Age | Commit message (Collapse) | Author |
|
|
|
Remove android compatibility under API 16
|
|
|
|
Experimental support for windows with per-pixel transparency.
|
|
Matches the change for 2.1 in #18626, and the new requirements from Google
for new apps starting with August 2018 (targetSdkVersion 26 or higher):
https://android-developers.googleblog.com/2017/12/improving-app-security-and-performance.html
|
|
Windows detect.py: Detect missing WindowsSdkDir
|
|
Local debugging fix & extensions
|
|
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
|
|
Fix: JAR files signed with the MD5 algorithm as unsigned (godot 3)
|
|
|
|
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
|
|
|
|
Windows: ensure minimum possible timer resolution for sleep
|
|
Implement universal translation of touch to mouse (3.1)
|
|
Fix Coverity reports of uninitialized scalar variable
|
|
|
|
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`
|
|
|
|
|
|
|
|
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
|
|
Input source types are not pure bit flags, they are combinations of
flags, so != 0 check was incorrect and resulted in crashes later, when
trying to obtain the device.
|
|
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.
This commit:
- Adds OS::get_window_safe_area method that returns unobscured area of
the window, where interactive controls should be rendered.
- Reorganizes how launch screens are exported - the previous way was
incorrect and modern iPhones did not pick up the correct screens and
because of that used a non-native resolution to render the game.
- Adds launch screen options for iPhone X.
- Makes launch screens optional in the export template. If not
specified, a white screen will be used.
- Adds App Store icon (1024x1024) export option as it now has to be
bundled with the app instead of being provided in iTunes Connect.
- Fixes crash when launching games in iOS Simulator. It happened because
controllerWasConnected callback came before the engine was
initialized. Now in such case the controllers will be queued up and
registered after initialization is done.
- Fixes issue with the virtual keyboard where for some reason
autocorrection panel would intersect with the keyboard itself and not
allow you to use the top row of the keyboard. This is fixed by
disabling autocorrection altogether.
Closes #17358. Fixes #17428. Fixes #17331.
|
|
[Linux] Ensures that the custom cursor will be used when changing to
MOUSE_MODE_VISIBLE. Fix #3086
[Windows] Fix cursor flickering when MOUSE_MODE_HIDDEN.
[Mac] Fix possible cursor flicker when MOUSE_MODE_HIDDEN.
|
|
Added new audio device functions to set/get the audio device
|
|
Windows).
|
|
|
|
[macOS] Fix keyboard shortcuts on non QWERTY keyboard layouts.
|
|
[macOS] Return exit code specified by `OS.exit_code` parameter.
|
|
Handle directories in engine.js preloadFile()
|
|
Add safety checks when handling Android input
|
|
Fix UpdatePowerInfo method implementation in PowerIphone class
|
|
Detect and configure JavaScript build per Emscripten configuration file
|
|
Fix UWP build after #17194
|
|
|
|
The URL parameter already has a slash, adding an extra one results in
an invalid resource path
|
|
`uwp/detect.py` was not setting the `env.msvc` variable to true causing
scons to pass wrong arguments to `msvc` (using `clang/gcc` options)
which in turn break the build due to `-Werror=return-type` not being
recognized by ms compiler.
|
|
|
|
|
|
|
|
It is possible that input comes before the engine is fully initialized.
This fixes the crashes that ocurred when that happens.
|
|
|
|
|
|
|
|
|
|
|
|
Refactor HTML5 platform build script
|
|
|
|
|
|
This reverts commit e42576548f2c0ae2c6cb24ce2b0437ffb8978d65.
|