Age | Commit message (Collapse) | Author |
|
[macOS] Fix transient windows not working in the full-screen mode.
[macOS] Fix moving transient windows to the other screen than parent window.
[macOS] Fix popup menu switch on hover.
[macOS] Use content origin rect for windows position (to ensure `DS.mouse_get_position` is equal to `DS.window_get_position` + mouse position from the input events).
[macOS] Fix incorrect input coordinates, when external display with different scaling in connected/disconnected.
[macOS/Windows] Fix moving fullscreen windows between the screens.
Add auto refocusing of the parent window, when the focused transient window is closed.
Remove redundant `DS.mouse_get_absolute_position` function (returns mouse position in the screen coordinates, same as `DS.mouse_get_position`).
|
|
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
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.
|
|
preventing crash issues.
|
|
set_console_visible code.
|
|
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
|
|
|
|
|
|
- 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.
|
|
- Use lowercase driver names for the `--rendering-driver`
command line argument.
|
|
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fixed by turning off mouse trails when going into fullscreen, then restoring trails when exiting fullscreen or game
|
|
|
|
|
|
|
|
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
For desktop OSs it's currently not feasible given main and UI threads are the same).
|
|
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
|
|
|
|
Adds factor data for vertical mousewheel event, in line with horizontal mousewheel event
|
|
|
|
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
|
|
Also MIDIMessage
|
|
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
|
|
|
|
InputEventWithModifiers properties/methods
|
|
|
|
Follow-up to #38736 (these uses were likely added after this PR was merged).
|
|
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fixed warning at window closing (WIN32)
|