Age | Commit message (Collapse) | Author |
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Also MIDIMessage
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
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
```
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InputEventWithModifiers properties/methods
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See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
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Follow-up to #38736 (these uses were likely added after this PR was merged).
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Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
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The option was forced to `true` before, unlike on other platforms.
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Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.
Use `None` if you want to control the canvas size with custom JavaScript
code.
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`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
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This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
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The canvas_id is `#`-prefixed to work with emscripten as a CSS selector.
When comparing to an event target ID (e.g. when checking if the canvas
is fullscreen, or is locking the mouse) we need to skip the first char
(the hash).
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No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
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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 🎆
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Those were missed in #44401 or added by later PRs.
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This was caused by the devicePixelRatio being applied twice, once by the
HTML code, once by the OS code.
More specifically, OS.get_window_size() would return the canvas element
size, while OS.set_window_size() would set the element size to the
specified value times the devicePixelRatio.
Calling OS.set_window_size(OS.get_window_size()) would reapply the
devicePixelRatio every time.
This commit changes the behaviour so that OS.set_window_size() do not
apply the devicePixelRatio to the canvas element size, by it divides the
CSS size instead.
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The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
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Crated helper class in native/utils.js.
Simplify code in OS/DisplayServer.
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Platform is detected on init via the `navigator.platform` string.
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Checked in main.cpp, would cause the engine to not load.
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Fix compatibility issues, achieve smoother resizing.
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Were static functions in cpp file, polluting global namespace.
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The value of this, does not include the layout.
The code has extra logic to map the unicode value to our keylist,
supporting ASCII and Latin-1.
Also add support for `physical_keycode` in HTML5 platform.
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I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
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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.
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Move copyToFS into utils.js library included with '--pre-js'.
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