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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Fix macOS and other builds after #15299Duy-Nguyen TA2018-01-041-1/+1
| | | | Commit ammended by @akien-mga to fix more platforms.
* Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond2018-01-041-2/+4
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* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-0/+4
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-0/+4
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Fixes vsync setting ignored when using a separate thread for renderingStefano Bonicatti2017-12-091-0/+1
| | | | | | | | | Setting the vsync in the main thread, after the rendering thread starts and takes the OpenGL context fails, so we need to do that before. Also, for some reason, the main thread cannot make current the context anymore. Fixes #13447
* Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-201-0/+33
|\ | | | | Add support for XDG Base Directory spec
| * Add initial support for the XDG Base Directory specRémi Verschelde2017-11-191-0/+33
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
* | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-191-2/+4
|/ | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-4/+0
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* Implemented physics plugAndreaCatania2017-11-041-13/+0
| | | | | | | | | | | | | | | | | | | | 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
* Drop unusued LEGACYGL_ENABLED checkRémi Verschelde2017-10-131-2/+2
| | | | [ci skip]
* Fix crash when no audio driver is availableMarcelo Fernandez2017-09-131-5/+1
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* Dead code tells no talesRémi Verschelde2017-08-271-5/+4
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-0/+5
| | | | -Added system for feature overrides, it's pretty cool :)
* 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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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-16/+15
| | | | | | | | | | | | | | | | | | | | | | | | 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/+2
| | | | | | | | | | | | | | 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
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-21/+1
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-2/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+5
| | | | | 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.
* 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!
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* Moved deleting sample player in OS finalize methods to before deleting audio ↵Saracen2015-11-021-1/+2
| | | | server to prevent crash when exiting.
* Haiku: add sound supportKostadin Damyanov2015-07-261-1/+3
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* Haiku: gl context lockingKostadin Damyanov2015-07-021-5/+18
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* Haiku: implement some more window-related methodsKostadin Damyanov2015-06-231-1/+43
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* Haiku: add some screen and window-related methodsKostadin Damyanov2015-06-211-1/+48
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* Haiku: implemet get_widow_size() get/set_window_position()Kostadin Damyanov2015-06-201-1/+12
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* Haiku: cleanup, add TODOsKostadin Damyanov2015-06-201-13/+5
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* Haiku: handle the quit request messageKostadin Damyanov2015-06-201-0/+3
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* Haiku: implement get_mouse_pos() and get_mouse_button_state()Kostadin Damyanov2015-06-181-4/+3
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* Haiku: handle mouse movement and click eventsKostadin Damyanov2015-06-161-9/+20
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* Haiku: create a GL context and initialize the audio and physics serversKostadin Damyanov2015-06-111-6/+87
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* Haiku: start implementing the os-dependant stuffKostadin Damyanov2015-05-301-13/+16
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* Haiku: fix build, link with libGL and libGLEWKostadin Damyanov2015-05-291-0/+1
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* Haiku: enable building with GLESKostadin Damyanov2015-05-281-8/+38
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* Haiku: some small fixesKostadin Damyanov2015-05-251-0/+4
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* Haiku: link with the haiku libs, stub the OS_Haiku class.Kostadin Damyanov2015-05-251-0/+76
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* Haiku: fix building with UNIX_ENABLED.Kostadin Damyanov2015-05-251-0/+5
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* Haiku: Initial support.Kostadin Damyanov2015-05-241-0/+0