summaryrefslogtreecommitdiff
path: root/platform/javascript/js
AgeCommit message (Collapse)Author
2021-02-26[HTML5] Add jsdoc2rst tool.Fabio Alessandrelli
A template for `jsdoc` that generat the HTML5 public classref. The script can be run via `npm run docs` to print to stdout. You can dry run via `npm run docs -- --d dry-run` or write to file via `npm run docs -- -d /path/to/file.rst` Also update Makefile in `doc/` and add dry run test to CI.
2021-02-26[HTML5] Document Engine and EngineConfig (jsdoc).Fabio Alessandrelli
This commit also removes the utils.js engine file, moving some of it's content to config.js and some to engine.js .
2021-02-19[HTML5] Better fullscreen, canvas resizing.Fabio Alessandrelli
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.
2021-02-19[HTML5] Easier HTML templates, better deinit/cleanup.Fabio Alessandrelli
2021-02-17[HTML5] Implement get_processor_count.Fabio Alessandrelli
2021-02-12[HTML5] Detect screen scale and DPI.Fabio Alessandrelli
`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).
2021-02-11Merge pull request #45888 from Faless/js/4.x_xhr_fixRémi Verschelde
[HTML5] Fix HTTPClient request_raw.
2021-02-11[HTML5] Fix HTTPClient request_raw.Fabio Alessandrelli
Now send data according to the spec, properly handle null data. Simplify JS code since we are at it.
2021-02-11[HTML5] Handle contextmenu, webglcontextlost internally.Fabio Alessandrelli
This way they are automatically cleaned up when the engine exits, landing a hand to browsers garbage collectors.
2021-01-25[HTML5] Better editor HTML, small refactor.Fabio Alessandrelli
Side and GDNative libraries are now added by engine.js , the dynlink pre js had been deleted.
2021-01-18[HTML5] Custom Gamepad library to allow remapping.Fabio Alessandrelli
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.
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-09[HTML5] Fix errors when Mic is not allowed.Fabio Alessandrelli
2020-12-05[HTML5] EditorRunNative works with GDNative.Fabio Alessandrelli
This "breaks" our loading bar logic (libraries are not counted). Fixing it is non trivial and probably deserves investigating a different strategy.
2020-12-05[HTML5] GDNative support via SIDE_MODULE.Fabio Alessandrelli
Working with emscripten >= 2.0.10
2020-12-04[HTML5] Add function signatures to JS libraries.Fabio Alessandrelli
2020-11-30[HTML5] Remove file flags from writeFile in setup.Fabio Alessandrelli
Flags where deprecated and partly in removed in emscripten 2.0.9.
2020-11-23[HTML5] Run eslint --fix.Fabio Alessandrelli
Should I write a poem about this whole new world? ;)
2020-11-21[HTML5] Libraries refactor for linting.Fabio Alessandrelli
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.