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* Merge pull request #8949 from RandomShaper/improve-mobile-buildsRémi Verschelde2017-06-081-17/+14
|\ | | | | Improve/harmonize mobile builds
| * Improve/harmonize mobile buildsPedro J. Estébanez2017-05-271-17/+14
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* | InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-8/+8
| | | | | | | | Make the naming consistent with other classes.
* | Merge pull request #8935 from volzhs/get-locale-masterRémi Verschelde2017-05-271-2/+1
|\ \ | |/ |/| Make OS.get_locale() returns same value
| * Make OS.get_locale() returns same valuevolzhs2017-05-271-2/+1
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* | Allow custom CCFLAGS for iPhone buildsPedro J. Estébanez2017-05-271-4/+4
| | | | | | | | plus disable exceptions by default
* | Fixed audio can not resume if it is interrupted cause by an incoming phone callsanikoyes2017-05-262-0/+10
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* Merge pull request #8912 from RandomShaper/ios-alertRémi Verschelde2017-05-264-0/+16
|\ | | | | Implement OS.alert() for iOS
| * Implement OS.alert() for iOSPedro J. Estébanez2017-05-254-0/+16
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* | Make arm64 the default option and set minimum to iOS 9BastiaanOlij2017-05-231-8/+9
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* | More fixes for iOS Godot 3.0BastiaanOlij2017-05-232-10/+16
| | | | | | | | | | | | - 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 Linietsky2017-05-202-60/+42
| | | | | | | | this might cause bugs I haven't found yet..
* | Removing rasterizer from iphoneBastiaanOlij2017-05-203-3467/+0
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* | MFI gamepad support for iPhoneBastiaanOlij2017-05-173-80/+451
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-102-4/+4
| | | | | | | | 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
* Style: Apply clang-format (3.9.1) to Obj-C++ filesRémi Verschelde2017-04-098-377/+359
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* Formatting of mm filesBastiaanOlij2017-04-098-511/+429
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0830-0/+30
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-062-18/+18
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* Merge pull request #8159 from Hinsbart/last_idRémi Verschelde2017-03-272-10/+0
|\ | | | | Input: Remove usage of platform dependent event IDs.
| * Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-262-10/+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...
* | SCons: Add option to toggle warnings (on by default)Rémi Verschelde2017-03-261-6/+6
|/ | | | | | | | All the warnings are factored out of the platform-specific files and moved to SConstruct. Will have to check that it does not introduce regressions on some platforms/compilers. (cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
* Fixing magnetometer on iOSBastiaanOlij2017-03-241-2/+2
| | | | (cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
* Merge pull request #8133 from Hinsbart/joy_constantsRémi Verschelde2017-03-241-3/+3
|\ | | | | Input: Refactor JOY_* constants.
| * 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_*`.
* | Fix typos in source code using codespellRémi Verschelde2017-03-242-3/+3
|/ | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0519-1346/+1101
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-052-4/+4
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* iphone: Drop unused Appirater thirdparty APIRémi Verschelde2017-03-056-970/+0
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* Add API to access battery power stateJulian Murgia2017-03-042-0/+121
| | | | | | | | | | | | | | 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
* Really fix iphone buildsBojidar Marinov2017-02-231-1/+1
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* Complete the globals.h -> global_config.h conversionBojidar Marinov2017-02-231-1/+1
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* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-213-3/+3
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-134-24/+24
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Working on compile issues for iOSBastiaanOlij2017-01-1612-114/+66
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-152-2/+2
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* Added support for getting gravity vector from iOSBastiaanOlij2017-01-123-6/+15
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* Added logic for adjusting to screen orientation and removed final negative zBastiaanOlij2017-01-123-11/+34
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* Added gravity vector back into the accelerometer data and flipped Z on the gyroBastiaanOlij2017-01-122-3/+5
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* Fixed up release motionManager and negate z for gyro and magnetometerBastiaanOlij2017-01-122-3/+6
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* Replacing deprecated UIAccelerometer with Core MotionBastiaanOlij2017-01-125-4/+65
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* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-3/+3
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-13/+13
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-053-8/+9
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-028-28/+28
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-022-28/+28
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-272-18/+18
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-032-10/+10
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0128-28/+28
| | | | | | | | | | | | | | | | 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!