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* Rename InputFilter back to InputRémi Verschelde2020-04-281-1/+1
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-1/+1
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-1/+1
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Remove incomplete battery status/power APIRémi Verschelde2020-02-141-4/+0
| | | | | | | | | | | It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
* Allow per pixel transparency in javascript platformmuiroc2020-02-101-0/+4
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* Make `OS.execute()` blocking by default if not specifiedHugo Locurcio2020-01-231-1/+1
| | | | | This makes `OS.execute()` calls quicker to set up when calling programs in a blocking fashion.
* HTML5: Address removal of 'timestamp' in Emscripten 1.39.5Rémi Verschelde2020-01-171-1/+1
| | | | | | | | | | | | | | | It was removed as noted in the changelog: https://github.com/emscripten-core/emscripten/blob/1.39.5/ChangeLog.md#v1395-12202019 > Removed `timestamp` field from mouse, wheel, devicemotion and > deviceorientation events. The presence of a `timestamp` on these > events was slightly arbitrary, and populating this field caused > a small profileable overhead that all users might not care about. > It is easy to get a timestamp of an event by calling > `emscripten_get_now()` or `emscripten_performance_now()` inside > the event handler function of any event. Fixes #34648.
* 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.
* iOS modular build and export implementation.bruvzg2019-12-011-3/+0
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* Fix cursor blinking in integrated GPUsGuilherme Felipe2019-07-091-0/+1
| | | | | Optimization for Input::set_custom_mouse_cursor when used inside _process function. (Avoids cursor blinking in low end devices)
* Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-151-0/+3
| | | | | | This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
* Implement Clipboard API read when supported.Fabio Alessandrelli2019-05-291-0/+1
| | | | | | | Being async, the first time a value is pasted GUI elements will still return the previous one. This at least until 'clipboardchange' window event gets implemented by user agents.
* Add OS clipboard set support to OS JavascriptFabio Alessandrelli2019-05-281-0/+2
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* added a const keyword for a methods that return constant literal...hbina0852019-05-211-1/+1
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* Fix OS_Javascript execute methodFabio Alessandrelli2019-05-151-1/+1
| | | | | | Signature was changed in OS via: cd4449e7abe97b2bc883e2d182db2cc41eb35f8c
* Refactor OS_JavaScript headerLeon Krause2019-01-201-2/+1
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* Implements OS_JavaScript::set_custom_mouse_cursorGuilherme Felipe2019-01-031-0/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #20385 from moiman100/unify-double-clickingRémi Verschelde2018-12-141-0/+4
|\ | | | | Added double clicking to all buttons on Linux and Javascript
| * Added double clicking to all buttonsMikko Mustonen2018-08-121-0/+4
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* | Add proper stubs for OS_JavaScript::execute(), get_process_id(), kill()Leon Krause2018-10-291-0/+4
| | | | | | | | Avoids linker warnings and errors about undefined references.
* | 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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