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path: root/platform/haiku/os_haiku.cpp
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2019-04-15Add Input::get_current_cursor_shapeGuilherme Felipe
[Clean up] Removed unused/unnecessary methods.
2019-02-26-Remove harcoded opengl extension testing from OS, ask rasterizer instead.Juan Linietsky
-Fixed a bug where etc textures were imported broken
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-01Fix init of VisualServerRasterRémi Verschelde
Contrarily to what #23434 assumed, this is not a memory leak, the VisualServerRaster instance is passed as a parameter to VisualServerWrapMT's constructor. Fixes #23437.
2018-11-01Fix initialization of visual server in all platformsGeorge Marques
Avoid leaking an extra instance when using threads. Also fix threaded loading issues on Android and iOS.
2018-08-11Rebase patches for fixing haiku build.Adrien Destugues
2018-07-20Fix some more build issues after c69de2ba4Rémi Verschelde
Fixes #20301.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Fix macOS and other builds after #15299Duy-Nguyen TA
Commit ammended by @akien-mga to fix more platforms.
2018-01-04Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond
2018-01-03Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde
Custom hardware-accelerated mouse cursor
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Add implementation for custom hardware cursorGuilherme Silva
2017-12-09Fixes vsync setting ignored when using a separate thread for renderingStefano Bonicatti
Setting the vsync in the main thread, after the rendering thread starts and takes the OpenGL context fails, so we need to do that before. Also, for some reason, the main thread cannot make current the context anymore. Fixes #13447
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-09Make video mode initialization more intuitive, fixes #12022Juan Linietsky
2017-11-04Implemented physics plugAndreaCatania
Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
2017-10-13Drop unusued LEGACYGL_ENABLED checkRémi Verschelde
[ci skip]
2017-09-13Fix crash when no audio driver is availableMarcelo Fernandez
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
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
2017-03-05A 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
2017-03-04Add API to access battery power stateJulian Murgia
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
2017-01-16Adapt platforms to AudioServer refactoringRémi Verschelde
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
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.
2017-01-01Welcome 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.
2016-03-09remove trailing whitespaceHubert Jarosz
2015-11-02Moved deleting sample player in OS finalize methods to before deleting audio ↵Saracen
server to prevent crash when exiting.
2015-07-26Haiku: add sound supportKostadin Damyanov
2015-07-02Haiku: gl context lockingKostadin Damyanov
2015-06-23Haiku: implement some more window-related methodsKostadin Damyanov
2015-06-21Haiku: add some screen and window-related methodsKostadin Damyanov
2015-06-20Haiku: implemet get_widow_size() get/set_window_position()Kostadin Damyanov
2015-06-20Haiku: cleanup, add TODOsKostadin Damyanov
2015-06-20Haiku: handle the quit request messageKostadin Damyanov
2015-06-18Haiku: implement get_mouse_pos() and get_mouse_button_state()Kostadin Damyanov
2015-06-16Haiku: handle mouse movement and click eventsKostadin Damyanov
2015-06-11Haiku: create a GL context and initialize the audio and physics serversKostadin Damyanov
2015-05-30Haiku: start implementing the os-dependant stuffKostadin Damyanov
2015-05-29Haiku: fix build, link with libGL and libGLEWKostadin Damyanov
2015-05-28Haiku: enable building with GLESKostadin Damyanov
2015-05-25Haiku: some small fixesKostadin Damyanov
2015-05-25Haiku: link with the haiku libs, stub the OS_Haiku class.Kostadin Damyanov