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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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* no need to revert this actuallyAriel Manzur2015-12-141-2/+2
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* reverted mouse stuffsantiagopf2015-12-131-1/+3
| | | | t Please enter the commit message for your changes. Lines starting
* Merge pull request #590 from marynate/PR-fix-ios-release-eventpunto-2015-12-111-2/+2
|\ | | | | Fixed ios release event not been dispatched when app entering background
| * Fixed ios release event not been dispatched when app entering background ↵marynate2014-07-131-2/+2
| | | | | | | | (only first touch been registered in mouse_list)
* | Initial iCloud implementation, supporting key value pairssteve2015-09-271-0/+6
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* | ability to run 2D physics in a threadJuan Linietsky2015-05-261-1/+2
| | | | | | | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* | Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* | fixed iphone build with new window manamenet changessteve2015-03-231-0/+5
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* | 2D Rewrite Step [1]Juan Linietsky2015-01-101-6/+2
| | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* | -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-18/+35
| | | | | | | | | | -Fixes to animationplayer -fixes to collada importer
* | -fix sound room params (was not working)Juan Linietsky2014-11-261-0/+7
| | | | | | | | | | -fixes to DAE exporter -ios fixes (video)
* | NavMeshJuan Linietsky2014-11-171-3/+3
|/ | | | | | | | | -=-=-=- -Fixed NavMesh API -New NavMesh demo -Support for animated Particles2D -Fixes for native video playback on iOS
* A bit of everything:Juan Linietsky2014-05-141-3/+3
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-0/+27
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+507