Commit Graph

322 Commits

Author SHA1 Message Date
toger5 b90df858c1 fixed osx input event 2017-05-22 01:17:57 -07:00
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
BastiaanOlij 63db9a4bee Doing a little bit of cleanup 2017-05-20 09:30:31 +10:00
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
toger5 304a1f5b5a Implemented scrolling factor for smooth trackpad scrolling
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
2017-05-07 14:23:56 +02:00
Sergey Pusnei 8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde 3fd10ff6f0 Style: Apply clang-format (3.9.1) to Obj-C++ files 2017-04-09 14:44:52 +02:00
BastiaanOlij 5c2ddb299b Formatting of mm files 2017-04-09 21:22:40 +10:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Andreas Haas c0b6756875
Input: Remove usage of platform dependent event IDs.
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-26 15:59:32 +02:00
Julian Murgia 94103c0c02 Add API to access battery power state
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
2017-03-04 18:04:29 +01:00
Rémi Verschelde e837b25f55 Fix missing semicolon in previous commit 2017-02-13 23:46:25 +01:00
Brett-Mitchell 6921e11805 Fix for issue #7766
Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX().  mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE.
2017-02-13 12:55:26 -05:00
BastiaanOlij cef0ae5d5d Fix compile errors related to audio on OSX 2017-01-16 20:32:44 +11:00
Juan Linietsky b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde 93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Rémi Verschelde 5bfa4227b3 Finish replacement of joystick by joypad
Some parts were forgotten in 547a577.
2017-01-08 21:33:37 +01:00
Juan Linietsky 2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
BastiaanOlij 5e717ed8a3 Enabled code that requests an OpenGL 3 context. 2017-01-05 00:05:34 +11:00
BastiaanOlij 55d425807f First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. 2017-01-04 23:34:02 +11:00
Rémi Verschelde 3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Andreas Haas 8c886b9d7a
osx: Support gamepad input.
Fixes #3881

Vibration support is not optimal yet as it doesn't try to emulate the "weak" and "strong" motor strength,
but just takes the parameter with the highest value for the vibration gain.
2016-09-06 00:47:54 +02:00
marcelofg55 bf320fd4ea Crashfix for OSX on Sierra beta 2016-08-09 13:40:14 -03:00
marcelofg55 38de4d24ef Fix set_window_size not setting the correct size on OSX 2016-08-02 22:30:19 -03:00
GungnirInd 2c1a74fb3a Implement OS.request_attention() for OSX (#5662)
Keeps bouncing icon until user focuses window
2016-07-21 17:30:20 +02:00
Keyaku 072da51f20 Added alert() functionality for OS X 2016-06-22 16:58:31 +01:00
marcelofg55 76ab7d3886 Right click->Quit on the godot icon will now close the application on OSX.
Fixed get_window_position that missed a return on OSX.
2016-06-04 12:35:00 -03:00
marcelofg55 4e0f2389c3 Merge remote-tracking branch 'upstream/master' 2016-06-02 18:56:28 -03:00
Juan Linietsky 344a39dafd Implemented file drop support in OSX 2016-05-31 01:27:48 -03:00
marcelofg55 bb223869e0 Key modifiers (Ctrl, Alt, Meta and Shift) may be used as Input keys now on OSX 2016-05-31 00:02:14 -03:00
Juan Linietsky 9b1f8230ec -Some fixes to OSX retina scaling for window functions
-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
marcelofg55 b697de92ef OS.get_screen_size now returns the correct value on OSX 2016-05-11 11:44:10 -03:00
Ariel Manzur de3ed61fc5 I think this is ok, "resizable" property might change 2016-04-29 10:54:25 -03:00
Rémi Verschelde 0a5472e697 Remove trailing spaces 2016-04-02 20:26:12 +02:00
hondres 02eddbf7da osx: fix inverted horizontal scrolling 2016-03-07 11:24:27 +01:00
Rémi Verschelde 130f8fa193 Rename KEY_KP_SUBSTRACT to KEY_KP_SUBTRACT
The former name was incorrect in English, though for us latin lovers it's an understandable mistake.
Second part of and closes #3626.
2016-02-17 23:01:27 +01:00
hondres df4faf8f33 support horizontal mouse wheel, use in text editor 2016-02-04 17:16:22 +01:00
George Marques f4a39692b9 Change default window size for desktop
Fix #3149
2016-01-24 17:52:33 -02:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky 586e482a98 -Fix parsing of comments in VariantParser, fixes #3175 2015-12-31 10:25:21 -03:00
santiagopf c8077de714 utf stuff on osx 2015-12-13 22:21:49 -03:00
Juan Linietsky 890b462ffb added rotation and scale support to gui controls 2015-12-12 13:54:26 -03:00
Juan Linietsky cc7880fba5 -added windowed mode with -w, fixes #3020
-changed default windowed resolution to 1280x720
2015-12-12 12:06:53 -03:00
Didier Vandekerckhove d48a1bd22d Added specific get_locale to OSX platform
The default unix get_locale didn’t work. OS X requires a specific one.
2015-10-16 19:42:26 +02:00
Juan Linietsky 82a3304458 Added ability to set custom mouse cursors. Not hardware accelerated yet. 2015-09-24 18:06:15 -03:00
Juan Linietsky cf57a654d7 new editor settings customization of where to run the game from the editor 2015-08-30 23:36:46 -03:00
James McLean 2f33f820e9 Fixed compilation error on MacOS X. 2015-06-22 00:56:49 -04:00
Juan Linietsky 9df77d2765 ability to run 2D physics in a thread
also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Ricardo Pérez 979b931995 Better OS X fullscreen support, without the nasty startup effect 2015-05-06 12:53:55 +02:00
Ricardo Pérez 1d619fad86 Really fixes fullscreen mode in OS X, even during startup 2015-05-05 12:02:47 +02:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Ariel Manzur ebd743f7c2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-02 01:35:12 -03:00
Ariel m 7c1d516c01 fullscreen thing 2015-04-02 01:32:02 -03:00
Juan Linietsky ed2a24ef21 solved color depth issues on osx 2015-04-01 12:39:54 -03:00
steve a6f6bd85f9 fixed build error on OSX from new WM code 2015-03-23 22:07:03 -07:00
greay ef565b9778 fix for “no viable conversion from 'NSPoint' (aka '_NSPoint') to 'CGPoint'” build error on OS X 2015-02-17 19:19:29 -08:00
Juan Linietsky d2f86cc09b fixes to mouse warp
-can warp now from viewport and control, in their respective coordinate
systems
-warp is now local to the window on Windows and OSX.

IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is
in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test!
2015-02-14 19:22:06 -03:00
Rhody Lugo 08cfad00dd Create the test string to detect kb layouts directly from the unicode chars 2015-01-08 10:31:10 -04:30
Rhody Lugo d046bd88ad OS X: Add keyboard layout detection and fix build 2015-01-08 02:56:27 -04:30
Juan Linietsky 1ff0d5c4e5 -attempt to be friendlier on non english keyboards 2015-01-04 22:39:21 -03:00
mikica1986vee 72558b6173 warp_mouse_pos for osx
Just copied windows behavior.
2014-09-25 20:48:38 +02:00
Juan Linietsky 0a557f3bf5 - more fixes on #672 on windows
- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
2014-09-19 21:01:41 -03:00
James Emselle 2482aa1362 Fixed mouse motion events with captured mouse mode in OS X 2014-06-26 22:46:55 +10:00
James Emselle 911914adad mouse_mode implementation on OS X 2014-06-26 22:14:37 +10:00
Kevin Hartman 3974a5e84d OSX current_videomode size is now initialized with correct resolution based on backing store. Fixes issue where content does not correctly fit in window on retina displays. 2014-02-18 22:48:38 -05:00
Juan Linietsky 8c1731b679 -project settings are saved when changed
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in  builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
2014-02-15 21:16:33 -03:00
Juan Linietsky b607687a31 Merge branch 'master' of https://github.com/okamstudio/godot 2014-02-13 18:06:53 -03:00
Juan Linietsky 58cda02a38 -fixed export templates not loading/exporting on Windows
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
2014-02-13 18:03:28 -03:00
Jeremy Williams 335d963031 Fix mouse coordinates on OS X retina displays 2014-02-10 22:27:50 -05:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00