Commit graph

137 commits

Author SHA1 Message Date
Rémi Verschelde
879244c54e
Merge pull request #56015 from bruvzg/phy_code_conv 2022-01-16 11:36:26 +01:00
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde
8a192cd0ab
Merge pull request #55987 from bruvzg/wt🤎3 2022-01-10 16:43:56 +01:00
bruvzg
ccdf1a9934
[macOS] Fix OpenGL flickering.
Fix incorrect context usage for off-screen drawing.
Remove kCGLCEMPEngine, which is causing flicker.
Disable window redraw during resize, when rendering in the separate thread.
2021-12-18 21:02:13 +02:00
bruvzg
59085d5051
[Windows] Improve console handling and execute.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:13:27 +02:00
bruvzg
b4ec1c5817
Backport: Allow for mapping scancodes to current layout
Co-authored-by: Frixuu <kontakt@lukasz.xyz>
2021-12-17 13:04:47 +02:00
Pedro J. Estébanez
abdf931832 Add off-screen GL context 2021-11-09 12:19:12 +01:00
bruvzg
f997a5f8f6 [macOS] Use pre-wait observer to keep main run loop running and redraw window during the window resize and displaying modal popups. 2021-11-08 12:34:14 +02:00
bruvzg
ed25a160ea [macOS] Always execute editor instances using NSWorkspace to ensure app window is registered and activated correctly. 2021-11-01 11:33:30 +02:00
Rémi Verschelde
7c9e06f936
Merge pull request #48686 from bruvzg/bundle_icon_3 2021-09-30 14:55:41 +02:00
ne0fhyk
c88d1608ab Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-13 11:04:17 -07:00
bruvzg
3b0c071ce2
[macOS] Prefer .app bundle icon over the default one. 2021-05-13 09:30:56 +03:00
bruvzg
dab4cf3ed6
Add physical_scancode (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
bruvzg
bc04bbbe2a
[macOS] Ignore mouse move event caused by mouse mode switch. 2021-02-15 00:19:47 +02:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
bruvzg
e51fed9d1b
[3.2] Add window click-through support. 2020-09-17 12:36:01 +03:00
bruvzg
2b1cfad591
[macOS] Fix "on top" not set on init, and reseting on window update. 2020-08-15 18:05:59 +03:00
bruvzg
e9ab41b71d
[macOS, 3.2] Implement seamless display scaling. 2020-07-07 22:54:33 +03:00
bruvzg
b233cb640d
[macOS, 3.2] Implement confined mouse mode. 2020-07-02 17:12:16 +03:00
bruvzg
2256946f79
[3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11). 2020-06-13 11:01:49 +03:00
bruvzg
c994eb1daf
[3.2] Fix macOS global menu removal and preserve order. 2020-06-02 16:37:19 +03:00
Fabio Alessandrelli
417c54b871 Remove unused ip_unix member from OSX/server. 2020-01-14 17:33:49 +01:00
bruvzg
d07cdc594f
[macOS] Load PCK from the .app bundle resources, instead of changing working directory. 2020-01-10 18:02:29 +02:00
Rémi Verschelde
8454804972
Merge pull request #33967 from Calinou/add-os-is-window-focused
Add an `OS.is_window_focused()` getter
2020-01-06 11:39:18 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
bruvzg
2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Hugo Locurcio
21a3923410
Add an OS.is_window_focused() getter
This makes it possible to know whether the window is focused
at a given time, without having to track the focus state manually
using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`.

This partially addresses #33928.
2019-11-28 16:42:51 +01:00
bruvzg
e423e1c663
[macOS] Remove CVDisplayLink v-sync hack. 2019-11-21 11:01:47 +02:00
bruvzg
7b64340eb0
Fix compilation warnings in macOS build, enable warnings=extra werror=yes for macOS CI. 2019-10-24 20:37:56 +03:00
bruvzg
db6d4352ea
[macOS] Add methods to modify global and dock menus. Add ability to open multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu. 2019-08-26 16:45:49 +03:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Guilherme Felipe
a9a0d0fb15 Fix cursor blinking in integrated GPUs
Optimization for Input::set_custom_mouse_cursor when used inside
_process function. (Avoids cursor blinking in low end devices)
2019-07-09 19:38:25 -03:00
bruvzg
e19b6296e3
Update macOS global mouse position at startup 2019-06-18 22:44:29 +03:00
Rémi Verschelde
0d61fc2c0f
Merge pull request #29752 from bruvzg/window_size_limits
Add ability to limit maximum/minimum window size.
2019-06-17 11:58:00 +02:00
BastiaanOlij
02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
bruvzg
b924fb97d6
Add ability to limit maximum/minimum window size. 2019-06-15 09:49:11 +03:00
bruvzg
8ff72987c0
[macOS] Fixes unicode input with IME mode inactive, Improves IME mode documentation. 2019-06-04 11:29:00 +03:00
bruvzg
2b9ed68d6a
Add native window/taskbar icon support for Windows and macOS.
Co-authored-by: Markus Törnqvist <mjt@nysv.org>
2019-05-24 14:23:57 +03:00
hbina085
f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Guilherme Felipe
1bae73d7d0 Add Input::get_current_cursor_shape
[Clean up] Removed unused/unnecessary methods.
2019-04-15 15:22:09 -03:00
Rémi Verschelde
bc26d0d6cd Platform: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
  (same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
  `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
  use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
  `EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
  `PowerOSX`
- `OSUWP` renamed to `OS_UWP`

Dropped:
- `platform/windows/ctxgl_procaddr.h`
2019-02-12 16:56:25 +01:00
Rémi Verschelde
75dae1b9a9 Drivers, main, servers: Ensure classes match their header filename
Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
  (same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-02-12 14:39:47 +01:00
Bastiaan Olij
b53f2d1d59 Using DisplayLink to emulate vsync on OSX 2019-01-29 17:00:35 +11:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
bruvzg
4554c682e6
Changes IME input to use notification instead of callback, exposes IME methods to gdscript/gdnative. 2018-11-23 14:07:48 +02:00
Marcelo Fernandez
fe93bb03fe Server platform works on OS X too 2018-10-29 12:54:51 -03:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Marcelo Fernandez
7a5f9fc08e Added a new MIDIDriver class 2018-07-21 09:09:42 -03:00
Juan Linietsky
c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00