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<title>godot.git/core/os, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/core/os?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/core/os?h=mirror'/>
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<updated>2018-06-11T16:22:11Z</updated>
<entry>
<title>IME context detection.</title>
<updated>2018-06-11T16:22:11Z</updated>
<author>
<name>Saracen</name>
</author>
<published>2018-06-07T20:16:57Z</published>
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<id>urn:sha1:c5bdb5b1d8893abaf171520412479fb31a697a41</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #14622 from bruvzg/non-rectangular-windows</title>
<updated>2018-05-08T14:44:35Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-05-08T14:44:35Z</published>
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<id>urn:sha1:e668757aa9ff4ccd3a90b1f402aba8a424b4c11d</id>
<content type='text'>
Experimental support for windows with per-pixel transparency.</content>
</entry>
<entry>
<title>Local debugger fixes and extensions</title>
<updated>2018-05-08T03:17:06Z</updated>
<author>
<name>Blazej Floch</name>
</author>
<published>2018-02-11T11:08:37Z</published>
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<id>urn:sha1:c45f44d85635a1d16a93c00cd8cb17f60dfa6336</id>
<content type='text'>
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
</content>
</entry>
<entry>
<title>Merge pull request #17196 from RandomShaper/improve-gui-touch</title>
<updated>2018-05-02T08:47:49Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-05-02T08:47:49Z</published>
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<id>urn:sha1:18c28c159d12c9d3227c2199998b271f7c5e5998</id>
<content type='text'>
Implement universal translation of touch to mouse (3.1)</content>
</entry>
<entry>
<title>Implement universal translation of touch to mouse</title>
<updated>2018-04-30T17:03:38Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2018-02-24T02:04:30Z</published>
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<id>urn:sha1:de9d40a9537bafa613dc54f2200b7509ad6fa9e3</id>
<content type='text'>
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
</content>
</entry>
<entry>
<title>Fixing input strength and the impossibility to erase action events</title>
<updated>2018-04-25T20:32:09Z</updated>
<author>
<name>groud</name>
</author>
<published>2018-04-25T20:29:39Z</published>
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<id>urn:sha1:0aa8b35ee689fc8b3813ab3d35c85f9cf97775a9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixes left/up axis not mappable as actions</title>
<updated>2018-04-18T19:38:52Z</updated>
<author>
<name>Gilles Roudiere</name>
</author>
<published>2018-04-18T19:38:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7e89dc432c8781114f4855d6d2f24675a5a1ce5f'/>
<id>urn:sha1:7e89dc432c8781114f4855d6d2f24675a5a1ce5f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #16902 from groud/analog_action_system</title>
<updated>2018-04-18T10:21:29Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-04-18T10:21:29Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1a3688d0cc13d1734977a36773666eb8e2f004ad'/>
<id>urn:sha1:1a3688d0cc13d1734977a36773666eb8e2f004ad</id>
<content type='text'>
Allow actions to provide an analog value</content>
</entry>
<entry>
<title>Allow actions to provide an analog value</title>
<updated>2018-04-16T21:20:43Z</updated>
<author>
<name>Gilles Roudiere</name>
</author>
<published>2018-02-21T21:06:34Z</published>
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<id>urn:sha1:ebfa731012e854d26d800b5abd56745cf9935098</id>
<content type='text'>
</content>
</entry>
<entry>
<title>iPhone X support and iOS-related fixes</title>
<updated>2018-04-11T07:53:24Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-04-10T10:35:30Z</published>
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<id>urn:sha1:1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e</id>
<content type='text'>
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes #17358. Fixes #17428. Fixes #17331.
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