summaryrefslogtreecommitdiff
path: root/platform/uwp/os_uwp.cpp
AgeCommit message (Collapse)Author
2023-01-12Merge pull request #70714 from Calinou/doc-os-stdinRémi Verschelde
Improve documentation for `OS.read_string_from_stdin()`
2023-01-11Improve documentation for `OS.read_string_from_stdin()`Hugo Locurcio
This makes it clearer that calls to this method are blocking. The unused method parameter was also removed.
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-10-11Merge pull request #67244 from RandomShaper/split_render_further_2Rémi Verschelde
Polish rendering driver refactor further (take 2)
2022-10-11Polish rendering driver refactor further (take 2)Pedro J. Estébanez
2022-10-11Cleanup unused defines in platform codeRémi Verschelde
2022-09-16Add get_distribution_name() and get_version() to OSMJacred
supports: LinuxBSD, Windows, macOS, iOS, Android, UWP Co-authored-by: bruvzg
2022-09-10Fixes #65377: get_datetime_* functions can return wrong valuesJames
2022-08-27Remove unused force_quit variable from many OS abstractionsPedro J. Estébanez
2022-08-06Only define `keep_screen_on` project setting onceRedMser
2022-08-04Add support for multiple virtual keyboard typesBrian Semrau
2022-07-23Flush buffered input events on UWPPedro J. Estébanez
2022-05-03Add OS::is_process_running function.mdavisprog
Adds the is_process_running function to the native OS class and exposes it to script. This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function. Documentation is updated to reflect new API function.
2022-05-03Merge pull request #60714 from Calinou/typedef-remove-refRémi Verschelde
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-04-29Add GDNativeInterface::get_library_path to GDExtensionEmmanuel Leblond
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-01-17Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde
2022-01-08UWP: Simplify QueryPerformanceCounter usageBartłomiej T. Listwon
2022-01-06Fix UTC typos in UWP platformAaron Franke
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-18[Windows] Improve console handling and execute/create_process.bruvzg
Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-28Update Time documentationAaron Franke
2021-09-23Add missing WIN32_LEAN_AND_MEANBartłomiej T. Listwon
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-03Add MOUSE_MODE_CONFINED_HIDDENAaron Franke
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-03-17Converted sensor acceleration units to m/s^2 on iOS and UWPMarcus Brummer
This is beacuse on Android these values are already in m/s^2 while on iOS and UWP they are in g. This just makes the behaviour consistent on all platforms.
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-19Modernize RWLockPedro J. Estébanez
- Based on C++14's `shared_time_mutex` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed - Simpler for `NO_THREADS`
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
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 🎆
2020-12-17Remove OS::can_draw() remnantsMarcel Admiraal
2020-12-03Reorganize rendering server.reduz
-Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-08-13Remove obsolete GLES2 backend codeRémi Verschelde
This code currently isn't compiled (and cannot compile). We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan (probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite different so it's not relevant to keep this old Godot 3.2 code. The `drivers/gles2` code from the `3.2` branch can be used as a reference for a potential new implementation.
2020-07-26Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp
Depending on the device implementation, editor actions could be received with different action ids or not at all for multi-line. Added a parameter to virtual keyboards to properly handle single-line and multi-line cases in all situations. Single-line: Input type set to text without multiline to make sure actions are sent. IME options are set to DONE action to force action id consistency. Multi-line: Input type set to text and multiline to make sure enter triggers new lines. Actions are disabled by the multiline flag, so '\n' characters are handled in text changed callbacks.
2020-06-11Merge pull request #38958 from lawnjelly/time_overflow_4Rémi Verschelde
Fix overflow condition with QueryPerformanceCounter
2020-05-22Fix overflow condition with QueryPerformanceCounterlawnjelly
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer. This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
2020-05-16Fix Android LineEdit editing bugsSkyJJ
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.