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path: root/platform/uwp/os_uwp.h
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2019-05-21added a const keyword for a methods that return constant literal...hbina085
2019-05-16Fix OS_UWP::execute's signature after cd4449eRémi Verschelde
Same as #28919.
2019-04-15Add Input::get_current_cursor_shapeGuilherme Felipe
[Clean up] Removed unused/unnecessary methods.
2019-02-12Platform: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h`
2019-02-03Added set_environment to OS classIgnacio Etcheverry
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-11[Core] Completely kill math_2d.h, change includesAaron Franke
2018-07-20Fix some more build issues after c69de2ba4Rémi Verschelde
Fixes #20301.
2018-07-12UWP: Add support for GLES2 driverGeorge Marques
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond
2018-01-03Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde
Custom hardware-accelerated mouse cursor
2018-01-01Merge pull request #15246 from vnen/uwp-gdnativeGeorge Marques
Make GDNative DLLs work on UWP
2018-01-01Make GDNative DLLs work on UWPGeorge Marques
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Add implementation for custom hardware cursorGuilherme Silva
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-11-09Make video mode initialization more intuitive, fixes #12022Juan Linietsky
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
2017-10-03OS::execute can now read from stderr too when executing with a pipeMarcelo 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.
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-05-23Fix UWP compilation issuesGeorge Marques
Also fix VS2017 compilation problems.
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
2017-04-29Fix compilation for UWPGeorge Marques
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
2017-01-16Adapt platforms to AudioServer refactoringRémi Verschelde
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
2017-01-16Style: Various fixes to play nice with clang-formatRémi Verschelde
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
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!
2016-11-03Rename remaining WinRT references to UWPGeorge Marques
2016-11-03Rename WinRT files to UWPGeorge Marques