| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| | |
|
| |
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| | |
|
| |
|
|
| |
There was an error about undeclared malloc()+free().
|
| |\
| |
| | |
Better handling of joypad device IDs.
|
| | |
| |
| |
| |
| |
| |
| | |
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
|
| |\ \
| | |
| | | |
X11 return to cwd at exit
|
| | | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
During runtime godot calls chdir() several times. This doesn't really
matter normally but when using tools such as gprof the location of the
profiling data is kind of hard to intuit.
With this PR we simply store the current working directory at start and
restore it once we're almost done exiting.
This doesn't use the OS abstractions as when we need to get the current
workdir we haven't yet initialized it (by necessity). This would break
if we tried to build X11 for windows, but since the X11 target is
hardcoded to use the UNIX abstractions I don't think it matters.
|
| |\ \ \
| | | |
| | | | |
Replace misuse of list iteration
|
| | | | | |
|
| |\ \ \ \
| | | | |
| | | | | |
Get rid of some compilation warnings.
|
| | | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
|
| |\ \ \ \ \
| | | | | |
| | | | | | |
Windows: Close audiodriver sooner on exit
|
| | | |_|/ /
| |/| | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
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
|
| |\ \ \ \ \
| | | | | |
| | | | | | |
Really fix iphone builds
|
| | | | | | | |
|
| |\| | | | |
| | | | | |
| | | | | | |
Complete the globals.h -> global_config.h conversion
|
| | | | | | | |
|
| |/ / / / /
| | | | |
| | | | |
| | | | | |
work though
|
| | |_|_|/
|/| | | |
|
| | | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
modified files)
-.pck and .zip exporting redone, seems to be working..
|
| | | | |
| | | |
| | | |
| | | | |
Also fix web builds on Windows and clean up
|
| | |/ /
|/| | |
|
| |/ / |
|
| | |
| |
| |
| |
| |
| |
| | |
The audio driver cleanup needs to happen at the start of finish
otherwise a race still seems to exist with the destruction of the
audioserver. I think that destroying the X resoures before has something
to do with it.
|
| |/
|
|
|
|
|
| |
The audiodrivers loaded by OS_X11 are not destroyed before the
audioserver is. This causes a segfault on exit.
The code is taken from os_windows.cpp which did have the cleanup code.
|
| | |
|
| |
|
| |
Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX(). mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE.
|
| |
|
|
|
|
| |
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
| |\
| |
| | |
TCP/UDP listen bind to address and bugfixes
|
| | |
| |
| |
| |
| | |
We were reserving 12 bytes from the buffer for ip, port, and length, but since
IPv6 introduction we should be reserving 24 (IPv6 are 16 bytes)
|
| | |
| |
| |
| |
| |
| |
| | |
We should probably create a specific function for setting the
recv buffer anyway. UDP sockets does not need to bind (listen)
to be able to call recvfrom. This is especially useful for clients
who just call set_send_address and start communicating with a server.
|
| | |
| |
| |
| | |
The ring buffer for receiving packets was not resized in constructor
|
| | |
| |
| |
| |
| | |
TCP status polling is always performed as non blocking.
Trying to put a packet on a connecting socket will fail immediately.
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| |\ \
| | |
| | | |
Fix relative cursor data in CAPTURED mouse mode on Windows.
|
| | | |
| | |
| | |
| | | |
Windows.
|
| |\ \ \
| | | |
| | | | |
Close out audio drivers when exiting on Windows.
|
| | |/ /
| | |
| | |
| | | |
Prevents a crash when closing the project manager.
|
| |\ \ \
| | | |
| | | | |
Removed DX9 Rasterizer in windows
|
| | |/ /
| | |
| | |
| | |
| | |
| | | |
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.
|
| |/ / |
|
| |\ \
| | |
| | | |
x11: don't wait for window to be mapped
|
| | |/ |
|