Commit Graph

37 Commits

Author SHA1 Message Date
Rémi Verschelde 6a180a6983
Merge pull request #15565 from RandomShaper/adpod-topmost-2.1
Add new window setting: always-on-top (2.1)
2018-02-14 16:43:20 +01:00
Rémi Verschelde 4e46b0b668
Merge pull request #13930 from marcelofg55/center_window_2.1
Added OS::center_window to center the window precisely on desktop platforms
2018-02-14 00:15:07 +01:00
Pedro J. Estébanez f43981e9a6 Implement always-on-top for MacOS
Courtesy of @bruvzg.
2018-01-30 20:40:12 +01:00
Rémi Verschelde 3102dc17ee
Merge pull request #13437 from xsellier/bugfix/mouse-cursor-lag
Implement hardware cursor acceleration for Godot Engine 2.1
2018-01-03 08:36:44 +01:00
Rémi Verschelde 2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00
Xavier Sellier 377fdc1e33 Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
2017-12-15 11:37:36 -05:00
marcelofg55 129e0f34d0 Added OS::center_window to center the window precisely on desktop platforms 2017-12-03 17:13:26 -03:00
Rhody Lugo 75925198be fix window position computations on macOS 2017-11-14 08:59:50 -04:00
Marcelo Fernandez 5cf2fc3a5f Implemented vsync OS functions for OS X 2017-10-23 12:05:42 -03:00
Marcelo Fernandez b0d5596738 Added OS::move_path_to_trash function, implemented only on OS X for now. 2017-09-21 17:45:32 -03:00
Marcelo Fernandez 60cf34b968 Added a crash handler to dump the backtrace on Windows, Linux and OS X 2017-09-19 19:56:24 -03:00
Rémi Verschelde 9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
Marcelo Fernandez fe37afa8df Implemented borderless window functions on OS X 2017-08-14 09:53:05 -03:00
bruvzg 8edc3991fd Duplicate error messages to macOS logging system
(cherry picked from commit 68bf243461)
2017-08-13 20:29:46 +02:00
Marcelo Fernandez 6eedfe4ecb Fix get_screen_* funcs returning old values after resolution changes on OS X 2017-07-30 16:58:00 -03:00
bruvzg 9ea472e810 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.
2017-07-24 22:23:25 +03:00
Rémi Verschelde e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Andreas Haas e88a540b91 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.

(cherry picked from commit 8c886b9d7a)
2016-10-18 18:34:16 +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