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path: root/platform/iphone/app_delegate.mm
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2021-10-09Implement get_cache_path() for iOS, and improve it for Android and WindowsPedro J. Estébanez
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-10iOS Modules: separate main platform code from modulesSergey Minakov
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-02iOS: RefactoringSergey Minakov
Enabled ARC for iOS. Weakify/Strongify macros for objc blocks. Removed old version checks. Specific types for ObjC++ modules to exclude unneeded bridging. Separate DeviceMetrics class for device specific data. Replaced old/deprecated functionality.
2020-07-25iOS: Vulkan supportSergey Minakov
Implemented Vulkan Support. Use DisplayServer for rendering and input handling Use single view for rendering in both GLES2 (not supported yet) and Vulkan Use @available checks where it's required (otherwise compiler would fail compilation) Simulator checks
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-13Update game controller enums.Marcel Admiraal
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-21Update detect.pySam Green
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-08-21Support vibration for Android and iOSvolzhs
2019-03-14Add logging around opengl es context creation. Ensure we can access project ↵Sam Green
settings prior to creating our gl es context, so we can properly determine which driver to use.
2019-02-26Fixed possible crash on iOS in applicationDidReceiveMemoryWarning method: ↵Ivan Ponomarev
event loop may be null when it's called.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-07-17Fix keep screen on property path for Android/iOS/UWPvolzhs
2018-05-11Proper focus in/out handling on iOSRuslan Mustakov
PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle callbacks were handled by Godot. Before that PR it was possible to get NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are always coupled, but now there is an issue when, for example, you open a notification panel on iOS without moving the app to background. It resulted in view.stopAnimation being called without the corresponding startAnimation when the app moves to foreground again, so it looked like the game hanged. I changed focus out notification to be sent in applicationWillResignActive, because it makes more sense than to do it in applicationDidEnterBackground, because it is always called in pair with applicationDidBecomeActive, where focus in is sent. applicationDidEnterBackground may not come under circumstances that are now described as a comment in code.
2018-05-07Resume audio on iOS after phone call or alarmRuslan Mustakov
When a phone call or an alarm triggers on iOS, the application receives an "audio interruption" and it's up to the application to resume playback when the interruption ends. I added handling for audio interruptions same as if the game is focused out and then back in.
2018-04-11iPhone X support and iOS-related fixesRuslan Mustakov
Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331.
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-10iOS: Drop obsolete code from never-public modulesRémi Verschelde
2017-12-07use application:didFinishLaunchingWithOptions: instead of ↵volzhs
applicationDidFinishLaunching: for iOS
2017-11-06Prevent to stop music in another background app on iOSvolzhs
2017-10-04Fix logging on iOSRuslan Mustakov
RotatedFileLogger needs data_dir on iOS to be initialized, so setting data_dir has been moved to initialize_core.
2017-09-30Merged iphone and osx audio drivers into drivers/coreaudioMarcelo Fernandez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-05-27Merge pull request #8935 from volzhs/get-locale-masterRémi Verschelde
Make OS.get_locale() returns same value
2017-05-27Make OS.get_locale() returns same valuevolzhs
2017-05-26Fixed audio can not resume if it is interrupted cause by an incoming phone callsanikoyes
2017-05-23More fixes for iOS Godot 3.0BastiaanOlij
- nicely exit if initialisation fails - fix a few issues around new event handling - use 16bit single channel framebuffer as 32bit is not supported on iOS
2017-05-17MFI gamepad support for iPhoneBastiaanOlij
2017-04-09Style: Apply clang-format (3.9.1) to Obj-C++ filesRémi Verschelde
2017-04-09Formatting of mm filesBastiaanOlij
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-24Fixing magnetometer on iOSBastiaanOlij
(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
2017-03-05iphone: Drop unused Appirater thirdparty APIRémi Verschelde
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-12Added support for getting gravity vector from iOSBastiaanOlij
2017-01-12Added logic for adjusting to screen orientation and removed final negative zBastiaanOlij
2017-01-12Added gravity vector back into the accelerometer data and flipped Z on the gyroBastiaanOlij
2017-01-12Fixed up release motionManager and negate z for gyro and magnetometerBastiaanOlij
2017-01-12Replacing deprecated UIAccelerometer with Core MotionBastiaanOlij
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
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
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!
2016-04-02Remove trailing spacesRémi Verschelde