Age | Commit message (Collapse) | Author |
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DirectInput: Use correct joypad id
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Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.
fixes #17566
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This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost.
Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.
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Update Linux gamepad detection to match SDL.
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[iOS] Safe area reimplementation
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Cancel/OK swap on HTML5 platform, small fixes.
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Platform is detected on init via the `navigator.platform` string.
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Already fixed in 3.2, this header is needed since it's where setenv
is declared and we should not assume it to be already included.
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Checked in main.cpp, would cause the engine to not load.
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Fix code format scripts compat with non-GNU Unices
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It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.
And improve it to also remove trailing tabs, not just spaces.
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Fix virtual keyboard height regression
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Fix Return key events in LineEdit & TextEdit on Android
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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.
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Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
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Fixes for windows in X11 tiling WMs
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[4.0] Fix for iOS touch recognition
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This gesture recognizer will prevent GodotView from processing unwanted gestures.
Emulates UIScrollView behavior.
Fires delayed touches on significant movement.
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`window_move_to_foreground` from giving focus to window with `NO_FOCUS` flag.
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Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
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Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
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iOS 11 for iOS device
iOS 13 for iOS Simulator
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Write AndroidManifest.xml file for Gradle project
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Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.
In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
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build. Add ARM64 breakpoint inline assembly to "doctest".
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Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
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Copy project icons to Gradle project directory during Android Custom Build.
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Its last use was removed in Godot 3.0, so it no longer makes sense to define.
Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
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When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.
This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.
Fixes #37930
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Fix spelling & grammar in comments, docs, and messages
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fix crlf for clipboard
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Fix Vulkan layer creation when compiling with OSXCross
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Fixes this compilation error:
In file included from thirdparty/vulkan/vk_mem_alloc.cpp:7:
thirdparty/vulkan/vk_mem_alloc.h:3691:18: error: 'shared_mutex' is unavailable: introduced in macOS 10.12
std::shared_mutex m_Mutex;
^
/home/[user]/sources/osxcross/target/bin/../SDK/MacOSX10.14.sdk/usr/include/c++/v1/shared_mutex:178:58: note: 'shared_mutex' has been explicitly marked unavailable here
class _LIBCPP_TYPE_VIS _LIBCPP_AVAILABILITY_SHARED_MUTEX shared_mutex
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Create strings.xml files in the Gradle project to handle localization
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Fixes #37190
The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.
We don't need any focus adjustment since we're using a fixed size window
for our application.
Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING
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Fix cancel/OK button order on macOS
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