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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Reimplement export module for OSXBastiaanOlij2017-06-231-311/+186
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* Used in the macOS HiDPI options window is too smallageazrael2017-06-131-3/+3
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* Fixed middle mouse button can't bounce in macOSageazrael2017-06-131-2/+2
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* Restired multithread support in OSX and Windows, should stop the crashes.Juan Linietsky2017-06-102-10/+8
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* osx release right button event fixedtoger52017-06-061-1/+1
| | | | | RIGHT_MOUSE_BUTTON was not removed from the button mask (instead it was added...) fixes #9079
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-3/+3
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-16/+16
| | | | Make the naming consistent with other classes.
* Make OS.get_locale() returns same valuevolzhs2017-05-271-2/+2
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* added modifier key to scroll eventtoger52017-05-221-34/+34
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* fixed osx input eventtoger52017-05-221-135/+141
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-202-71/+71
| | | | this might cause bugs I haven't found yet..
* Doing a little bit of cleanupBastiaanOlij2017-05-206-518/+2
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-172-10/+11
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* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-37/+25
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Improve documentation of thirdparty code snippetsRémi Verschelde2017-05-071-0/+26
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-102-3/+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
* Style: Apply clang-format (3.9.1) to Obj-C++ filesRémi Verschelde2017-04-094-315/+268
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* Formatting of mm filesBastiaanOlij2017-04-093-679/+637
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0820-0/+20
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* Merge pull request #8159 from Hinsbart/last_idRémi Verschelde2017-03-274-11/+6
|\ | | | | Input: Remove usage of platform dependent event IDs.
| * Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-264-11/+6
| | | | | | | | | | 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 Verschelde2017-03-261-1/+1
|/ | | | | | | | 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)
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0513-313/+270
| | | | | | | | | | | | | | | | | | | | | | | | 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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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-3/+3
| | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
* Add API to access battery power stateJulian Murgia2017-03-046-0/+314
| | | | | | | | | | | | | | 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
* Better handling of joypad device IDs.Andreas Haas2017-02-262-19/+1
| | | | | | | Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-191-5/+5
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* Fix missing semicolon in previous commitRémi Verschelde2017-02-131-1/+1
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* Fix for issue #7766Brett-Mitchell2017-02-131-1/+2
| | | Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX(). mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE.
* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-1/+2
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* Fix compile errors related to audio on OSXBastiaanOlij2017-01-164-35/+6
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-3/+3
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-142-49/+56
| | | | | 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.
* OSX: Revert back to kHIDUsage_GD_JoystickRémi Verschelde2017-01-091-2/+2
| | | Bug introduced in 547a57777b199f451305a6d4b6ad63fb0b2bd3ed.
* Finish replacement of joystick by joypadRémi Verschelde2017-01-084-5/+6
| | | | Some parts were forgotten in 547a577.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-083-68/+68
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* Move glad files to thirdparty dirRémi Verschelde2017-01-061-3/+1
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-053-22/+23
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| * Enabled code that requests an OpenGL 3 context.BastiaanOlij2017-01-051-8/+2
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| * First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij2017-01-043-14/+21
| | | | | | | | renderer for Mac OS X. Still broken at this point.
* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
|/ | | | | | | | 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 Linietsky2017-01-021-1/+1
| | | | | | | | 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 Verschelde2017-01-023-2/+4
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-033-2/+4
| | | | | | | | | | | | | | | | -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 Verschelde2017-01-0118-18/+18
| | | | | | | | | | | | | | | | 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!
* | Set minimum version to 10.9 building OSXBastiaanOlij2016-11-251-0/+2
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