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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-130/+129
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-7/+8
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* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-2/+5
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Drop EXEC PATHP?? super verbose info messageRémi Verschelde2017-04-171-1/+0
| | | | It seems to give nightmares to Windows users.
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-2/+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 Verschelde2017-04-081-0/+1
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* Revert "8145 - Mouse Position is unknown until first mouse event on X11"Juan Linietsky2017-04-061-3/+0
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* Merge pull request #8246 from GodotNativeTools/dlscript-moduleRémi Verschelde2017-04-041-0/+26
|\ | | | | DLScript module
| * added dlscript moduleKarroffel2017-04-031-6/+6
| | | | | | | | | | | | | | | | | | This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
| * Added methods for opening dynamic libraries to OSKarroffel2017-03-291-0/+26
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* | 8145 - Mouse Position is unknown until first mouse event on X11 & WinSergey Pusnei2017-03-281-0/+3
|/ | | | | - X11 update input->pos on EnterNotify - X11 & Win call first-time events processing before main initialization
* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-9/+1
| | | | | 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...
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-776/+647
| | | | | | | | | | | | | | | | | | | | | | | | 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 API to access battery power stateJulian Murgia2017-03-041-0/+14
| | | | | | | | | | | | | | 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
* Merge pull request #7854 from neikeq/pr-execute-iterRémi Verschelde2017-02-261-3/+3
|\ | | | | Replace misuse of list iteration
| * Replace misuse of list iterationIgnacio Etcheverry2017-02-201-3/+3
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* | Merge pull request #7848 from hpvb/fix-7839Rémi Verschelde2017-02-261-6/+5
|\ \ | | | | | | Windows: Close audiodriver sooner on exit
| * | Windows: Close audiodriver sooner on exitHein-Pieter van Braam2017-02-191-6/+5
| |/ | | | | | | | | | | | | | | In #7839 I see the same error that was fixed in #7833 occuring on the Windows platform. This moves the audio driver closing to the same place in OS_Windows::finalize() as it is in OS_X11::finalize() This fixes #7839
* / -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..
* Merge pull request #7782 from SaracenOne/windows_relative_cursor_fixRémi Verschelde2017-02-121-2/+3
|\ | | | | Fix relative cursor data in CAPTURED mouse mode on Windows.
| * Fix glitches when sampling relative cursor data in CAPTURED mouse mode on ↵Saracen2017-02-111-2/+3
| | | | | | | | Windows.
* | Merge pull request #7771 from Limb/winaudiodriverRémi Verschelde2017-02-121-0/+5
|\ \ | | | | | | Close out audio drivers when exiting on Windows.
| * | Close out audio drivers when exiting.Kenneth Lorthioir2017-02-091-0/+5
| |/ | | | | | | Prevents a crash when closing the project manager.
* | Merge pull request #7770 from Limb/removedx9Rémi Verschelde2017-02-121-7/+0
|\ \ | | | | | | Removed DX9 Rasterizer in windows
| * | Removed DX9 Rasterizer in windows.Kenneth Lorthioir2017-02-091-7/+0
| |/ | | | | | | | | | | This doesn't seem to be needed anymore and the code to free the unused rasterizer was throwing a memory violation since it was getting set to a value somehow.
* / Fixed compilation issues with Visual StudioKenneth Lorthioir2017-02-081-0/+5
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* Added focus tracking in X11 and Windows classes, added new confined mouse ↵Ilija Boshkov2017-01-251-11/+30
| | | | mode (#7162)
* Merge pull request #7558 from Faless/fix_windows_outputRémi Verschelde2017-01-161-10/+2
|\ | | | | Fix gibberish output for windows/mingw.
| * Fix gibberish output for windows/mingw.Fabio Alessandrelli2017-01-161-10/+2
| | | | | | | | | | | | | | %ls should be used instead of %s or %S to speficy narrow/wide charstring in wprintf fwprintf Fixes #6252
* | Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-30/+5
|/ | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-5/+5
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-12/+16
| | | | | 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 Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky2017-01-131-2/+2
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* More fixes to Joypad renaming.Andreas Haas2017-01-081-1/+1
| | | | | | Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^ I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad mappings.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-5/+5
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* Windows: Define _WIN32_WINRT to 0x0600 (Vista)Rémi Verschelde2017-01-081-1/+1
| | | | | | | | Passed as a compiler define to be sure it is always define before windows.h is loaded. This means that Godot officially requires Vista API or later, it will not work on Windows XP or earlier. Also fix a bogus check for Windows 7 API.
* Added missing readers writers lock to windows, should compile and run again..Juan Linietsky2017-01-081-0/+2
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* fixes compilation in windows?Juan Linietsky2017-01-081-14/+2
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-1/+1
| | | | renamed to PoolVector
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-061-4/+0
| | | | | | aligned to 16 -Changed Vector<> template to fit this.
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-051-3/+5
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| * First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij2017-01-041-3/+5
| | | | | | | | renderer for Mac OS X. Still broken at this point.
* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-2/+2
|/ | | | | | | | 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
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-12/+25
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Godot works on Windows again..reduz2016-12-211-11/+16
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| * 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-0/+9
| | | | | | | | general
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-2/+2
| | | | | | | | | | | | | | | | -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 Verschelde2017-01-011-1/+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!
* | Fix console output for MinGW compilersRémi Verschelde2016-11-281-2/+10
| | | | | | Reworked patch from @jay3d (#7116).
* | vsnc --> vsyncISylvox2016-11-081-1/+1
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