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path: root/platform/iphone/os_iphone.cpp
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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.
2018-01-04Change 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
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-03Fix open_dynamic_library override in OSIPhoneRuslan Mustakov
Was broken at 9678231b109c333a5273325c8758241310cd27f4
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-21Allow configuring iOS exportRuslan Mustakov
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
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.
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-11-14Move singleton management from ProjectSettings to EngineLeon Krause
2017-11-09Remove get_default_video_mode definition on OSX/iOSRémi Verschelde
It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
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
2017-10-29Disable logging until the logs location is sorted outRémi Verschelde
Temporary workaround for #12277.
2017-10-09Merge pull request #11824 from endragor/ios-loggingRémi Verschelde
Fix logging on iOS
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.
2017-10-04Allow to obtain virtual keyboard heightRuslan Mustakov
On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
2017-10-02Merge pull request #11568 from endragor/loggersAndreas Haas
Extract logging logic
2017-09-30Merged iphone and osx audio drivers into drivers/coreaudioMarcelo Fernandez
2017-09-25Extract logging logicRuslan Mustakov
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-08removed calls to cursor_set_visible on all platforms fixes #10167toger5
2017-08-07Merge pull request #10141 from ISylvox/lower_case_godot_apiRémi Verschelde
Makes all Godot API's Methods lower_case
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-05Copy point into mouse event as isBastiaanOlij
2017-07-25Fixed setting our system_fbo framebufferBastiaanOlij
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-26Merge pull request #8912 from RandomShaper/ios-alertRémi Verschelde
Implement OS.alert() for iOS
2017-05-25Implement OS.alert() for iOSPedro J. Estébanez
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
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17MFI gamepad support for iPhoneBastiaanOlij
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...
2017-03-24Input: Refactor JOY_* constants.Andreas Haas
**Breaking change** Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware. Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
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
2017-02-23Really fix iphone buildsBojidar Marinov
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
2017-01-08renamed joystick to joypad everywhere around source code!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!