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path: root/platform/osx/os_osx.h
AgeCommit message (Collapse)Author
2017-11-09Make video mode initialization more intuitive, fixes #12022Juan Linietsky
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
2017-11-04Implemented physics plugAndreaCatania
Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
2017-10-23Implemented vsync OS functions for OS XMarcelo Fernandez
2017-10-05fixes several scaling problems on multi monitor retina/non-retina setups on OS XBernhard Liebl
2017-10-02Merge pull request #11568 from endragor/loggersAndreas Haas
Extract logging logic
2017-10-02Merge pull request #11575 from marcelofg55/move_path_to_trashPoommetee Ketson
FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash
2017-09-30Merged iphone and osx audio drivers into drivers/coreaudioMarcelo Fernandez
2017-09-25FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trashMarcelo Fernandez
2017-09-25Extract logging logicRuslan Mustakov
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
2017-09-24Removed get_resource_dir from osx platformBastiaanOlij
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-15Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog
Fix enums bindings
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-09-13Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez
2017-09-08Fixed loading package from resource folder, exporting textures to bundle and ↵BastiaanOlij
added a bit of feedback for a debug compile
2017-08-29Implements OS_OSX::get_system_dir()poke1024
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21p_screen param from get_screen_* funcs now default to the current screenMarcelo Fernandez
2017-08-09Implement NSTextInputClient protocol for IMEbruvzg
2017-08-06Duplicate error messages to macOS logging systembruvzg
2017-07-28Fix get_screen_* funcs returning old values after resolution changes on OS XMarcelo Fernandez
2017-07-27Fix is_window_fullscreen() and set_window_fullscreen() behaviour after ↵bruvzg
window has entered/left full-screen mode via green zoom button. Fix get/set_current_screen & set_window_maximized.
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-02Implemented borderless fullscreen code on OSX.Marcelo Fernandez
2017-06-27Implemented borderless window code for OSX.Marcelo Fernandez
2017-06-10Restired multithread support in OSX and Windows, should stop the crashes.Juan Linietsky
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-26Input: Remove usage of platform dependent event IDs.Andreas Haas
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-04Add API to access battery power stateJulian Murgia
Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
2017-01-16Fix compile errors related to audio on OSXBastiaanOlij
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-04First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij
renderer for Mac OS X. Still broken at this point.
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-09-06osx: Support gamepad input.Andreas Haas
Fixes #3881 Vibration support is not optimal yet as it doesn't try to emulate the "weak" and "strong" motor strength, but just takes the parameter with the highest value for the vibration gain.
2016-07-21Implement OS.request_attention() for OSX (#5662)GungnirInd
Keeps bouncing icon until user focuses window
2016-06-22Added alert() functionality for OS XKeyaku
2016-05-30-Some fixes to OSX retina scaling for window functionsJuan Linietsky
-Implemented HiDPI detection and support for Godot Editor!
2016-05-11OS.get_screen_size now returns the correct value on OSXmarcelofg55
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-10-16Added specific get_locale to OSX platformDidier Vandekerckhove
The default unix get_locale didn’t work. OS X requires a specific one.
2015-09-24Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky
2015-08-30new editor settings customization of where to run the game from the editorJuan Linietsky
2015-05-26ability to run 2D physics in a threadJuan Linietsky
also, 2D physics is now thread safe too. see physics_2d/thread_model