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* iOS: Vulkan supportSergey Minakov2020-07-251-702/+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
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-21/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-13/+3
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* 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 crash on exit or resume on iOS 13Max2019-11-051-6/+7
| | | | Fixes #7966.
* Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵bruvzg2019-10-241-36/+0
| | | | for macOS CI.
* Fix crash on iOS devices during rotateAlexRixhardson2019-09-181-3/+0
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* ARKit for Godot 3.2BastiaanOlij2019-06-301-1/+1
| | | | | | | This PR introduces support for ARKit to the iOS version of Godot. ARKit is Apples Augmented Reality platform. This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features. It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
* Add EAGLContext for the fallback caseSam Green2019-03-161-10/+18
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* Add logging around opengl es context creation. Ensure we can access project ↵Sam Green2019-03-141-8/+18
| | | | settings prior to creating our gl es context, so we can properly determine which driver to use.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Reduce String CoWHein-Pieter van Braam2018-12-161-1/+1
| | | | | | | | By introducing an intermediate proxy class for the array subscript operator for String and CharString we can control better when CowData will actually CoW. This should improve performance of String usage for most cases.
* Support GLES2 for iOSvolzhs2018-12-111-2/+7
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* Fix iOS safe area insets to use pixels and not pointsRuslan Mustakov2018-12-041-1/+2
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* Fix some OSX and iOS Clang warningsRémi Verschelde2018-10-041-12/+0
| | | | | | | | | | | | | | | Fixes the following XCode 9.4.1 warnings: ``` core/os/memory.cpp:175:13: warning: unused variable 's' [-Wunused-variable] drivers/coremidi/core_midi.cpp:68:14: warning: comparison between NULL and non-pointer ('MIDIEndpointRef' (aka 'unsigned int') and NULL) [-Wnull-arithmetic] drivers/gles2/rasterizer_gles2.cpp:77:24: warning: unused function '_gl_debug_print' [-Wunused-function,34] drivers/unix/thread_posix.cpp:106:12: warning: unused variable 'running_thread' [-Wunused-variable,34] modules/gdnative/nativescript/nativescript.h:371:16: warning: in-class initialization of non-static data member is a C++11 extension [-Wc++11-extensions] platform/iphone/gl_view.mm:56:14: warning: unused variable 'video_previous_volume' [-Wunused-variable,34] platform/iphone/gl_view.mm:251:12: warning: unused function 'get_first_id' [-Wunused-function,34] platform/iphone/main.m:45:15: warning: unused variable 'app' [-Wunused-variable,34] platform/osx/os_osx.mm:79:15: warning: unused function 'convertRectToBacking' [-Wunused-function] ```
* Implement universal translation of touch to mousePedro J. Estébanez2018-04-301-5/+4
| | | | | | | | | | | | | | | | | | | 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`
* iPhone X support and iOS-related fixesRuslan Mustakov2018-04-111-3/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* 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/+40
| | | | | | | | 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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* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+2
| | | | -Added system for feature overrides, it's pretty cool :)
* Style: Apply clang-format (3.9.1) to Obj-C++ filesRémi Verschelde2017-04-091-91/+90
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* Formatting of mm filesBastiaanOlij2017-04-091-122/+91
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Working on compile issues for iOSBastiaanOlij2017-01-161-1/+1
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* 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 spacesRémi Verschelde2016-04-021-27/+27
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* Reject any native video player calls on iOS that point to files within .pck ↵Aren Villanueva2016-02-191-57/+14
| | | | | | archives. Fix the paths for both res:// and user:// specified video files.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* iOS compile fixes.Aren Villanueva2015-11-161-1/+9
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* Added setting for CADisplayLink on iOS, so you no longer need to recompile ↵steve2015-10-221-37/+38
| | | | to change it
* ios now displays splash screen between launch image and main scene, instead ↵steve2015-09-101-0/+2
| | | | of a black screen
* improved calculation of screen resolution on iosromulox_x2015-06-031-2/+3
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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/+32
|\ | | | | | | | | | | Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h
| * add support for CADisplayLinkRhody Lugo2015-02-101-0/+32
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* | merges from okam repoJuan Linietsky2015-03-031-0/+52
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* 2D Rewrite Step [1]Juan Linietsky2015-01-101-4/+0
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-1/+18
| | | | | -Fixes to animationplayer -fixes to collada importer
* -fix sound room params (was not working)Juan Linietsky2014-11-261-2/+36
| | | | | -fixes to DAE exporter -ios fixes (video)
* NavMeshJuan Linietsky2014-11-171-4/+84
| | | | | | | | | -=-=-=- -Fixed NavMesh API -New NavMesh demo -Support for animated Particles2D -Fixes for native video playback on iOS
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* Making Godot Easier to Use..Juan Linietsky2014-05-241-3/+10
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* A bit of everything:Juan Linietsky2014-05-141-1/+37
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -OpenSSL FixesJuan Linietsky2014-05-011-3/+3
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