summaryrefslogtreecommitdiff
path: root/platform/x11/os_x11.h
AgeCommit message (Collapse)Author
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.
2020-02-11Add runtime GLES2 / Vulkan context selection.bruvzg
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
2020-02-11Initial work on Vulkan:Juan Linietsky
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/)
2020-02-03Restores correct window position after fullscreen toggling off on LinuxYuri Roubinsky
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.
2019-12-01iOS 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.
2019-10-30[macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to ↵bruvzg
InputEventMouseMotion event.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-07-09Fix cursor blinking in integrated GPUsGuilherme Felipe
Optimization for Input::set_custom_mouse_cursor when used inside _process function. (Avoids cursor blinking in low end devices)
2019-06-17Merge pull request #29752 from bruvzg/window_size_limitsRémi Verschelde
Add ability to limit maximum/minimum window size.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15Add ability to limit maximum/minimum window size.bruvzg
2019-05-21added a const keyword for a methods that return constant literal...hbina085
2019-04-15Add Input::get_current_cursor_shapeGuilherme Felipe
[Clean up] Removed unused/unnecessary methods.
2019-02-12Drivers, main, servers: Ensure classes match their header filenameRémi Verschelde
Renamed: - `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h` (same for `coremidi` and `winmidi`) - `main/timer_sync.h` -> `main_timer_sync.h` - `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-14Use XInput2 RawMotion to generate MouseMotion eventsCosmic Chip Socket
The current system for capturing the mouse and generating motion events on X11 has issues with inaccurate and lopsided input. This is because both XQueryPointer and XWarpPointer work in terms of integer coordinates when the underlying X11 input driver may be tracking the mouse using subpixel coordinates. When warping the pointer, the fractional part of the pointer position is discarded. To work around this issue, the fix uses raw motion events from XInput 2. These events report relative motion and are not affected by pointer warping. Additionally, this means Godot is able to detect motion at a higher resolution under X11. Because this is raw mouse input, it is not affected by the user's pointer speed and acceleration settings. This is the same system as SDL2 uses for its relative motion. Multitouch input on X requires XInput 2.2. Raw motion events require XInput 2.0. Since 2.0 is old enough, this is now the minimum requirement to use Godot on X.
2018-12-14Merge pull request #20385 from moiman100/unify-double-clickingRémi Verschelde
Added double clicking to all buttons on Linux and Javascript
2018-12-14Merge pull request #20063 from moiman100/fix-button-maskRémi Verschelde
Unified button mask behavior across platforms
2018-10-01Fix various Clang 7 warnings about unused stuffRémi Verschelde
Namely: [-Wunneeded-internal-declaration] [-Wunused-comparison] [-Wunused-const-variable] [-Wunused-function] [-Wunused-private-fields] Fixes the following Clang 7 warnings: ``` editor/plugins/script_editor_plugin.cpp:1417:20: warning: function '_find_node_with_script' is not needed and will not be emitted [-Wunneeded-internal-declaration] editor/scene_tree_dock.cpp:1859:14: warning: function '_find_last_visible' is not needed and will not be emitted [-Wunneeded-internal-declaration] modules/gdscript/gdscript_parser.cpp:7838:19: warning: equality comparison result unused [-Wunused-comparison] scene/resources/mesh.cpp:549:35: warning: unused variable '_array_types' [-Wunused-const-variable] scene/resources/mesh.cpp:563:18: warning: unused variable '_format_translate' [-Wunused-const-variable] drivers/gles3/rasterizer_scene_gles3.cpp:54:28: warning: unused function 'store_transform2d' [-Wunused-function] core/io/file_access_network.h:50:6: warning: private field 'ml' is not used [-Wunused-private-field] core/io/file_access_zip.h:93:14: warning: private field 'archive' is not used [-Wunused-private-field] core/io/resource_format_binary.h:122:6: warning: private field 'bin_meta_idx' is not used [-Wunused-private-field] core/message_queue.h:47:9: warning: private field 'mutex' is not used [-Wunused-private-field] main/tests/test_gui.cpp:63:11: warning: private field 'control' is not used [-Wunused-private-field] modules/gdscript/gdscript_parser.h:558:7: warning: private field 'completion_static' is not used [-Wunused-private-field] platform/x11/os_x11.h:148:11: warning: private field 'ip_unix' is not used [-Wunused-private-field] platform/x11/os_x11.h:180:7: warning: private field 'net_wm_icon' is not used [-Wunused-private-field] platform/x11/os_x11.h:189:6: warning: private field 'audio_driver_index' is not used [-Wunused-private-field] platform/x11/os_x11.h:190:15: warning: private field 'capture_idle' is not used [-Wunused-private-field] servers/physics/body_pair_sw.h:79:6: warning: private field 'cc' is not used [-Wunused-private-field] servers/visual/visual_server_raster.h:62:7: warning: private field 'draw_extra_frame' is not used [-Wunused-private-field] ```
2018-09-12Merge pull request #21910 from hpvb/fix-8145-x11Rémi Verschelde
Update X11 global mouse position at startup
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.
2018-09-09Update X11 global mouse position at startupHein-Pieter van Braam
When we start the engine we haven't yet gotten any X11 motion events so we don't yet know where our mouse cursor is located. Instead we now query the X server for this information when we start and update the appropriate values. In addition when we move the window we also update the mouse position based off of X server knowledge as we will also not have received any mouse motion events. this fixes #8145 (for X11 only)
2018-08-12Added double clicking to all buttonsMikko Mustonen
2018-07-21Added a new MIDIDriver classMarcelo Fernandez
2018-07-20Fix some more build issues after c69de2ba4Rémi Verschelde
Fixes #20301.
2018-07-19-Project/Editor settings now use new inspectorJuan Linietsky
-Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver
2018-07-11Fixed button mask behaviormm
2018-06-11IME context detection.Saracen
2018-05-08Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam
Experimental support for windows with per-pixel transparency.
2018-04-30Implement universal translation of touch to mousePedro J. Estébanez
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-07Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg
Windows).
2018-03-04Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez
2018-03-02Fix `--help` output, allow renderer override from command line ↵bruvzg
(`--video-driver`).
2018-02-14Merge pull request #15564 from RandomShaper/adpod-topmostRémi Verschelde
Add new window setting: always on top
2018-02-14Merge pull request #15864 from GodotExplorer/pr-get_unique_id-desktop-implRémi Verschelde
Implement more methods for OS on Desktop platforms
2018-02-12Added OS::center_window to center the window precisely on desktop platformsMarcelo Fernandez
2018-02-01Fix inconsistencies and typos in argument namesPaolo Perkovic
2018-01-31X11: implement OS.get_unique_idgeequlim
2018-01-05Add new window setting: always on topPedro J. Estébanez
Implemented for Windows and Linux.
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 #15092 from ↵Rémi Verschelde
guilhermefelipecgs/fix_infinite_loop_on_splash_screen Fix infinite loop on splash screen on tiling windows managers
2018-01-03Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde
Custom hardware-accelerated mouse cursor
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-27Fix infinite loop introduced by 6f3486c4 on tiling windows managersGuilherme Silva