Commit Graph

40 Commits

Author SHA1 Message Date
bruvzg 78caaf3717
[macOS] Fix missing mouse exit events on window close. 2023-08-09 10:23:57 +03:00
Yuri Sizov 0c2399d6ec Merge pull request #63826 from deakcor/dev_clipboard
Add `clipboard_has/get_image` methods to DisplayServer
2023-07-27 15:22:16 +02:00
Vincent D c13e3a9fb0 add clipboard get image methods for windows and macos
Co-Authored-By: RedworkDE <10944644+RedworkDE@users.noreply.github.com>
Co-Authored-By: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-07-17 23:47:27 +02:00
bruvzg 4790da7900
[macOS] Implement optional native file selection dialog support for sandboxed apps. 2023-07-12 22:36:24 +03:00
Yuri Sizov ff689003a5 Merge pull request #77993 from bruvzg/key_lbl_from_p
Implement DisplayServer.keyboard_get_label_from_physical method.
2023-07-12 21:02:37 +02:00
bruvzg 28db3c7158 [DisplayServer] Add method to check if native window is focused. 2023-06-16 10:27:52 +03:00
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00
bruvzg 08e8ff371d
Implement keyboard_get_label_from_physical method. 2023-06-08 10:13:31 +03:00
Rémi Verschelde 265c70a369
Merge pull request #75142 from bruvzg/scr
[DisplayServer] Implement screen_get_image method for LinuxBSD/X11, macOS and Windows.
2023-05-16 10:48:16 +02:00
HolonProduction ddcb2d157d Don't expose mac specific display server. 2023-05-11 11:02:08 +02:00
bruvzg 520a8d8ed2
Add project manager / editor initial screen settings, implement DisplayServer.get_keyboard_focus_screen method. 2023-04-19 08:54:53 +03:00
bruvzg 48730e3b77
[macOS] Fix infinite loop caused by global menu callbacks which trigger EditorProgress dialog. 2023-03-23 13:38:12 +02:00
bruvzg ab94024ce1
[DisplayServer] Implement screen_get_image method for LinuxBSD/X11, macOS and Windows. 2023-03-20 14:58:21 +02:00
bruvzg e7647b5ee5
[DisplayServer] Implement screen_get_pixel method for LinuxBSD/X11, macOS and Windows. 2023-03-01 09:32:23 +02:00
bruvzg daad4aed62
Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23 15:08:12 +02:00
bruvzg 34b34b104c
Add `WINDOW_FLAG_MOUSE_PASSTHROUGH` flag and enabled it for tooltips. Expose `window_set_mouse_passthrough` to `Window`. 2023-01-16 11:42:49 +02:00
Juan Linietsky 2b815df3c1 Use BitField<> in core type masks
* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
2023-01-08 22:17:40 +01:00
bruvzg 2718a7b7d3
Add support for the custom initial screen for the main window, fix primary screen detection. 2023-01-07 11:14:35 +02:00
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
bruvzg f7955633de
Improve `window_set_current_screen` and fix secondary window initial mode and positions. 2022-12-29 09:43:39 +02:00
bruvzg edf13eb5a6
Rename `window_get_real_size` to `window_get_size_with_decorations`, add `window_get_position_with_decorations`. 2022-12-07 11:07:30 +02:00
bruvzg c2b061dec3
[macOS] Dynamically attach and detach transient windows to allow them to stay on top of parent and can be moved to another screen. 2022-11-21 10:11:14 +02:00
bruvzg 964d8b2d00
[macOS] Add exclusive fullscreen mode with Dock and Menu disabled. 2022-11-14 07:57:22 +02:00
Wei Guo d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
bruvzg 73430f292b
[macOS] Fix window button position and title bar size when editor scale do not match OS UI scale. 2022-10-10 10:32:41 +03:00
bruvzg b66931946b
[macOS] Process menu callback after event processing step to avoid event queue corruption. 2022-09-24 23:57:24 +03:00
bruvzg cdfa50dbe9
[macOS] Improve "extended to title" transition to / from fullscreen. 2022-09-21 11:21:48 +03:00
bruvzg 0ed4cc6287
[macOS] Add an option to align window buttons in "extend to title" mode. 2022-09-20 12:55:59 +03:00
Rémi Verschelde d79040e7eb Merge pull request #65496 from MinusKube/popup-capture-mouse-bug
Fix MOUSE_MODE_CAPTURED not working correctly with popups
2022-09-16 09:23:40 +02:00
bruvzg 734b89124e
[macOS] Fix redraw lag at the edge of the resizing window. 2022-09-15 17:08:12 +03:00
MinusKube 06b86fad0d Fix MOUSE_MODE_CAPTURED not working correctly with popups 2022-09-07 19:31:57 +02:00
Rémi Verschelde f81a4b2478 Merge pull request #65026 from bruvzg/dark_mode 2022-09-02 13:54:46 +02:00
bruvzg b85a4c5d79
[macOS] Handle accelerator and click events of the global menu items separately. 2022-09-01 08:13:56 +03:00
bruvzg 629ae58a80
Add support for system dark mode and accent color detection (macOS and Windows). Add support for dark mode title bar on Windows. 2022-08-31 11:37:01 +03:00
bruvzg bc4ba6cb78
[macOS] Extend editor contents to the window titlebar for better space usage. 2022-08-26 15:12:43 +03:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
bruvzg 8c56a7416b
Implement `MenuBar` control to wrap `PopupMenu`s or native menu, use native menu for editor. 2022-08-18 22:25:44 +03:00
bruvzg 944779a132
Implement `screen_is_kept_on` for macOS. 2022-08-05 13:14:13 +03:00
bruvzg 2f9be29c73
Implement `screen_set_keep_on` for macOS 2022-08-04 10:38:26 +03:00
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00