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| * Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A2021-05-071-3/+3
| | | | | | | | InputEventWithModifiers properties/methods
* | SCons: Fix UWP build after #45315Rémi Verschelde2021-05-111-1/+0
|/ | | | (cherry picked from commit d1f023c35b8bed3fc839fdc5d587a839568aab44)
* Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio2021-05-061-1/+1
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* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-271-1/+1
| | | | | | | | We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
* Fix EditorExportPlugin _export_begin and _export_end functions not being ↵Gromph2021-04-141-0/+2
| | | | | | called when exporting UWP in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
* Rename Texture.get_data() to get_image()Marcel Admiraal2021-03-281-10/+10
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* Rename some more global enums (Key, Joy, MIDI)Aaron Franke2021-03-232-3/+3
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-8/+8
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* Merge pull request #46966 from qarmin/faster_releaseRémi Verschelde2021-03-201-4/+7
|\ | | | | Allow to not optimize release build
| * Allow to not optimize release buildRafał Mikrut2021-03-141-4/+7
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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. Estébanez2021-01-293-123/+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`
* CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde2021-01-121-1/+1
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* Split OS::execute into two methodsMarcel Admiraal2021-01-093-3/+8
| | | | | 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 Verschelde2021-01-0113-26/+26
| | | | | | | | | | | | | | 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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-6/+6
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* Remove OS::can_draw() remnantsMarcel Admiraal2020-12-172-5/+0
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* SCons: Add only selected platform's opts to envRémi Verschelde2020-12-161-2/+0
| | | | | | | | | | | Otherwise we can get situations where platform-specific opts with the same name can override each other depending on the order at which platforms are parsed, as was the case with `use_static_cpp` in Linux/Windows. Fixes #44304. This also has the added benefit that the `scons --help` output will now only include the options which are relevant for the selected (or detected) platform.
* Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde2020-12-084-27/+17
|\ | | | | Initialize class/struct variables with default values in platform/ and editor/
| * Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-024-27/+17
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* | RenderingServer reorganizationreduz2020-12-041-1/+1
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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.
* Export: Reorder options for consistency across platformsRémi Verschelde2020-11-201-3/+3
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-074-6/+6
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+2
| | | | Removed make_binders and the old style generated binders.
* [Windows, MSVC] Correctly set source file encoding.bruvzg2020-10-091-1/+1
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* Fixed an issue in UWP export caused by duplicate entry for extensions in ↵unknown2020-10-081-1/+1
| | | | content types file.
* SCons: Refactor and cleanup warnings definitionRémi Verschelde2020-10-081-0/+3
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* Only display the Windows toggle console option if it can actually be usedHugo Locurcio2020-09-141-0/+2
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* Adds PCK encryption support (using script encryption key for export).bruvzg2020-09-051-1/+1
| | | | Change default encryption mode from ECB to CFB.
* [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.
* Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixesRémi Verschelde2020-07-262-2/+2
|\ | | | | Fix Return key events in LineEdit & TextEdit on Android
| * Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp2020-07-262-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | CI: Install master version of psf/blackRémi Verschelde2020-07-261-2/+7
|/ | | | | | | Until https://github.com/psf/black/pull/1328 makes it in a stable release, we have to use the latest from Git. Apply new style fixes done by latest black.
* SCons: Remove unused DEBUG_MEMORY_ENABLED defineRémi Verschelde2020-07-231-1/+1
| | | | | | | Its last use was removed in Godot 3.0, so it no longer makes sense to define. Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
* Fix cancel/OK button order on macOSDaniel Ting2020-07-101-1/+1
| | | | | The macOS platform convention regarding button order is cancel on left, OK on right.
* Add override keywords.Marcel Admiraal2020-07-101-10/+10
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* Export: Rename 'Windows Universal' to 'UWP'Rémi Verschelde2020-06-191-2/+2
| | | | | It's otherwise too easy to be confused between 'Windows Desktop' (Win32) and 'Windows Universal' (UWP).
* Simplify some code in platform/uwp/exportAaron Franke2020-06-111-17/+1
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* 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.
* | Merge pull request #38309 from SkyLucilfer/AndroidLineEditRémi Verschelde2020-05-202-2/+2
|\ \ | | | | | | Fix Android LineEdit editing bugs
| * | Fix Android LineEdit editing bugsSkyJJ2020-05-162-2/+2
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* | | Style: Fix unnecessary semicolons that confused clang-formatRémi Verschelde2020-05-192-12/+4
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* | Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-35/+58
| | | | | | | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* | Style: Enforce separation line between function definitionsRémi Verschelde2020-05-142-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-1410-175/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.