summaryrefslogtreecommitdiffstats
path: root/platform/uwp/os_uwp.cpp
Commit message (Collapse)AuthorAgeFilesLines
* 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/+3
|
* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-0/+4
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-0/+4
| |
* | Merge pull request #15246 from vnen/uwp-gdnativeGeorge Marques2018-01-011-0/+45
|\ \ | | | | | | Make GDNative DLLs work on UWP
| * | Make GDNative DLLs work on UWPGeorge Marques2018-01-011-0/+45
| |/
* / Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Move windows networking class to drivers/windows/Fabio Alessandrelli2017-12-151-4/+4
| | | | | Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and StreamPeerWinsock to StreamPeerTCPWinsock.
* Fixes vsync setting ignored when using a separate thread for renderingStefano Bonicatti2017-12-091-0/+1
| | | | | | | | | Setting the vsync in the main thread, after the rendering thread starts and takes the OpenGL context fails, so we need to do that before. Also, for some reason, the main thread cannot make current the context anymore. Fixes #13447
* Return and repair file loggingRuslan Mustakov2017-11-211-10/+3
| | | | And make it configurable, too.
* Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-201-2/+3
|\ | | | | Add support for XDG Base Directory spec
| * Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-2/+3
| | | | | | | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-191-1/+1
|/ | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-5/+0
|
* Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky2017-11-031-13/+0
|\ | | | | Physics server plug
| * Implemented physics plugAndreaCatania2017-11-041-13/+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
* | Disable logging until the logs location is sorted outRémi Verschelde2017-10-291-1/+3
|/ | | | Temporary workaround for #12277.
* OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez2017-10-031-1/+1
|
* Extract logging logicRuslan Mustakov2017-09-251-50/+10
| | | | | | | | | | | | | | | | | | | 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.
* Merge pull request #11252 from marcelofg55/fix_noaudio_crashRémi Verschelde2017-09-171-6/+1
|\ | | | | Fix crash when no audio driver is available
| * Fix crash when no audio driver is availableMarcelo Fernandez2017-09-131-6/+1
| |
* | 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
|
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+3
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-1/+1
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Fix UWP compilation issuesGeorge Marques2017-05-231-17/+12
| | | | Also fix VS2017 compilation problems.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-8/+8
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
|
* Fix compilation for UWPGeorge Marques2017-04-291-44/+25
|
* 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
|
* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-5/+1
| | | | | 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 Verschelde2017-03-051-178/+135
| | | | | | | | | | | | | | | | | | | | | | | | 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 a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-1/+0
|
* Add API to access battery power stateJulian Murgia2017-03-041-0/+14
| | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-26/+3
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-6/+6
|
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+5
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-4/+4
|
* 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!
* Rename remaining WinRT references to UWPGeorge Marques2016-11-031-77/+77
|
* Rename WinRT files to UWPGeorge Marques2016-11-031-0/+983