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* Make the InputEvent device property get savedBojidar Marinov2017-06-241-0/+2
| | | | Fixes #9299
* Fix shortcuts, make them visible again and work.Juan Linietsky2017-06-222-0/+43
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* Merge pull request #9002 from Hinsbart/key_action_matchRémi Verschelde2017-06-081-1/+4
|\ | | | | InputEvent: Restore old behaviour for matching key events to actions.
| * InputEvent: Restore old behaviour for matching key events to actions.Andreas Haas2017-05-301-1/+4
| | | | | | | | Original code in 9100db7
* | InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-032-38/+38
| | | | | | | | Make the naming consistent with other classes.
* | 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.
* -Added .hdr format supportJuan Linietsky2017-05-282-0/+22
| | | | | | -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
* Fix InputEvent actions.Andreas Haas2017-05-271-2/+2
| | | | | The `InputEvent::is_action(pressed|released)` methods weren't implemented yet. Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
* Fix virtual methods in InputEventKey.Andreas Haas2017-05-252-3/+3
| | | | This fixes a lot of problems with key input in the engine.
* Merge pull request #8898 from vnen/screentouch-struct-classRémi Verschelde2017-05-251-1/+1
|\ | | | | Change InputEventScreenTouch from struct to class
| * Change InputEventScreenTouch from struct to classGeorge Marques2017-05-241-1/+1
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* | Fix 2D-editor mouse wheel zoom (x11).Martin Capitanio2017-05-241-1/+1
|/ | | | Fixes #8888
* -Fix the "set_val" call deferred, it was the only one.. closes #8742Juan Linietsky2017-05-231-1/+1
| | | | -Removed redundant bind in input_event
* fixed crash on code that checks InputEventJuan Linietsky2017-05-231-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-205-276/+970
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-172-2/+3
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* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-1/+5
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-2/+4
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* Fix PRNG randomization.Ferenc Arn2017-04-171-1/+0
| | | | | | | | PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases). Use a large default seed, and also add a shift in Math::randomize. Fixes #8423.
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-103-3/+3
| | | | | | | | 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 Verschelde2017-04-0832-0/+32
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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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* Merge pull request #8133 from Hinsbart/joy_constantsRémi Verschelde2017-03-241-31/+16
|\ | | | | Input: Refactor JOY_* constants.
| * Input: Refactor JOY_* constants.Andreas Haas2017-03-241-31/+16
| | | | | | | | | | | | | | **Breaking change** Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware. Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
* | Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez2017-03-221-0/+1
|/ | | | | Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
* Input: bind parse_input_event()Andreas Haas2017-03-192-0/+3
| | | | | | | | | | When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0532-1472/+1334
| | | | | | | | | | | | | | | | | | | | | | | | 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 a bunch of missing Godot headers in own filesRémi Verschelde2017-03-053-2/+59
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* Add API to access battery power stateJulian Murgia2017-03-043-0/+60
| | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-214-4/+4
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-132-40/+40
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* 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 Boshkov2017-01-253-3/+6
| | | | mode (#7162)
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-162-2/+8
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Merge pull request #7127 from BastiaanOlij/ios_metersRémi Verschelde2017-01-152-0/+2
|\ | | | | Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
| * Added support for getting gravity vector from iOSBastiaanOlij2017-01-122-0/+2
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-142-3/+3
| | | | | | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* | Fixed dir access return value, changed it to Error like all other funcsJuan Linietsky2017-01-141-1/+1
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* | rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky2017-01-132-2/+2
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* | Replace Engine version API by preexisting OS oneRémi Verschelde2017-01-132-27/+4
| | | | | | | | | | | | 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 Linietsky2017-01-132-79/+4
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* Made InputEvent use floating point coordinates.Juan Linietsky2017-01-121-6/+6
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* Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky2017-01-111-5/+6
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* Type renames:Juan Linietsky2017-01-113-3/+3
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* -Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky2017-01-091-0/+1
| | | | | | | poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-085-18/+18
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-0711-850/+69
| | | | renamed to PoolVector
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-067-246/+224
| | | | | | aligned to 16 -Changed Vector<> template to fit this.