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2019-12-14Change bundle name rules on iOS to match Apple's requirementsJonas Bernemann
Changed the bundle identifier verification to match the official verficiation. https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleidentifier This help developers to migrate existing games to godot without constantly having to change the bundle identifier in the generated XCode project.
2019-12-13Add project setting to hide home indicator on iOSJonas Bernemann
On iOS devices without a physical home button iOS shows a home indicator instead. This is often in the way of the UI or the game. Added a project setting to disable hidden home indicator. The default value is to hide the home indicator
2019-12-06iOS: Disable armv7 as target arch by defaultRémi Verschelde
We no longer compile for armv7 and x86 in the official export templates, as those architectures are no longer relevant for iOS. If users really want to support armv7 (used on devices from before September 2013, e.g. iPhone 5), they can still build their own templates and toggle the option. We might remove the option altogether in a later release to avoid the confusion for users that might tick the checkbox without having compiled their own templates. Fixes #34135.
2019-12-03[iOS] Add export options to control external access to user data.bruvzg
2019-12-01iOS modular build and export implementation.bruvzg
2019-11-22Fix typos with codespellRémi Verschelde
Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-11-05Fix crash on exit or resume on iOS 13Max
Fixes #7966.
2019-10-25Merge pull request #32326 from starryalley/ios_get_model_nameRémi Verschelde
ios: support get_model_name
2019-10-24Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵bruvzg
for macOS CI.
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-09-25ios: support get_model_nameMark Kuo
2019-09-24Merge pull request #32194 from AlexRixhardson/fix-7945Rémi Verschelde
Fixes crash described in issue 7945 (Duplicated [self drawView] in iphone gl_view)
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-09-18Fix crash on iOS devices during rotateAlexRixhardson
2019-08-21iOS>=11 platform - when handling gestures on screen edges, godot apps should ↵fogine
have priority over OS Solves an issue where iOS would steal InputEventTouch events when near screen edges in order to handle system wide gestures. Fixes #31503
2019-08-21Support vibration for Android and iOSvolzhs
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner
"modules/gdnative", "modules/gdscript" directories.
2019-07-22Fix type mismatch in iOS interface orientation checksRémi Verschelde
Not sure why this error popped up when I enabled C++11 on the codebase, but I guess this should fix it.
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-06Add microphone privilege settings support back into export and add privilege ↵Bastiaan Olij
exist check to camera server for iOS
2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
2019-07-01Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde
Replace ` + "/" + ` with `String::file_add()`
2019-06-30ARKit for Godot 3.2BastiaanOlij
This PR introduces support for ARKit to the iOS version of Godot. ARKit is Apples Augmented Reality platform. This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features. It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
2019-06-25Allow '-' character in iOS reverse DNS identifiers dissallow underscores.Nicholas Thompson
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-06-17Add script to fix style issues and copyright headersRémi Verschelde
This is only meant to check the validity of the whole codebase every now and then, or to apply clang-format config changes when relevant.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-05-21Merge pull request #29032 from akien-mga/tools-exceptions-rttiRémi Verschelde
SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build
2019-05-21added a const keyword for a methods that return constant literal...hbina085
2019-05-20SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools buildRémi Verschelde
Those were disable to keep size small, and on Android avoid the dependency on the STL, but for tools build (editor) this is not really a concern. Note: as of today it's not possible to build tools=yes for those platforms, but this change is one of the necessary steps to enable it. Fixes #25262.
2019-05-18Allow project export to be canceledGeorge Marques
2019-05-09Change "ID" to lowercase "id"Aaron Franke
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-01Merge pull request #27676 from qarmin/small_fixes_2Rémi Verschelde
Small fixes to static analyzer bugs
2019-04-30SCons: Always use env.Prepend for CPPPATHRémi Verschelde
Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
2019-04-24SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGSRémi Verschelde
Many contributors (me included) did not fully understand what CCFLAGS, CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them in the way they are intended to be. As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html - CCFLAGS: General options that are passed to the C and C++ compilers. - CFLAGS: General options that are passed to the C compiler (C only; not C++). - CXXFLAGS: General options that are passed to the C++ compiler. By default, this includes the value of $CCFLAGS, so that setting $CCFLAGS affects both C and C++ compilation. - CPPFLAGS: User-specified C preprocessor options. These will be included in any command that uses the C preprocessor, including not just compilation of C and C++ source files [...], but also [...] Fortran [...] and [...] assembly language source file[s]. TL;DR: Compiler options go to CCFLAGS, unless they must be restricted to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to CPPFLAGS.
2019-04-15Add Input::get_current_cursor_shapeGuilherme Felipe
[Clean up] Removed unused/unnecessary methods.
2019-04-06Remove unused importsHendrikto
2019-04-04Small fixes to static analyzer bugsqarmin
2019-03-16Add EAGLContext for the fallback caseSam Green
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.
2019-03-06Fix directory check when exporting projectvolzhs
Fix #26702
2019-03-06Merge pull request #26633 from akien-mga/driver-fallback-etcRémi Verschelde
Disable driver fallback to GLES2 by default
2019-03-05Merge pull request #26626 from rluders/misleading-error-message-exportRémi Verschelde
Fixing misleading error message when trying to export
2019-03-05Fixes misleading error message when trying to exportRicardo Lüders
This patch fixes the misleading error message when users try to "export all" into an invalid destination path. Closes #26539
2019-03-05Disable driver fallback to GLES2 by defaultRémi Verschelde
GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569.
2019-03-04Remove microphone from export options and distribution plistSam Green
2019-03-03Improve VRAM texture compression checks for mobile/webRémi Verschelde
For HTML5, we need to support S3TC if running on desktop, and ETC or ETC2 for mobile, so make this explicit. Add logic to check for ETC2 support on GLES3, and remove incorrect ETC feature for GLES3 on Android. Fix ETC check invalidating templates on HTML5. Fixes #26476.
2019-03-02SCons: Move platform-specific Opus config to its moduleRémi Verschelde