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* Fix compiler warnings in HTML5 platformLeon Krause2018-10-023-15/+18
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* Fix build for Javascript platformmuiroc2018-10-012-5/+5
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* Implement OS::set_icon in HTML5 platformLeon Krause2018-09-162-0/+53
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* Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde2018-09-131-1/+1
|\ | | | | Misc. typos
| * Misc. typosluz.paz2018-09-121-1/+1
| | | | | | Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-127-7/+7
|/ | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Fix HTML5 gamepad inputLeon Krause2018-08-301-2/+5
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* Merge pull request #21511 from eska014/webm-nomtRémi Verschelde2018-08-281-1/+0
|\ | | | | Fix WebM and Theora video in HTML5 export
| * Enable Theora module for HTML5 platformLeon Krause2018-08-281-1/+0
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* | Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam2018-08-261-14/+48
|/ | | | | | | | | | | | | | | | | | This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
* Merge pull request #21336 from eska014/html5-new-presentationRémi Verschelde2018-08-241-1/+1
|\ | | | | Add responsive HTML5 export page with full-size canvas as new default
| * Add responsive HTML5 export page with full-size canvas as new defaultLeon Krause2018-08-231-1/+1
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* | Merge pull request #21332 from dragmz/apk-hint-fixRémi Verschelde2018-08-231-3/+3
|\ \ | | | | | | Fix file hints
| * | Fix file hintsMarcin Zawiejski2018-08-231-3/+3
| | | | | | | | | | | | Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
* | | Merge pull request #21330 from eska014/html5-canvas-resizeRémi Verschelde2018-08-232-58/+62
|\ \ \ | |/ / |/| / | |/ Facilitate external modification of HTML5 canvas size
| * Facilitate external modification of HTML5 canvas sizeLeon Krause2018-08-232-58/+62
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* | BPTC supportelasota2018-08-211-0/+3
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* | Merge pull request #20922 from kripken/errLeon Krause2018-08-213-6/+6
|\ \ | | | | | | HTML5: use console.warn instead of Module.printErr
| * | use console.warn instead of Module.printErr: emscripten no longer exports ↵Alon Zakai (kripken)2018-08-113-6/+6
| | | | | | | | | | | | printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten
* | | fix Android/HTML5 custom templates option does not workAlessandro2018-08-201-6/+27
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* | Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* | -Project/Editor settings now use new inspectorJuan Linietsky2018-07-192-0/+9
|/ | | | | | | -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 Krause2018-07-104-695/+639
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* Added support for extra mouse buttons.unknown2018-07-091-1/+4
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* Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio2018-06-282-0/+0
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* Detect channel count, mix rate, and buffer length in HTML5 audio driverLeon Krause2018-06-082-73/+87
| | | | Refactor WebAudio driver.
* Javascript: Remove weird logMax Hilbrunner2018-05-241-2/+0
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* Build HTML5 release_debug with -Os, like release.Leon Krause2018-05-141-10/+6
| | | | | The increased build time is negligible in comparison to the decreased file size.
* Small refactoring in HTML5 build scriptsLeon Krause2018-05-142-6/+3
| | | | Drop logic for non-existent 'profile' target
* Merge pull request #18765 from eska014/enginejs-extaltRémi Verschelde2018-05-101-2/+15
|\ | | | | Facilitate using non-default filename extensions in HTML5 platform
| * Accept non-default main packs in engine.js startGame()Leon Krause2018-05-101-1/+5
| | | | | | | | | | | | Allows using startGame() with main packs exported as .zip, but also any other custom extension, for example if a web game host does not allow the .pck filename extension.
| * Add Engine.setWebAssemblyFilenameExtension()Leon Krause2018-05-101-1/+10
| | | | | | | | | | | | Some web game hosts only allow certain filename extensions. If .wasm is not allowed, this function allows overriding the WebAssembly filename extension to work around that restriction.
* | Merge pull request #18766 from eska014/html5-localcustomshellMax Hilbrunner2018-05-101-1/+1
|\ \ | | | | | | Use local path for custom HTML5 shell export
| * | Use local path for custom HTML5 shell exportLeon Krause2018-05-101-1/+1
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* | Merge pull request #18753 from eska014/html5-iframefocusMax Hilbrunner2018-05-102-5/+9
|\ \ | | | | | | Fix keyboard focus lock-out with HTML5 canvas in iframe
| * | Fix keyboard focus lock-out with HTML5 canvas in iframeLeon Krause2018-05-102-5/+9
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* / Fix relative mouse motion when captured in HTML5 platformLeon Krause2018-05-101-1/+1
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* Implement universal translation of touch to mousePedro J. Estébanez2018-04-301-35/+0
| | | | | | | | | | | | | | | | | | | 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`
* Merge pull request #17792 from eska014/enginejs-preloadpathsRémi Verschelde2018-04-043-16/+33
|\ | | | | Handle directories in engine.js preloadFile()
| * Fix engine.js startGame() when loading from directoryLeon Krause2018-03-271-3/+14
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| * Allow custom path when using engine.js preloadFile() with URLLeon Krause2018-03-271-3/+3
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| * Fix engine.js preloadFile() with directoriesLeon Krause2018-03-271-3/+13
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| * Expose Emscripten libs to engine.js discreetlyLeon Krause2018-03-273-10/+6
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* | Merge pull request #17836 from eska014/detect-emconfigRémi Verschelde2018-04-031-5/+15
|\ \ | | | | | | Detect and configure JavaScript build per Emscripten configuration file
| * | Detect and configure JavaScript build per Emscripten configuration fileLeon Krause2018-03-291-5/+15
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* / Fix bug in HTML5 HTTPClient.Fabio Alessandrelli2018-03-301-1/+1
|/ | | | | The URL parameter already has a slash, adding an extra one results in an invalid resource path
* Refactor JavaScript platform build scriptLeon Krause2018-03-267-211/+101
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* Add RWLockDummy for NO_THREADS buildsLeon Krause2018-03-201-1/+1
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* Disable Emscripten assertions in release_debug buildsLeon Krause2018-03-181-1/+2
| | | | The messages generated by some assertions can be confusing to users.
* Fix typo in engine.jsLeon Krause2018-03-161-2/+2
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