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* Implement `amplitude` to Input.vibrate_handheldRadiant2024-05-021-2/+6
| | | | | Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
* Collapse the gdextension arguments into the `GDExtensionData` structFredia Huya-Kouadio2024-04-191-5/+5
| | | | This is used to reduce the number of arguments to `OS::open_dynamic_library(...)`.
* Fix loading GDExtension dependencies on AndroidFredia Huya-Kouadio2024-04-191-1/+1
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* Fix the initialization order for the iOS driverMiguel de Icaza2024-04-131-5/+3
| | | | | | | | | | | | | | The problem is that we were initializating the main loop (SceneTree) when we were supposed to just set it. Which would cascade into a series of issues, including having the EditorNode being flagged as "inside_tree" and having a tree, before it was supposed to. This meant that some code would assume it was fully initialized, when it was not. And this manifested as the project not being scanned for resources, which meant that during the importing, the resources would not match using the uid path, and produce lots of errors. One line fix
* Add renaming of PDB files to avoid blocking themDmitriySalnikov2024-04-051-1/+1
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* clang-tidy: Enforce `modernize-use-nullptr`Thaddeus Crews2024-03-121-1/+1
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* Add const lvalue ref to core/* container parametersMuller-Castro2024-02-141-3/+3
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* Enhance mobile suspend MainLoop NotificationsZach Coleman2024-02-041-0/+28
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* [iOS] Improve logger.bruvzg2024-01-111-6/+2
| | | | | Stream errors to the Console.app (and highlight in Xcode). Prevent duplicate prints in Xcode.
* Distinguishs between dynamic library not found and can't be opened.Daylily-Zeleen2024-01-011-0/+2
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* Split RenderingDevice into API-agnostic and RenderingDeviceDriver partsPedro J. Estébanez2023-12-201-2/+4
| | | | | | Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
* [iOS] Fix GDExtension init callback array reallocation.bruvzg2023-11-221-5/+4
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* [Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicableA Thousand Ships2023-09-121-1/+1
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* Fix formatting of dlopen error message on WindowsKamil Brzoskowski2023-07-091-1/+1
| | | | | | And harmonize the format for all platforms. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Style: Harmonize header includes in platform portsRémi Verschelde2023-06-081-5/+7
| | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
* [iOS] Fix loading of GDExtension dylibs auto converted to framework.bruvzg2023-04-271-0/+10
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* Remove (or make verbose only) various debug prints.bruvzg2023-03-201-1/+1
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* [macOS/iOS] Use framework Info.plist to determine library name.bruvzg2022-12-161-1/+44
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* Use system fonts as fallback and improve system font handling.bruvzg2022-12-041-4/+136
| | | | | | | Add support for font weight and stretch selection when using system fonts. Add function to get system fallback font from a font name, style, text, and language code. Implement system font support for Android. Use system fonts as a last resort fallback.
* [iOS] Read document and cache path directly in the OS code, instead of ↵bruvzg2022-11-291-16/+16
| | | | passing in from main.
* [iOS] Fix getting Unicode executable path, fix "!configured" and ↵bruvzg2022-11-161-8/+9
| | | | "!classes.has(ti.inherits)" error spam on start.
* Load and use system emoji font in the editor.bruvzg2022-11-011-1/+8
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* Add get_distribution_name() and get_version() to OSMJacred2022-09-161-0/+9
| | | | | | supports: LinuxBSD, Windows, macOS, iOS, Android, UWP Co-authored-by: bruvzg
* Implement support for loading system fonts on Linux, macOS / iOS and Windows.bruvzg2022-07-261-0/+75
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* Rename OSX to macOS and iPhoneOS to iOS.bruvzg2022-07-211-0/+346