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* Merge pull request #11810 from marcelofg55/osx_export_improvRémi Verschelde2017-10-091-1/+1
|\ | | | | OS X export code improvements
| * OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez2017-10-031-1/+1
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* | Merge pull request #11823 from endragor/virtual-keyboard-heightGilles Roudiere2017-10-041-0/+3
|\ \ | | | | | | Allow to obtain virtual keyboard height
| * | Allow to obtain virtual keyboard heightRuslan Mustakov2017-10-041-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
* | | fixed the OS.has_feature() API, and added support for 32 and 64.Juan Linietsky2017-10-031-1/+1
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* | Merge pull request #11782 from eska014/persistent-userfs-testHein-Pieter van Braam2017-10-031-0/+2
|\ \ | |/ |/| Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode
| * Add OS::is_userfs_persistent to check user:// persistenceLeon Krause2017-10-021-0/+2
| | | | | | | | Allows starting HTML5 export when IndexedDB is not available.
* | Merge pull request #11568 from endragor/loggersAndreas Haas2017-10-021-11/+10
|\ \ | | | | | | Extract logging logic
| * | Extract logging logicRuslan Mustakov2017-09-251-11/+10
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* / FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trashMarcelo Fernandez2017-09-251-0/+2
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog2017-09-151-3/+10
|\ | | | | Fix enums bindings
| * Fix enums bindingsMaxim Sheronov2017-09-131-3/+10
| | | | | | | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* | Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez2017-09-131-0/+3
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* p_screen param from get_screen_* funcs now default to the current screenMarcelo Fernandez2017-08-211-3/+3
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* Implement NSTextInputClient protocol for IMEbruvzg2017-08-091-0/+3
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
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* added an optional parameter to OS symbol lookupKarroffel2017-07-271-3/+3
| | | | | | | | When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
* Add a way to retrieve stack bottom of the main threadRuslan Mustakov2017-07-251-0/+9
| | | | | | | | | I'm working on Nim bindings and Nim GC needs to know the stack boundaries to check whether certain pointers are located on the stack or in the heap. This commit adds godot_get_stack_bottom procedure to gdnative module which returns pointer to the stack bottom of the main thread. Later on this may be improved to return stack bottom of the current thread.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+2
| | | | -Added system for feature overrides, it's pretty cool :)
* IME window follow the input cursor.geequlim2017-07-111-0/+2
| | | | | Abstruct set_ime_position to OS class. Update ime position for LineEdit and TextEdit.
* fixed PowerState enum castKarroffel2017-06-011-0/+2
| | | | | | | Quite a while ago I made a commit (131631b) where I did a weird thing to fix compilation with PTRCALL_ENABLED. And I couldn't sleep because of this after all these months. So here is the proper version.
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+2
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | 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
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* added dlscript moduleKarroffel2017-04-031-3/+3
| | | | | | | | | This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
* Added methods for opening dynamic libraries to OSKarroffel2017-03-291-0/+4
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-88/+77
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add API to access battery power stateJulian Murgia2017-03-041-0/+6
| | | | | | | | | | | | | | 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
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-0/+2
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* Added focus tracking in X11 and Windows classes, added new confined mouse ↵Ilija Boshkov2017-01-251-1/+2
| | | | mode (#7162)
* Replace Engine version API by preexisting OS oneRémi Verschelde2017-01-131-2/+0
| | | | | | It outputs a single Dictionary with all relevant information as keys, that will less bloat the documentation and provide all details in one function call.
* Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-33/+1
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* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1/+2
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-1/+2
| | | | | | | | general
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | | | | | | | | | 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!
* | vsnc --> vsyncISylvox2016-11-081-1/+1
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* Improve debug focus behaviorPedro J. Estébanez2016-09-141-0/+1
| | | | | Fix focusing debugged game on Windows Add re-focusing editor on continue
* -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-0/+8
| | | | is_action_just_released()
* Merge pull request #5560 from vnen/os-request-attentionRémi Verschelde2016-07-211-0/+1
|\ | | | | Add OS.request_attention() for Windows
| * Add OS.request_attention() for WindowsGeorge Marques2016-07-051-0/+1
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* | OS: Add get_engine_version methodRémi Verschelde2016-07-181-3/+5
|/ | | | Fixes #5693.
* vsync supportJuan Linietsky2016-06-051-0/+3
| | | | | | -works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync
* change invalid characters when get user data dir on Windows & Unixvolzhs2016-06-031-0/+1
| | | | | | | Can't create user data folder when project name has ``\ / : * ? " < > |`` characters on OS_Windows & OS_Unix. So, change it to ``-`` to be able to make folder. fixes #4928 and it's altanative to #4986.
* -Some fixes to OSX retina scaling for window functionsJuan Linietsky2016-05-301-0/+2
| | | | -Implemented HiDPI detection and support for Godot Editor!
* DPI Detection supportJuan Linietsky2016-05-291-0/+1
| | | | | Windows only for now. Many builds may break (older visual studio, mingw32)
* Fixes the month consistency issue in enums and get_date etcKyle Luce2016-03-131-1/+3
| | | | | | | | | | - Also updated the docs to reflect this. - Added some vim temp files to gitignore - Changed NaCL to be consistent with the other OS_Unix::get_date implementation (added 1 to month to map to 1-12) Ticket: https://github.com/godotengine/godot/issues/4025
* Borderless window support for the Win32 build. Default window position is ↵Saracen2016-03-121-1/+4
| | | | now also centred.
* remove trailing whitespaceHubert Jarosz2016-03-091-16/+16
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