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| * Fix double finalisation of audio driversMarcelo Fernandez2017-08-021-4/+0
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* | Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTERBojidar Marinov2017-08-062-2/+2
|/ | | | Closes #7695
* Merge pull request #9886 from bruvzg/3.0-win-num-enter-fixRémi Verschelde2017-07-311-1/+6
|\ | | | | Fix Numpad Enter key on Windows (3.0)
| * Fix Numpad Enter key on Windowsbruvzg2017-07-261-1/+6
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* | added an optional parameter to OS symbol lookupKarroffel2017-07-272-4/+8
|/ | | | | | | | When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
* Make MinGW test less verbose on non-Bash shellsRémi Verschelde2017-07-251-9/+2
| | | | | The &> construct seems to be Bash-specific. Supersedes #9755.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-193-6/+7
| | | | -Added system for feature overrides, it's pretty cool :)
* -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)
* Fixed issues with borderless windows on WindowsMarcelo Fernandez2017-07-092-72/+44
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* Buildsystem: Improve detect.py readability and fix issuesRémi Verschelde2017-07-011-195/+77
| | | | | | | | | | | | | | | | | | | 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
* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Make the Windows icon file smallerHugo Locurcio2017-06-201-0/+0
| | | | This results in slightly more compact Godot Windows binaries.
* Fix MouseWheel position on WindowsGeorge Marques2017-06-151-2/+2
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* Restired multithread support in OSX and Windows, should stop the crashes.Juan Linietsky2017-06-101-8/+6
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-3/+3
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-17/+17
| | | | Make the naming consistent with other classes.
* Use new icons everywhereTimo Schwarzer2017-05-281-0/+0
| | | | Closes #8879
* Fix a few issues compiling windows and using VS2015 and earlierBastiaanOlij2017-05-232-3/+2
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-202-130/+130
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-173-9/+10
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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.
* Improve documentation of thirdparty code snippetsRémi Verschelde2017-05-071-0/+25
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* Fix UDP wait() not returning after first received packetFabio Alessandrelli2017-05-051-0/+2
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* 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 Pusnei2017-04-102-3/+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
* -Fix eternal black screen on WindowsJuan Linietsky2017-04-091-1/+1
| | | | -Disabled warnings on windows, need to properly set up warnings
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0823-0/+23
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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 Verschelde2017-04-042-0/+30
|\ | | | | DLScript module
| * added dlscript moduleKarroffel2017-04-032-9/+9
| | | | | | | | | | | | | | | | | | 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 OSKarroffel2017-03-292-0/+30
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* | Reenable Windows Desktop exporteska2017-04-031-16/+13
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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
* Merge pull request #8159 from Hinsbart/last_idRémi Verschelde2017-03-274-27/+18
|\ | | | | Input: Remove usage of platform dependent event IDs.
| * Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-264-27/+18
| | | | | | | | | | 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)
* Merge pull request #7985 from Faless/enet_godot_sock_squashRémi Verschelde2017-03-242-13/+16
|\ | | | | Update ENet to use Godot sockets.
| * Allow non blocking UDP put_packet in C++.Fabio Alessandrelli2017-03-242-13/+16
| | | | | | | | | | | | - Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
* | Fix typos in source code using codespellRémi Verschelde2017-03-242-2/+2
|/ | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0520-1566/+1347
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-051-1/+1
| | | | | | 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 Murgia2017-03-045-0/+187
| | | | | | | | | | | | | | 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 #7862 from Hinsbart/joypad_connectionsRémi Verschelde2017-02-262-13/+2
|\ | | | | Better handling of joypad device IDs.
| * Better handling of joypad device IDs.Andreas Haas2017-02-262-13/+2
| | | | | | | | | | | | | | 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
* | 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..