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path: root/platform/javascript/display_server_javascript.cpp
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2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-01Default cursor fix for html5 exportRaffaele Picca
2022-05-19Merge pull request #61020 from timothyqiu/wait-busyRémi Verschelde
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-14Swap the meaning of CURSOR_WAIT and CURSOR_BUSYHaoyu Qiu
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-04-28Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and ↵bruvzg
Windows. Implement TextServer word break method.
2022-03-16Split dummy renderer classes into separate filesBastiaan Olij
Split canvas_texture_storage and texture_storage from render_storage class
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-04Merge pull request #57341 from bruvzg/win_multiwin_fsRémi Verschelde
2022-02-04[Windows] Add WS_BORDER flag to windows in WINDOW_MODE_FULLSCREEN mode to ↵bruvzg
allow multi-window interface in full-screen. [Windows] Add WINDOW_MODE_EXCLUSIVE_FULLSCREEN without WS_BORDER flag enabled (no multi-window support).
2022-02-03Add screen_get_refresh_rate to DisplayServerjordi
2022-01-24Merge pull request #56754 from madmiraal/fix-45592Rémi Verschelde
2022-01-17Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde
2022-01-14Fix Actions mapped to triggers not using the full rangeMarcel Admiraal
2022-01-13Use mouse event relative motion to calculate mouse velocityMarcel Admiraal
2022-01-11Merge pull request #56322 from madmiraal/fix-42450Rémi Verschelde
2022-01-06Fix multiple missing UTF-8 decoding.bruvzg
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-29Rename speed to velocity when it's a directional VectorMarcel Admiraal
2021-12-18[Windows] Improve console handling and execute/create_process.bruvzg
Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
2021-11-19[HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.Fabio Alessandrelli
Note, the editor build requires the mbedtls module to be manually enabled, as it is currently needed as a ResourceUID dependency. This will need to be addressed in a separate PR.
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-05[HTML5] Refactor display/input JS library code.Fabio Alessandrelli
2021-10-05[HTML5] Implement Pointer Lock API in JS library.Fabio Alessandrelli
Removes more emscripten HTML5 library dependencies.
2021-10-05[HTML5] Implement window blur in JS library.Fabio Alessandrelli
Removes more emscripten HTML5 library dependencies.
2021-10-05[HTML5] Implement fullscreenchange in JS library.Fabio Alessandrelli
Removes more emscripten HTML5 library dependencies.
2021-10-05[HTML5] Implement mouse/touch/key events in JS library.Fabio Alessandrelli
This makes us more independent from emscripten libraries, giving us more control on the application lifecycle.
2021-09-23Release pressed events when the window is blurred on HTML5 platformSelgesel
2021-09-15[HTML5] Fix wheel/touch callback modifying event after parse.Fabio Alessandrelli
The events should be duplicated or reinstantiated without assuming that parse_input will consume them immediately.
2021-09-12[HTML5] Fix input not working when buffered.Fabio Alessandrelli
After input buffering was reworked, input accumulation is now handled outside of OS, and the JavaScript plaform never implemented that. Additionally, the JavaScript platform is quite obnoxious about calling specific APIs outside specific user triggered events. This commit adds event flushing during the main iteration, and forces it during keydown/keyup/mousedown/mouseup/touchstart/touchend/touchcanel events (effectively only accumulating only "move" events).
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-07-22Move `alert` function from `DisplayServer` to `OS`.bruvzg
2021-07-15[HTML5] Fix build (with module_webxr_enabled=no).Fabio Alessandrelli
The XR API changed a bit, and it's not just a rename, though probably an easy update for someone who is qualified :).
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-03Add MOUSE_MODE_CONFINED_HIDDENAaron Franke
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-01Move remaining dummy drivers to servers.Fabio Alessandrelli
2021-05-20Fix typos with codespellRémi Verschelde
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 ```
2021-05-17Merge pull request #48168 from LightningAA/control-to-ctrl-4.0Rémi Verschelde
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-07OS: Remove native video API only implemented on iOSRémi Verschelde
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.
2021-05-04Rename `doubleclick` to `double_click`Aaron Franke
2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-23Rename some more global enums (Key, Joy, MIDI)Aaron Franke
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-11[HTML5] Opt-in virtual keyboard support.Fabio Alessandrelli
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.