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path: root/platform/x11/os_x11.h
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2017-12-09X11: Process entire event queue at startup.Andreas Haas
Should fix #14336
2017-12-06Implement multitouch on X11Pedro J. Estébanez
2017-11-20Merge pull request #12387 from santouits/x1111Rémi Verschelde
Fix x11 boot logo position in fullscreen and in maximized
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-09Make video mode initialization more intuitive, fixes #12022Juan Linietsky
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
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
2017-10-30Implemented OS get_latin_keyboard_variant on x11Marcelo Fernandez
2017-10-26Fix x11 boot logo position in fullscreen and in maximizedsantouits
2017-10-13Drop unusued LEGACYGL_ENABLED checkRémi Verschelde
[ci skip]
2017-09-25FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trashMarcelo Fernandez
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-17Merge pull request #11252 from marcelofg55/fix_noaudio_crashRémi Verschelde
Fix crash when no audio driver is available
2017-09-15Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog
Fix enums bindings
2017-09-13Fix crash when no audio driver is availableMarcelo Fernandez
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-09-13Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21p_screen param from get_screen_* funcs now default to the current screenMarcelo Fernandez
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-11IME window follow the input cursor.geequlim
Abstruct set_ime_position to OS class. Update ime position for LineEdit and TextEdit.
2017-07-05Implemented borderless window functions on Linux.Marcelo Fernandez
2017-06-29Workaround for IME and echo events on Linux:Jia Wang
Request detectable auto-repeat (Require XKB extension) to support echo events and IME at the same time. Fixes #29, #7106 and #9381.
2017-06-25Revert "Workaround for IME on Linux."Juan Linietsky
2017-06-25Workaround for IME on Linux(fixes #29 #7106):Jia Wang
Workaround for supporting input method frameworks like SCIM, IBus, Fcitx, etc. The locale is set when the application starts. Workaround for input when the input context within the specified input method is not available.
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
2017-04-10Rename [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
2017-01-25Added focus tracking in X11 and Windows classes, added new confined mouse ↵Ilija Boshkov
mode (#7162)
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-08Rename "joypad_linux" class to "JoypadLinux"Andreas Haas
Named this class in GodotCase, so it fits with the rest of the codebase.
2017-01-08Finish replacement of joystick by joypadRémi Verschelde
Some parts were forgotten in 547a577.
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
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!
2016-12-12fix for crash when no ALSA or Pulse installed on linuxGustav Lund
2016-11-08vsnc --> vsyncISylvox
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
2016-07-21Implement OS.request_attention() for X11Mario Schlack
2016-06-12x11: fix XRandr GetMonitorsAndreas Haas
2016-06-09x11: Implemented dpi detectionAndreas Haas
depends on XRandR. Had to dynamically load `XRRGetMonitors` as Ubuntu 12.04 doesn't have it. Also removed libudev from travis install list.
2016-06-05vsync supportJuan Linietsky
-works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync
2016-05-28x11: Add support for filesystem drag & drop using xdndAndreas Haas
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-27x11: use different strings for WM_CLASS depending on contexthondres
2016-01-08Add some joystick functions to input. Enables manipulation of mappings at ↵hondres
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