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path: root/platform/haiku/haiku_direct_window.cpp
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2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
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
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-26Input: Remove usage of platform dependent event IDs.Andreas Haas
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...
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
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.
2017-01-13rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-01-04Remove unnecessary null pointer checksEmmanuel Leblond
2015-08-12Haiku: remove unneeded codeKostadin Damyanov
2015-08-12Haiku: remove unneeded codeKostadin Damyanov
2015-07-12Haiku: add keyboard supportKostadin Damyanov
2015-07-02Haiku: gl context lockingKostadin Damyanov
2015-06-21Haiku: add support for mouse wheelKostadin Damyanov
2015-06-20Haiku: handle the quit request messageKostadin Damyanov
2015-06-18Haiku: implement get_mouse_pos() and get_mouse_button_state()Kostadin Damyanov
2015-06-17Haiku: read the status of the key modifiers and mouse buttonsKostadin Damyanov
2015-06-16Haiku: handle mouse movement and click eventsKostadin Damyanov
2015-06-11Haiku: create a GL context and initialize the audio and physics serversKostadin Damyanov