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AgeCommit message (Collapse)Author
2017-07-02Implemented borderless fullscreen code on OSX.Marcelo Fernandez
2017-06-27Implemented borderless window code for OSX.Marcelo Fernandez
2017-06-13Used in the macOS HiDPI options window is too smallageazrael
2017-06-13Fixed middle mouse button can't bounce in macOSageazrael
2017-06-10Restired multithread support in OSX and Windows, should stop the crashes.Juan Linietsky
2017-06-06osx release right button event fixedtoger5
RIGHT_MOUSE_BUTTON was not removed from the button mask (instead it was added...) fixes #9079
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-27Make OS.get_locale() returns same valuevolzhs
2017-05-22added modifier key to scroll eventtoger5
2017-05-22fixed osx input eventtoger5
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-20Doing a little bit of cleanupBastiaanOlij
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-07Implemented scrolling factor for smooth trackpad scrollingtoger5
Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
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
2017-04-09Style: Apply clang-format (3.9.1) to Obj-C++ filesRémi Verschelde
2017-04-09Formatting of mm filesBastiaanOlij
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...
2017-03-04Add 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
2017-02-13Fix missing semicolon in previous commitRémi Verschelde
2017-02-13Fix for issue #7766Brett-Mitchell
Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX(). mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE.
2017-01-16Fix compile errors related to audio on OSXBastiaanOlij
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
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.
2017-01-08Finish replacement of joystick by joypadRémi Verschelde
Some parts were forgotten in 547a577.
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05Enabled code that requests an OpenGL 3 context.BastiaanOlij
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.
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
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!
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
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.
2016-08-09Crashfix for OSX on Sierra betamarcelofg55
2016-08-02Fix set_window_size not setting the correct size on OSXmarcelofg55
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
2016-06-04Right click->Quit on the godot icon will now close the application on OSX.marcelofg55
Fixed get_window_position that missed a return on OSX.
2016-06-02Merge remote-tracking branch 'upstream/master'marcelofg55
2016-05-31Implemented file drop support in OSXJuan Linietsky
2016-05-31Key modifiers (Ctrl, Alt, Meta and Shift) may be used as Input keys now on OSXmarcelofg55
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
2016-04-29I think this is ok, "resizable" property might changeAriel Manzur
2016-04-02Remove trailing spacesRémi Verschelde
2016-03-07osx: fix inverted horizontal scrollinghondres
2016-02-17Rename KEY_KP_SUBSTRACT to KEY_KP_SUBTRACTRémi Verschelde
The former name was incorrect in English, though for us latin lovers it's an understandable mistake. Second part of and closes #3626.
2016-02-04support horizontal mouse wheel, use in text editorhondres
2016-01-24Change default window size for desktopGeorge Marques
Fix #3149