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* [HTML5] Add easy to use download API.Fabio Alessandrelli2021-05-211-0/+17
| | | | | New `JavaScript.download_buffer` method to create a prompt that let the user download a file.
* [HTML5] Drag and drop zip in project manager.Fabio Alessandrelli2021-03-121-0/+3
| | | | | | | | | | | With a very nice hack, a new hidden configuration option that delays dropped files removal at exit. This still leaks while the project manager is running, but will clear memory as soon as it exits or load something. (reminder, dropped files are reguarly removed after the signal is emitted specifically to avoid leaks, but I prefer hacking the HTML5 config then the project manager).
* [HTML5] Opt-in virtual keyboard support.Fabio Alessandrelli2021-03-111-0/+3
| | | | | | | | | | | | | | | Added as an export option "Experimental Virtual Keyboard". There is no zoom, so text/line edit must be in the top part of the screen, or it will get hidden by the virtual keyboard. UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in 4.0 but I can't test it). It uses an hidden textarea or input, based on the multiline variable, and only gets activated if the device has a touchscreen. This could cause problems on devices with both touchscreen and a real keyboard (although input should still work in general with some minor focus issues). I'm thinking of a system to detect the first physical keystroke and disable it in case, but it might do more harm then good, so it must be well thought.
* [HTML5] Better fullscreen, canvas resizing.Fabio Alessandrelli2021-02-191-5/+0
| | | | | | | | | | | Three canvas resize policies: - `None`: Godot window settings are ignored. - `Project`: Godot handles the canvas like a native app (resizing it when setting the window size). - `Adaptive`: Canvas size will always adapt to browser window size. Use `None` if you want to control the canvas size with custom JavaScript code.
* [HTML5] Easier HTML templates, better deinit/cleanup.Fabio Alessandrelli2021-02-191-9/+25
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* [HTML5] Implement get_processor_count.Fabio Alessandrelli2021-02-171-0/+5
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* 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 🎆
* [HTML5] Add function signatures to JS libraries.Fabio Alessandrelli2020-12-041-0/+9
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* [HTML5] Remove file flags from writeFile in setup.Fabio Alessandrelli2020-11-301-1/+1
| | | | Flags where deprecated and partly in removed in emscripten 2.0.9.
* [HTML5] Run eslint --fix.Fabio Alessandrelli2020-11-231-45/+44
| | | | Should I write a poem about this whole new world? ;)
* [HTML5] Libraries refactor for linting.Fabio Alessandrelli2020-11-211-0/+280
Initial work to make liniting easier. This includes: - Rename http_request.js to library_godot_http_request.js. - Rename externs.js to engine.externs.js. - New library_godot_runtime.js (GodotRuntime) wraps around emscripten functions. - Refactor of XMLHttpRequest handler in engine/preloader.js. - Few fixes to bugs spotted by early stage linting.