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* Rename OSX to macOS and iPhoneOS to iOS.bruvzg2022-07-211-655/+0
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* Flush accumulated input events on iOSPedro J. Estébanez2022-07-081-0/+1
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* Fix screen_get_usable_rect returning display safe areaMarcel Admiraal2022-05-021-16/+17
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* Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and ↵bruvzg2022-04-281-0/+40
| | | | | | Windows. Implement TextServer word break method.
* Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde2022-02-161-11/+12
| | | | | Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
* Merge pull request #57335 from jordigcs/display-refresh-rateRémi Verschelde2022-02-041-0/+4
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| * Add screen_get_refresh_rate to DisplayServerjordi2022-02-031-0/+4
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* | Merge pull request #56785 from bruvzg/nat_handles_4Rémi Verschelde2022-01-271-0/+18
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| * Add support for getting native display, window, and view handles.bruvzg2022-01-141-0/+18
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* | Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde2022-01-171-1/+0
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| * [Windows] Improve console handling and execute/create_process.bruvzg2021-12-181-1/+0
| | | | | | | | | | | | | | | | | | | | Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | | | | | Happy new year to the wonderful Godot community!
* | Fix initialising of gl_manager and checking gl_manager and context_vulkan ↵Bastiaan Olij2021-12-181-15/+13
|/ | | | preventing crash issues.
* Use "enum class" for input enumsAaron Franke2021-11-121-1/+1
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* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-6/+6
| | | | | | | | | | - Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
* Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio2021-10-301-5/+5
| | | | | - Use lowercase driver names for the `--rendering-driver` command line argument.
* Use Key enum instead of plain integersAaron Franke2021-08-101-1/+1
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* Move `alert` function from `DisplayServer` to `OS`.bruvzg2021-07-221-6/+0
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* Restructure and reimplement vsync optionsHendrik Brucker2021-07-061-4/+20
| | | | | -Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-3/+3
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* OS: Remove native video API only implemented on iOSRémi Verschelde2021-05-071-65/+0
| | | | | | See discussion in #43811, it was only implemented on iOS and even that implementation was fairly limited. This would best be provided as plugins for Android and iOS without cluttering the shared OS API.
* Rename `doubleclick` to `double_click`Aaron Franke2021-05-041-1/+1
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* Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde2021-04-291-2/+2
| | | | Follow-up to #38736 (these uses were likely added after this PR was merged).
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* RenderingServer reorganizationreduz2020-12-041-1/+1
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* Reorganize rendering server.reduz2020-12-031-1/+1
| | | | | -Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
* iOS: fix keyboard displaySergey Minakov2020-11-151-2/+9
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* iOS: Native video refactoringSergey Minakov2020-10-021-4/+5
| | | | Moved native video handling to separate view.
* iOS: RefactoringSergey Minakov2020-10-021-151/+25
| | | | | | | | | Enabled ARC for iOS. Weakify/Strongify macros for objc blocks. Removed old version checks. Specific types for ObjC++ modules to exclude unneeded bridging. Separate DeviceMetrics class for device specific data. Replaced old/deprecated functionality.
* [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg2020-09-031-2/+2
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* iOS: safe area implementationSergey Minakov2020-07-271-1/+16
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* Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp2020-07-261-1/+1
| | | | | | | | | | | | | | | | | 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.
* iOS: Vulkan supportSergey Minakov2020-07-251-0/+751
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