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* iOS: Vulkan supportSergey Minakov2020-07-251-123/+0
| | | | | | | | 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
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵bruvzg2019-10-241-2/+0
| | | | for macOS CI.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* iPhone X support and iOS-related fixesRuslan Mustakov2018-04-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Allow to obtain virtual keyboard heightRuslan Mustakov2017-10-041-0/+2
| | | | | | | | On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-13/+12
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* remove trailing whitespaceHubert Jarosz2016-03-091-7/+7
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Added setting for CADisplayLink on iOS, so you no longer need to recompile ↵steve2015-10-221-5/+4
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* merged some stuff for okamJuan Linietsky2015-09-031-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-03-031-0/+8
|\ | | | | | | | | | | Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h
| * add support for CADisplayLinkRhody Lugo2015-02-101-0/+8
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* | merges from okam repoJuan Linietsky2015-03-031-0/+2
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* NavMeshJuan Linietsky2014-11-171-0/+8
| | | | | | | | | -=-=-=- -Fixed NavMesh API -New NavMesh demo -Support for animated Particles2D -Fixes for native video playback on iOS
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-0/+4
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+100