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2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-22Travis: Use Ubuntu 18.04 (bionic) as base imageRémi Verschelde
It's now available and allows us to have a better default environment, with GCC 7.4.0 and Clang 7. We now need GCC 7+ for C++17 support so it's more efficient to upgrade the image than to install it on Ubuntu 16.04 (xenial). Also fixes a couple -Wdeprecated-declarations warnings on macOS now that we build against macOS 10.12.
2020-02-22SCons: Bump required C++ standard to C++17Rémi Verschelde
As per #36436, we now need C++17's guaranteed copy elision feature to solve ambiguities in Variant. Core developers discussed the idea to move from C++14 to C++17 as our minimum required C++ standard, and all agreed. Note that this doesn't mean that Godot is going to be written in "modern C++", but we'll use modern features where they make sense to simplify our "C with classes" codebase. Apart from new code written recently, most of the codebase still has to be ported to use newer features where relevant. Proper support for C++17 means that we need recent compiler versions: - GCC 7+ - Clang 6+ - VS 2017 15.7+ Additionally, C++17's `std::shared_mutex` (conditionally used by `vk_mem_alloc.h` when C++17 support is enabled) is only available in macOS 10.12+, so we increase our minimum supported version.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-14Remove incomplete battery status/power APIRémi Verschelde
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11Restore parts of #33783 and #32809 missing after rebase.bruvzg
2020-02-11Fix code formatting issues and VS compilationRémi Verschelde
Also temporarily disable multicheck build so that we get a full build even when there are style issues on Vulkan. Fixes #33356.
2020-02-11Merge pull request #32821 from bruvzg/vlk_fix_macos_exitRémi Verschelde
[Vulkan, macOS] Fix RID leaks and crashes on exit.
2020-02-11Move Vulkan context/rendering_device destruction to windowWillClose ↵bruvzg
notification.
2020-02-11Improve HiDPI handling, fix incorrect window viewport clipping.bruvzg
2020-02-11SCons: Streamline Vulkan buildsystem + fixupsRémi Verschelde
- Renamed option to `builtin_vulkan`, since that's the name of the library and if we were to add new components, we'd likely use that same option. - Merge `vulkan_loader/SCsub` in `vulkan/SCsub`. - Accordingly, don't use built-in Vulkan headers when not building against the built-in loader library. - Drop Vulkan registry which we don't appear to need currently. - Style and permission fixes.
2020-02-11Merge pull request #29993 from bruvzg/vulkanRémi Verschelde
Initial Vulkan support for macOS (MoltenVK) and Windows
2020-02-11Add runtime GLES2 / Vulkan context selection.bruvzg
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-02-11Added a spinlock template as well as a thread work pool class.Juan Linietsky
Also, optimized shader compilation to happen on threads.
2020-02-11Custom material support seems complete.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-10Merge pull request #35301 from Calinou/improve-console-error-loggingRémi Verschelde
Improve the console error logging appearance
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-31Merge pull request #35684 from timothyqiu/macos-sanitizersRémi Verschelde
Adds sanitizer options for macOS
2020-01-31Adds extra cursors for macOSHaoyu Qiu
Before, plain arrow cursor or unsuitable ones were used.
2020-01-29Adds sanitizer options for macOSHaoyu Qiu
2020-01-19Improve the console error logging appearanceHugo Locurcio
This makes secondary information less visually prominent to improve overall readability. Various loggers were also tweaked for consistency.
2020-01-14Remove unused ip_unix member from OSX/server.Fabio Alessandrelli
2020-01-14Fixes IME input backspace on macOSHaoyu Qiu
2020-01-10[macOS/Mono] Filter release/debug and rename Mono data folder on export.bruvzg
2020-01-10[macOS] Load PCK from the .app bundle resources, instead of changing working ↵bruvzg
directory.
2020-01-10macOS DMG export: create folder structure for the files extracted from ↵bruvzg
export template ZIP.
2020-01-07Export: Improve usability of command line interfaceRémi Verschelde
I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
2020-01-06Merge pull request #33967 from Calinou/add-os-is-window-focusedRémi Verschelde
Add an `OS.is_window_focused()` getter
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-22i18n: Sync translations with Weblate + update templateRémi Verschelde
Also fix a few stray clang-format formatting errors that passed through CI unnoticed.
2019-12-13Added microphone and camera usage descriptions to macOS builds.Catchawink
2019-12-08[macOS] Send resize event without actually resizing window on backing change.bruvzg
Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com>
2019-12-01iOS modular build and export implementation.bruvzg
2019-11-28Add an `OS.is_window_focused()` getterHugo Locurcio
This makes it possible to know whether the window is focused at a given time, without having to track the focus state manually using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`. This partially addresses #33928.
2019-11-25[macOS] Fix locale detection.bruvzg
2019-11-22Fix typos with codespellRémi Verschelde
Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick 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 ```
2019-11-21[macOS] Remove CVDisplayLink v-sync hack.bruvzg
2019-10-30[macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to ↵bruvzg
InputEventMouseMotion event.
2019-10-24Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵bruvzg
for macOS CI.
2019-10-18[macOS] Fix non-ASCII volume name listing, replace deprecated volume listing ↵bruvzg
API. Remove hidden mount points from the volume list.
2019-10-13Merge pull request #32809 from bruvzg/macos_1015_non_hidpi_fixRémi Verschelde
Fix non-HiDPI mode on HiDPI displays on macOS Catalina.
2019-10-13Fix non-HiDPI mode on HiDPI displays on macOS Catalina.bruvzg
2019-10-12Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2019-10-04Add code signing support for Windows exports (using "signtool" on Windows ↵bruvzg
and "osslsigncode" on the other platforms)
2019-10-03Merge pull request #32518 from nekomatata/fix-revert-cursorRémi Verschelde
Properly revert cursor when using set_custom_mouse_cursor with null
2019-10-03Properly revert cursor when using set_custom_mouse_cursor with nullPouleyKetchoupp
Fixes #32486