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* UWP: Remove platform port, needs to be redone from scratch for 4.xRémi Verschelde2023-09-071-845/+0
| | | | | | | | | | | The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
* Fix formatting of dlopen error message on WindowsKamil Brzoskowski2023-07-091-1/+1
| | | | | | And harmonize the format for all platforms. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Copy system info to clipboard + Update bug_report.ymlMJacred2023-05-271-2/+1
| | | | | | | | plus minor static-related fixes * linuxbsd: get_systemd_os_release_info_value() -> static breaks usage if used multiple times * windows/linuxbsd: get_video_adapter_driver_info() writes info into static * linuxbsd: get_distribution_name() + get_version() -> write bsd fallback into static variable * windows/uwp/android: remove unnecessary use of static
* Merge pull request #70714 from Calinou/doc-os-stdinRémi Verschelde2023-01-121-1/+1
|\ | | | | Improve documentation for `OS.read_string_from_stdin()`
| * Improve documentation for `OS.read_string_from_stdin()`Hugo Locurcio2023-01-111-1/+1
| | | | | | | | | | | | This makes it clearer that calls to this method are blocking. The unused method parameter was also removed.
* | One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
|/ | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Merge pull request #67244 from RandomShaper/split_render_further_2Rémi Verschelde2022-10-111-1/+1
|\ | | | | Polish rendering driver refactor further (take 2)
| * Polish rendering driver refactor further (take 2)Pedro J. Estébanez2022-10-111-1/+1
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* | Cleanup unused defines in platform codeRémi Verschelde2022-10-111-7/+0
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* Add get_distribution_name() and get_version() to OSMJacred2022-09-161-0/+10
| | | | | | supports: LinuxBSD, Windows, macOS, iOS, Android, UWP Co-authored-by: bruvzg
* Fixes #65377: get_datetime_* functions can return wrong valuesJames2022-09-101-21/+16
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* Remove unused force_quit variable from many OS abstractionsPedro J. Estébanez2022-08-271-2/+1
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* Only define `keep_screen_on` project setting onceRedMser2022-08-061-1/+1
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* Add support for multiple virtual keyboard typesBrian Semrau2022-08-041-1/+1
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* Flush buffered input events on UWPPedro J. Estébanez2022-07-231-0/+1
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* Add OS::is_process_running function.mdavisprog2022-05-031-0/+4
| | | | | | | | Adds the is_process_running function to the native OS class and exposes it to script. This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function. Documentation is updated to reflect new API function.
* Merge pull request #60714 from Calinou/typedef-remove-refRémi Verschelde2022-05-031-1/+1
|\ | | | | Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
| * Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio2022-05-031-1/+1
| | | | | | | | | | | | These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
* | Add GDNativeInterface::get_library_path to GDExtensionEmmanuel Leblond2022-04-291-1/+6
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* Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde2022-02-161-27/+39
| | | | | Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
* Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde2022-01-171-2/+2
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| * [Windows] Improve console handling and execute/create_process.bruvzg2021-12-181-2/+2
| | | | | | | | | | | | | | | | | | | | Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
* | UWP: Simplify QueryPerformanceCounter usageBartłomiej T. Listwon2022-01-081-9/+5
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* | Fix UTC typos in UWP platformAaron Franke2022-01-061-3/+4
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* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-4/+4
| | | | | | | | | | - Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
* Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio2021-10-301-4/+4
| | | | | - Use lowercase driver names for the `--rendering-driver` command line argument.
* Update Time documentationAaron Franke2021-10-281-4/+5
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* Add missing WIN32_LEAN_AND_MEANBartłomiej T. Listwon2021-09-231-3/+1
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* Use Key enum instead of plain integersAaron Franke2021-08-101-1/+1
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* Use mouse and joypad enums instead of plain integersAaron Franke2021-06-201-3/+1
| | | | Also MIDIMessage
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* Add MOUSE_MODE_CONFINED_HIDDENAaron Franke2021-06-031-3/+1
| | | | Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A2021-05-071-3/+3
| | | | InputEventWithModifiers properties/methods
* Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio2021-05-061-1/+1
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* Converted sensor acceleration units to m/s^2 on iOS and UWPMarcus Brummer2021-03-171-3/+5
| | | | | | This is beacuse on Android these values are already in m/s^2 while on iOS and UWP they are in g. This just makes the behaviour consistent on all platforms.
* Make Servers truly Thread Safereduz2021-02-101-1/+0
| | | | | | | | | -Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
* Modernize ThreadPedro J. Estébanez2021-01-291-3/+0
| | | | | | | | | - Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
* Modernize RWLockPedro J. Estébanez2021-01-191-2/+0
| | | | | | | | - Based on C++14's `shared_time_mutex` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed - Simpler for `NO_THREADS`
* Split OS::execute into two methodsMarcel Admiraal2021-01-091-1/+5
| | | | | 1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
* 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 🎆
* Remove OS::can_draw() remnantsMarcel Admiraal2020-12-171-4/+0
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* Reorganize rendering server.reduz2020-12-031-2/+2
| | | | | -Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg2020-09-031-4/+4
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* Remove obsolete GLES2 backend codeRémi Verschelde2020-08-131-1/+0
| | | | | | | | | | | This code currently isn't compiled (and cannot compile). We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan (probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite different so it's not relevant to keep this old Godot 3.2 code. The `drivers/gles2` code from the `3.2` branch can be used as a reference for a potential new implementation.
* Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp2020-07-261-1/+1
| | | | | | | | | | | | | | | | | Depending on the device implementation, editor actions could be received with different action ids or not at all for multi-line. Added a parameter to virtual keyboards to properly handle single-line and multi-line cases in all situations. Single-line: Input type set to text without multiline to make sure actions are sent. IME options are set to DONE action to force action id consistency. Multi-line: Input type set to text and multiline to make sure enter triggers new lines. Actions are disabled by the multiline flag, so '\n' characters are handled in text changed callbacks.
* Merge pull request #38958 from lawnjelly/time_overflow_4Rémi Verschelde2020-06-111-2/+19
|\ | | | | Fix overflow condition with QueryPerformanceCounter
| * Fix overflow condition with QueryPerformanceCounterlawnjelly2020-05-221-2/+19
| | | | | | | | | | | | The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer. This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
* | Fix Android LineEdit editing bugsSkyJJ2020-05-161-1/+1
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