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* 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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* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-162-42/+6
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-164-44/+54
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-6/+6
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+5
| | | | | 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.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-1/+1
| | | | String.get_basename()
* Improvements to scons defined WINVER/_WIN32_WINNTFabio Alessandrelli2017-01-121-0/+4
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* Finish replacement of joystick by joypadRémi Verschelde2017-01-083-3/+3
| | | | Some parts were forgotten in 547a577.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-084-25/+25
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0113-13/+13
| | | | | | | | 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!
* Rename remaining WinRT references to UWPGeorge Marques2016-11-0310-160/+160
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* Rename WINRT_ENABLED to UWP_ENABLEDGeorge Marques2016-11-032-2/+2
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* Rename WinRT files to UWPGeorge Marques2016-11-0316-0/+5318