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* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-10/+2
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* Fix open_dynamic_library override in OSIPhoneRuslan Mustakov2017-12-031-2/+2
| | | | Was broken at 9678231b109c333a5273325c8758241310cd27f4
* Return and repair file loggingRuslan Mustakov2017-11-211-12/+7
| | | | And make it configurable, too.
* Allow configuring iOS exportRuslan Mustakov2017-11-211-3/+66
| | | | | | | | | | | | | | | | | - EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
* Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-201-3/+3
|\ | | | | Add support for XDG Base Directory spec
| * Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-3/+3
| | | | | | | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-191-1/+1
|/ | | | | | | | | 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.
* Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-5/+5
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* Remove get_default_video_mode definition on OSX/iOSRémi Verschelde2017-11-091-5/+0
| | | | | | | | It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
* Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky2017-11-031-13/+0
|\ | | | | Physics server plug
| * 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
* | Disable logging until the logs location is sorted outRémi Verschelde2017-10-291-1/+3
|/ | | | Temporary workaround for #12277.
* Merge pull request #11824 from endragor/ios-loggingRémi Verschelde2017-10-091-1/+7
|\ | | | | Fix logging on iOS
| * Fix logging on iOSRuslan Mustakov2017-10-041-1/+7
| | | | | | | | | | RotatedFileLogger needs data_dir on iOS to be initialized, so setting data_dir has been moved to initialize_core.
* | Allow to obtain virtual keyboard heightRuslan Mustakov2017-10-041-0/+9
|/ | | | | | | | 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.
* Merge pull request #11568 from endragor/loggersAndreas Haas2017-10-021-0/+10
|\ | | | | Extract logging logic
| * Extract logging logicRuslan Mustakov2017-09-251-0/+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.
* | Merged iphone and osx audio drivers into drivers/coreaudioMarcelo Fernandez2017-09-301-4/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* removed calls to cursor_set_visible on all platforms fixes #10167toger52017-08-081-1/+1
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* Merge pull request #10141 from ISylvox/lower_case_godot_apiRémi Verschelde2017-08-071-2/+2
|\ | | | | Makes all Godot API's Methods lower_case
| * Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
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* | Copy point into mouse event as isBastiaanOlij2017-08-051-5/+3
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* Fixed setting our system_fbo framebufferBastiaanOlij2017-07-251-2/+5
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-7/+12
| | | | -Added system for feature overrides, it's pretty cool :)
* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-8/+8
| | | | Make the naming consistent with other classes.
* Merge pull request #8912 from RandomShaper/ios-alertRémi Verschelde2017-05-261-0/+7
|\ | | | | Implement OS.alert() for iOS
| * Implement OS.alert() for iOSPedro J. Estébanez2017-05-251-0/+7
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* | More fixes for iOS Godot 3.0BastiaanOlij2017-05-231-9/+9
| | | | | | | | | | | | - nicely exit if initialisation fails - fix a few issues around new event handling - use 16bit single channel framebuffer as 32bit is not supported on iOS
* | Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-58/+40
| | | | | | | | this might cause bugs I haven't found yet..
* | MFI gamepad support for iPhoneBastiaanOlij2017-05-171-0/+16
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-3/+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 Verschelde2017-04-081-0/+1
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* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-9/+0
| | | | | The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
* Input: Refactor JOY_* constants.Andreas Haas2017-03-241-3/+3
| | | | | | | **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_*`.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-55/+48
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Really fix iphone buildsBojidar Marinov2017-02-231-1/+1
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* Working on compile issues for iOSBastiaanOlij2017-01-161-40/+21
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* Added support for getting gravity vector from iOSBastiaanOlij2017-01-121-0/+4
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* Added logic for adjusting to screen orientation and removed final negative zBastiaanOlij2017-01-121-4/+3
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* Added gravity vector back into the accelerometer data and flipped Z on the gyroBastiaanOlij2017-01-121-2/+1
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* Fixed up release motionManager and negate z for gyro and magnetometerBastiaanOlij2017-01-121-2/+5
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* Replacing deprecated UIAccelerometer with Core MotionBastiaanOlij2017-01-121-0/+6
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* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-3/+3
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* 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!
* merged iphoen changesAriel Manzur2016-04-291-0/+3
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* remove trailing whitespaceHubert Jarosz2016-03-091-6/+6
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* Reject any native video player calls on iOS that point to files within .pck ↵Aren Villanueva2016-02-191-4/+18
| | | | | | archives. Fix the paths for both res:// and user:// specified video files.
* Add ability to set "keep screen on" for iOSvolzhs2016-01-161-0/+5
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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