Commit Graph

136 Commits

Author SHA1 Message Date
Marcelo Fernandez abbf821ddf Fix get_screen_* funcs returning old values after resolution changes on OS X 2017-07-28 18:08:57 -03:00
bruvzg 3220fee6b2 Fix is_window_fullscreen() and set_window_fullscreen() behaviour after window has entered/left full-screen mode via green zoom button.
Fix get/set_current_screen & set_window_maximized.
2017-07-27 10:05:33 +03:00
Juan Linietsky 25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Marcelo Fernandez a9c5895c16 Implemented borderless fullscreen code on OSX. 2017-07-02 23:40:44 -03:00
Marcelo Fernandez fd7976ddd7 Implemented borderless window code for OSX. 2017-06-27 16:57:28 -03:00
Juan Linietsky bcc435094d Restired multithread support in OSX and Windows, should stop the crashes. 2017-06-10 10:15:33 -03:00
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
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
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 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
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
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
BastiaanOlij cef0ae5d5d Fix compile errors related to audio on OSX 2017-01-16 20:32:44 +11:00
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
Juan Linietsky 547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
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 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
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
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
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
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
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
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
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Ariel m 7c1d516c01 fullscreen thing 2015-04-02 01:32:02 -03:00
steve a6f6bd85f9 fixed build error on OSX from new WM code 2015-03-23 22:07:03 -07:00
Rhody Lugo d046bd88ad OS X: Add keyboard layout detection and fix build 2015-01-08 02:56:27 -04:30
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 911914adad mouse_mode implementation on OS X 2014-06-26 22:14:37 +10:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00