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* OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez2017-10-032-2/+2
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* Merge pull request #11568 from endragor/loggersAndreas Haas2017-10-022-53/+11
|\ | | | | Extract logging logic
| * Extract logging logicRuslan Mustakov2017-09-252-53/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade2017-09-251-2/+2
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* UWP: Fix build issue about Object ambiguityGeorge Marques2017-09-211-16/+16
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-3/+3
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Merge pull request #11252 from marcelofg55/fix_noaudio_crashRémi Verschelde2017-09-171-6/+1
|\ | | | | Fix crash when no audio driver is available
| * Fix crash when no audio driver is availableMarcelo Fernandez2017-09-131-6/+1
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* | Fix enums bindingsMaxim Sheronov2017-09-134-8/+8
|/ | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-2/+0
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+3
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-4/+4
| | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* Make build scripts Python3 compatibleMatthias Hoelzl2017-08-271-2/+2
| | | | | | | | - The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2715-15/+15
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* Re-apply clang-format to all filesRémi Verschelde2017-08-271-3/+3
| | | | Some badly formatted code has managed to pass through our CI...
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-14/+14
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-212-2/+2
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-192-2/+2
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-192-2/+2
| | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* Use const reference where favorableWilson E. Alvarez2017-08-141-2/+2
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* Merge pull request #10141 from ISylvox/lower_case_godot_apiRémi Verschelde2017-08-072-5/+5
|\ | | | | Makes all Godot API's Methods lower_case
| * Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-072-5/+5
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* | UWP: Add Gamepad vibration supportGeorge Marques2017-08-072-10/+63
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* | UWP: Fix Gamepad removal logicGeorge Marques2017-08-071-9/+1
|/ | | | Fix #9209
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-193-7/+16
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix errors with global config names no more sorrys pleasegeequlim2017-07-191-1/+1
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* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-1/+1
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Bring back the UWP exporterGeorge Marques2017-07-121-1571/+558
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* UWP: Fix problem with Cert Kit validationGeorge Marques2017-07-121-2/+1
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* Buildsystem: Improve detect.py readability and fix issuesRémi Verschelde2017-07-011-53/+53
| | | | | | | | | | | | | | | | | | | Tried to organize the configure(env) calls in sections, using the same order for all platforms whenever possible. Apart from cosmetic changes, the following issues were fixed: - Android: cleanup linkage, remove GLESv1_CM and GLESv2 - iPhone: Remove obsolete "ios_gles22_override" option - OSX: * Fix bits detection (default to 64) and remove obsolete "force_64_bits" option (closes #9449) * Make "fat" bits argument explicit - Server: sync with X11 - Windows: clean up old DirectX 9 stuff - X11: * Do not require system OpenSSL for building (closes #9443) * Fix typo'ed use_leak_sanitizer option * Fix .llvm suffix overriding custom extra_suffix
* UWP: InputEvent: Renamed "pos" property to "position"George Marques2017-06-121-9/+9
| | | | To comply with the changes from #9031.
* Fix UWP compilation issuesGeorge Marques2017-05-235-87/+74
| | | | Also fix VS2017 compilation problems.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-203-28/+28
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-172-2/+2
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* Improve documentation of thirdparty code snippetsRémi Verschelde2017-05-072-2/+4
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* Merge pull request #8586 from vnen/uwp-3Rémi Verschelde2017-05-016-48/+160
|\ | | | | Fix compilation for UWP
| * Fix compilation for UWPGeorge Marques2017-04-296-48/+160
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* | Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-4/+5
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-102-2/+2
| | | | | | | | 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 Verschelde2017-04-0813-0/+13
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* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-264-17/+10
| | | | | 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...
* i-patch for Pirate languageRémi Verschelde2017-03-241-1/+1
| | | | | | | | | | Credits to jo_ for the joke and hcorion for finding the typo: <hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells certificate as certficate missing the extra i <jo_> hcorion: Nice catch. <jo_> If you make a PR, please call it 'i-patch for Pirate."
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0510-511/+396
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-051-1/+0
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-2/+2
| | | | | | 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 Murgia2017-03-042-0/+22
| | | | | | | | | | | | | | 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
* 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 Linietsky2017-02-211-1/+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 Linietsky2017-02-191-3/+4
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-1/+2
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