Rémi Verschelde
b33bf23c6a
Merge pull request #15422 from eska014/html5-logger
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Print without color control sequences in HTML5 platform
2018-01-07 00:30:58 +01:00
Leon Krause
efdca59a03
HTML5: Print without color control sequences
2018-01-07 00:04:09 +01:00
Leon Krause
cf5b074a95
Fix internal Emscripten JS API calls
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Emscripten 1.37.24 no longer exports these by default
2018-01-06 15:53:04 +01:00
Guilherme Silva
ea02c62345
Add missing method for javascript
2018-01-05 13:37:31 -02:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Duy-Nguyen TA
322cb08dd9
Fix macOS and other builds after #15299
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Commit ammended by @akien-mga to fix more platforms.
2018-01-04 19:48:05 +01:00
Emmanuel Leblond
e315c94900
Change OS::initialize signature to return Error (fix segfault on x11)
2018-01-04 15:15:55 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Leon Krause
640d8cc5d2
Fix inverted relative mouse motion in HTML5 export
2017-11-29 00:56:47 +01:00
Ruslan Mustakov
d42c5646a5
Return and repair file logging
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And make it configurable, too.
2017-11-21 16:43:44 +07:00
Rémi Verschelde
ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
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Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde
f0795ae2fe
Merge pull request #13044 from eska014/enginejs
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Change HTML5 start-up API
2017-11-19 20:18:00 +01:00
Leon Krause
35adf718cf
Change HTML5 start-up API
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Rename engine.start() to startGame(), new start() takes string arguments
handed directly to main(). Rename Engine.loadEngine() to load().
Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and
preloadFile().
2017-11-19 15:39:57 +01:00
Leon Krause
63b1a096eb
Facilitate exposing platform-exclusive interfaces to all platforms
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This makes the interfaces available, without implementation, in other
platforms and the editor, which facilitates documenting platform-exclusive
classes.
Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp.
Provide noop method-implementations where necessary.
Also setup and document the HTML5 platform's JavaScript singleton.
2017-11-18 03:54:21 +01:00
Rémi Verschelde
73049d115e
Rename OS::get_data_dir to OS::get_user_data_dir
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Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
2017-11-17 20:55:09 +01:00
Leon Krause
9b7b46143d
Move singleton management from ProjectSettings to Engine
2017-11-14 15:15:13 +01:00
Leon Krause
159c2ec69c
Fix HTML5 mouse button release events
2017-11-13 16:14:08 +01:00
Juan Linietsky
d09160a8b6
Make video mode initialization more intuitive, fixes #12022
2017-11-09 13:02:26 -03:00
AndreaCatania
7a9ca08f16
Implemented physics plug
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Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
Hein-Pieter van Braam
2bece6bbd3
Merge pull request #11782 from eska014/persistent-userfs-test
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Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode
2017-10-03 12:24:11 +02:00
Leon Krause
7b23665e72
Add OS::is_userfs_persistent to check user:// persistence
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Allows starting HTML5 export when IndexedDB is not available.
2017-10-02 21:07:05 +02:00
Ruslan Mustakov
1a2311e350
Extract logging logic
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Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
2017-09-25 16:19:21 +07:00
Leon Krause
d1ecc25db4
Fix mouse button state in HTML5 platform
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Regression from 844c5e12e6
2017-09-19 19:27:52 +02:00
Rémi Verschelde
53bbc046ee
Merge pull request #11252 from marcelofg55/fix_noaudio_crash
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Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Marcelo Fernandez
7a4c0ff35e
Fix crash when no audio driver is available
2017-09-13 20:54:55 -03:00
Maxim Sheronov
0fffa45158
Fix enums bindings
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde
6a08f8288e
Merge pull request #10914 from eska014/html5-main-notif
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Prevent sending MainLoop notifications before initialized
2017-09-03 11:28:03 +02:00
Leon Krause
8c4fb4cec8
HTML5: Prevent sending MainLoop notifications before initialized
2017-09-03 04:13:24 +02:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Marcelo Fernandez
63f847b306
p_screen param from get_screen_* funcs now default to the current screen
2017-08-21 18:28:29 -03:00
toger5
2286037bc3
removed calls to cursor_set_visible on all platforms fixes #10167
2017-08-08 14:04:22 +02:00
Rémi Verschelde
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
L. Krause
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
L. Krause
0c693595d6
Implement touch-screen check in HTML5 platform
2017-07-28 05:39:25 +02:00
Rémi Verschelde
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
L. Krause
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
Juan Linietsky
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
L. Krause
6f17d41bcf
Update HTML5 platform for new InputEvents
2017-06-19 15:43:46 +02:00
Juan Linietsky
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
Rémi Verschelde
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
L. Krause
0811335fd5
Implement cursor style control in HTML5 platform
2017-05-02 13:31:27 +02:00
Rémi Verschelde
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
L. Krause
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
L. Krause
abe09919bf
Fix HTML5 key events
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Regression from 86f5ac3
2017-04-29 04:42:50 +02:00
L. Krause
847bd33fdf
Remove GLUT usage in HTML5 platform
2017-04-28 21:54:44 +02:00
L. Krause
86f5ac3d74
Implement HTML5 touch events
2017-04-26 16:30:22 +02:00
L. Krause
a99b6b2063
Reimplement HTML5 mouse input without GLUT
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Fixes inverted scrolling on Chromium
2017-04-25 14:48:46 +02:00
Sergey Pusnei
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
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Juan Linietsky
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