
opts.Add(BoolVariable("vsproj", "Generate a Visual Studio solution", False))
opts.Add("vsproj_name", "Name of the Visual Studio solution", "godot")
opts.Add("import_env_vars", "A comma-separated list of environment variables to copy from the outer environment.", "")
opts.Add(BoolVariable("disable_exceptions", "Force disabling exception handling code", True))
opts.Add(BoolVariable("disable_3d", "Disable 3D nodes for a smaller executable", False))
opts.Add(BoolVariable("disable_advanced_gui", "Disable advanced GUI nodes and behaviors", False))
opts.Add(BoolVariable("disable_physics_2d", "Disable 2D physics nodes and server", False))
@ -241,6 +240,8 @@ opts.Add(BoolVariable("disable_navigation_2d", "Disable 2D navigation features",
opts.Add(BoolVariable("disable_navigation_3d", "Disable 3D navigation features", False))
opts.Add(BoolVariable("disable_xr", "Disable XR nodes and server", False))
opts.Add("build_profile", "Path to a file containing a feature build profile", "")
opts.Add("custom_modules", "A list of comma-separated directory paths containing custom modules to build.", "")
opts.Add(BoolVariable("custom_modules_recursive", "Detect custom modules recursively for each specified path.", True))
opts.Add(BoolVariable("modules_enabled_by_default", "If no, disable all modules except ones explicitly enabled", True))
opts.Add(BoolVariable("no_editor_splash", "Don't use the custom splash screen for the editor", True))
opts.Add(
@ -275,6 +276,7 @@ opts.Add(BoolVariable("builtin_msdfgen", "Use the built-in MSDFgen library", Tru
opts.Add(BoolVariable("builtin_glslang", "Use the built-in glslang library", True))
opts.Add(BoolVariable("builtin_graphite", "Use the built-in Graphite library", True))
opts.Add(BoolVariable("builtin_harfbuzz", "Use the built-in HarfBuzz library", True))
opts.Add(BoolVariable("builtin_sdl", "Use the built-in SDL library", True))
opts.Add(BoolVariable("builtin_icu4c", "Use the built-in ICU library", True))
opts.Add(BoolVariable("builtin_libjpeg_turbo", "Use the built-in libjpeg-turbo library", True))
opts.Add(BoolVariable("builtin_libogg", "Use the built-in libogg library", True))