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* Fix build for Javascript platformmuiroc2018-10-011-1/+1
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* Implement OS::set_icon in HTML5 platformLeon Krause2018-09-161-0/+1
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* Merge pull request #21330 from eska014/html5-canvas-resizeRémi Verschelde2018-08-231-3/+2
|\ | | | | Facilitate external modification of HTML5 canvas size
| * Facilitate external modification of HTML5 canvas sizeLeon Krause2018-08-231-3/+2
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* | -Project/Editor settings now use new inspectorJuan Linietsky2018-07-191-0/+4
|/ | | | | | | -Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver
* Refactor OS_JavaScriptLeon Krause2018-07-101-71/+62
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* Refactor JavaScript platform build scriptLeon Krause2018-03-261-3/+0
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* Fix HTML5 feature tagsLeon Krause2018-01-121-3/+0
| | | | | | | 'HTML5' is the platform tag, the 'JavaScript' tag indicates availability of the JavaScript.eval singleton. Also report texture compression support.
* Add missing method for javascriptGuilherme Silva2018-01-051-0/+1
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* 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.
* Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond2018-01-041-1/+1
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Return and repair file loggingRuslan Mustakov2017-11-211-1/+0
| | | | And make it configurable, too.
* Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-201-4/+4
|\ | | | | Add support for XDG Base Directory spec
| * Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-4/+4
| | | | | | | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* | Facilitate exposing platform-exclusive interfaces to all platformsLeon Krause2017-11-181-5/+0
|/ | | | | | | | | | | This makes the interfaces available, without implementation, in other platforms and the editor, which facilitates documenting platform-exclusive classes. Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp. Provide noop method-implementations where necessary. Also setup and document the HTML5 platform's JavaScript singleton.
* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-2/+0
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* Merge pull request #12691 from eska014/webaudioRémi Verschelde2017-11-061-1/+0
|\ | | | | Fix WebAudio and HTML5 build
| * Fix WebAudio and HTML5 buildLeon Krause2017-11-061-1/+0
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* | Implemented physics plugAndreaCatania2017-11-041-4/+0
|/ | | | | | | | | | | | | | | | | | | | Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
* Merge pull request #11782 from eska014/persistent-userfs-testHein-Pieter van Braam2017-10-031-0/+5
|\ | | | | Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode
| * Add OS::is_userfs_persistent to check user:// persistenceLeon Krause2017-10-021-0/+5
| | | | | | | | Allows starting HTML5 export when IndexedDB is not available.
* | Extract logging logicRuslan Mustakov2017-09-251-5/+1
|/ | | | | | | | | | | | | | | | | | | Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
* Fix enums bindingsMaxim Sheronov2017-09-131-1/+1
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* p_screen param from get_screen_* funcs now default to the current screenMarcelo Fernandez2017-08-211-1/+1
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* Improve HTML5 canvas managementL. Krause2017-08-051-0/+5
| | | | | | - set_window_maximized hides page content - Fix sporadic full-screen render-size bug in Chromium - Smoother resizing for maximized canvas
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-0/+2
| | | | -Added system for feature overrides, it's pretty cool :)
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Merge pull request #8625 from eska014/html5-cursorshapeRémi Verschelde2017-05-051-0/+1
|\ | | | | HTML5: Cursor style control
| * Implement cursor style control in HTML5 platformL. Krause2017-05-021-0/+1
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* | Merge pull request #8574 from eska014/html5-noglutRémi Verschelde2017-05-021-7/+1
|\ \ | |/ |/| Remove GLUT usage in HTML5 platform
| * Remove GLUT usage in HTML5 platformL. Krause2017-04-281-7/+1
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* | Implement mouse capture and hiding in HTML5 exportL. Krause2017-05-021-3/+5
|/ | | | MOUSE_MODE_CONFINED cannot be implemented.
* Implement HTML5 touch eventsL. Krause2017-04-261-10/+1
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* Reimplement HTML5 mouse input without GLUTL. Krause2017-04-251-1/+0
| | | | Fixes inverted scrolling on Chromium
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Merge pull request #8191 from eska014/webgl2-exportJuan Linietsky2017-03-291-1/+1
|\ | | | | WebGL 2 export per WebAssembly or asm.js
| * WebGL 2 export per WebAssembly or asm.jseska2017-03-291-1/+1
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* | Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-1/+0
|/ | | | | The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-35/+29
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add API to access battery power stateJulian Murgia2017-03-041-0/+7
| | | | | | | | | | | | | | Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
* Enable WebGL2 in web export, start fixing buildeska2017-02-011-5/+0
| | | | Will not yet compile
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-6/+3
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
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* 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!
* Add window features in web exporteska2016-11-301-2/+10
| | | | | | - Add 'window' (canvas) resize, maximize and fullscreen - Implement get_screen_size - Fix fullscreen resolution
* Fix some mouse bugs in WebAssembly/asm.jseska2016-11-301-0/+1
| | | | | - Emit mouse wheel release events - Set button masks, fixes #5092
* OS additions and fixes for WebAssembly/asm.jseska2016-11-301-9/+8
| | | | | | | - Implement alert, shell_open, set_window_title - Add locale lookup, fixes #2477 - Print without color control sequences - Move get_executable_path implementation to OS_JavaScript