Age | Commit message (Collapse) | Author |
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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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This allow the loading bar to be much more reliable, even in cases where
realible stream loading status is not detectable (server-side
compression, chunked encoding).
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This commit also removes the utils.js engine file, moving some of it's
content to config.js and some to engine.js .
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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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Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
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This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
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Working with emscripten >= 2.0.10
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Should I write a poem about this whole new world? ;)
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Initial work to make liniting easier.
This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
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