2286037bc3
removed calls to cursor_set_visible on all platforms fixes #10167
2017-08-08 14:04:22 +02:00
6d213909cb
Merge pull request #10105 from eska014/html5-touch-hint
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Implement OS.has_touchscreen_ui_hint() in HTML5 platform
2017-08-07 14:49:33 +02:00
4775d07977
Merge pull request #10104 from eska014/canvas-mgmt
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Improve HTML5 canvas management
2017-08-07 14:49:16 +02:00
7b7c7c8dc0
Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER
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Closes #7695
2017-08-06 16:26:07 +03:00
bd48f210a1
Improve HTML5 canvas management
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- set_window_maximized hides page content
- Fix sporadic full-screen render-size bug in Chromium
- Smoother resizing for maximized canvas
2017-08-05 05:27:58 +02:00
0c693595d6
Implement touch-screen check in HTML5 platform
2017-07-28 05:39:25 +02:00
401f1098f6
Merge pull request #9770 from eska014/html5-focus
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Implement input focus behavior in HTML5
2017-07-23 13:13:09 +02:00
ca28c068c0
Implement input focus behavior in HTML5
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- Key and mouse events are only consumed if canvas is focused
- NOTIFICATION_WM_MOUSE_ENTER, _MOUSE_EXIT, _FOCUS_IN and _FOCUS_OUT are
emitted
2017-07-22 17:25:15 +02:00
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
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-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
69e0dee983
Fix zipping HTML5 templates when using implicit cache
2017-07-17 03:53:31 +02:00
e91a267a7c
Buildsystem: Improve detect.py readability and fix issues
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Tried to organize the configure(env) calls in sections, using the same order
for all platforms whenever possible.
Apart from cosmetic changes, the following issues were fixed:
- Android: cleanup linkage, remove GLESv1_CM and GLESv2
- iPhone: Remove obsolete "ios_gles22_override" option
- OSX:
* Fix bits detection (default to 64) and remove obsolete "force_64_bits" option
(closes #9449 )
* Make "fat" bits argument explicit
- Server: sync with X11
- Windows: clean up old DirectX 9 stuff
- X11:
* Do not require system OpenSSL for building (closes #9443 )
* Fix typo'ed use_leak_sanitizer option
* Fix .llvm suffix overriding custom extra_suffix
2017-07-01 08:20:51 +02:00
a2fd89bbe2
Hide HTML5 native-run icon without runnable preset
2017-06-27 21:06:43 +02:00
92367968e7
Use custom native-run icons for Android and HTML5
2017-06-27 21:06:26 +02:00
e3998528e0
BuildSystem: generated files have .gen.extension
2017-06-25 07:55:01 +07:00
6f17d41bcf
Update HTML5 platform for new InputEvents
2017-06-19 15:43:46 +02:00
5b3709d309
Removal of InputEvent as built-in Variant type..
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this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
120ce92e32
Merge pull request #8625 from eska014/html5-cursorshape
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HTML5: Cursor style control
2017-05-05 22:52:48 +02:00
0811335fd5
Implement cursor style control in HTML5 platform
2017-05-02 13:31:27 +02:00
9bdc498f90
Merge pull request #8574 from eska014/html5-noglut
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Remove GLUT usage in HTML5 platform
2017-05-02 11:30:01 +02:00
101c542b77
Implement mouse capture and hiding in HTML5 export
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MOUSE_MODE_CONFINED cannot be implemented.
2017-05-02 04:01:34 +02:00
abe09919bf
Fix HTML5 key events
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Regression from 86f5ac3
2017-04-29 04:42:50 +02:00
847bd33fdf
Remove GLUT usage in HTML5 platform
2017-04-28 21:54:44 +02:00
86f5ac3d74
Implement HTML5 touch events
2017-04-26 16:30:22 +02:00
a99b6b2063
Reimplement HTML5 mouse input without GLUT
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Fixes inverted scrolling on Chromium
2017-04-25 14:48:46 +02:00
8589ca3903
Rename [gs]et_pos to [gs]et_position for Controls
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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
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
000e873008
Merge pull request #8191 from eska014/webgl2-export
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WebGL 2 export per WebAssembly or asm.js
2017-03-29 15:21:52 +02:00
7df7e9cc8b
WebGL 2 export per WebAssembly or asm.js
2017-03-29 13:27:43 +02:00
9d28a5e7d9
Merge pull request #8159 from Hinsbart/last_id
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Input: Remove usage of platform dependent event IDs.
2017-03-27 08:52:58 +02:00
d8f32637be
SCons: Add option to toggle warnings (on by default)
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a )
2017-03-26 21:58:37 +02:00
c0b6756875
Input: Remove usage of platform dependent event IDs.
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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
12dd86bba0
Some WebGL 2 and build fixes/clean-up
2017-03-17 15:56:48 +01:00
af020160c6
more html5 fixes
2017-03-14 10:53:46 -03:00
1abf478eb9
Fix web export build
2017-03-10 05:09:54 +01:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
49c065d29c
Refactoring: rename tools/editor/ to editor/
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
94103c0c02
Add API to access battery power state
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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
ffcd954211
Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though
2017-02-22 19:14:21 -03:00
6e1828c958
Fix WebAssembly builds on Windows
2017-02-21 23:21:28 +01:00
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
6e2bf31e5a
Automatically zip web export templates
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Also fix web builds on Windows and clean up
2017-02-20 06:59:19 +01:00
335fdea581
Fix parallel asm.js/WebAssembly builds
2017-02-20 03:44:37 +01:00
f6950956bd
Editor Export Settings Dialog is completed!! Now on to make some exporters..
2017-02-19 23:21:35 -03:00
411ee71b4d
Rename the _MD macro to D_METHOD
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
40e4c1f6ab
Merge pull request #7689 from eska014/webgl2
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Enable WebGL2 in web export, start fixing build
2017-02-02 08:18:42 +01:00
e06edc67c0
Enable WebGL2 in web export, start fixing build
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Will not yet compile
2017-02-01 10:21:04 +01:00
96de0141cc
Removed import/export system, will start new one from scratch.
2017-01-25 21:57:08 -03:00
7b059965e8
Adapt platforms to AudioServer refactoring
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Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00