Commit Graph

35 Commits

Author SHA1 Message Date
f18aa00e85 Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
09b30be86d Add vararg call() method to C++ Callable 2023-10-05 11:35:29 +02:00
e1c7104e46 [iOS] Fix build with Xcode 15. 2023-09-27 21:27:15 +03:00
Zae
428eb1309a Support dark mode on Android and iOS. 2023-09-26 11:00:04 +08:00
1887a9df19 [macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
28db3c7158 [DisplayServer] Add method to check if native window is focused. 2023-06-16 10:27:52 +03:00
974a7a89c6 [iOS] Fix orientation change in runtime. 2023-06-12 14:13:53 +03:00
9e4315bb50 Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00
5b9984b5a2 Add audio/general/text_to_speech project setting to enable/disable TTS. 2023-05-18 20:16:03 +03:00
daad4aed62 Cleanup and unify keyboard input.
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.

Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23 15:08:12 +02:00
5b1df48c6c Convert en_GB spelling to en_US with codespell 2023-01-23 11:02:20 +01:00
1cc5524b81 [iOS] Restore OpenGLES3 renderer support. 2023-01-22 13:59:52 +02:00
68d71f88f5 Improve DisplayServer message for video card drivers failure
And remove leftover duplicated message on Android.
2023-01-17 15:41:54 +01:00
2718a7b7d3 Add support for the custom initial screen for the main window, fix primary screen detection. 2023-01-07 11:14:35 +02:00
d95794ec8a One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00
f0893890e1 Merge pull request #70482 from bruvzg/ios_pencil
[iOS] Add Apple Pencil pressure and tilt support.
2023-01-03 15:51:39 +01:00
223a612c0c [iOS] Add Apple Pencil pressure and tilt support. 2022-12-23 23:44:10 +02:00
90c34699d6 fix contentScaleFactor on iOS 2022-12-23 14:57:56 +01:00
70f6d42c92 Remove Disable Touch debug project setting
This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.

It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
2022-12-17 18:47:29 +01:00
13eb0a6592 [iOS] Fix broken single line input and incorrect selection / caret position. 2022-12-12 18:16:10 +02:00
0a3f66471e Merge pull request #69712 from bruvzg/real_size
Rename `window_get_real_size`, add position counterpart.
2022-12-07 14:29:46 +01:00
edf13eb5a6 Rename window_get_real_size to window_get_size_with_decorations, add window_get_position_with_decorations. 2022-12-07 11:07:30 +02:00
e18107a57c Fix Determining Window for Touchscreen
DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
2022-12-07 09:54:29 +01:00
d9f066d5fa Remove duplicate project settings definitions 2022-11-08 01:29:39 +01:00
9188bc7341 Merge pull request #67879 from bruvzg/fix_no_vlk
Fix build with Vulkan disabled and no Vulkan headers installed.
2022-10-31 14:29:05 +01:00
04ac91f786 Merge pull request #67790 from kdada/fix-flash-window
Make creating window do not flicker when specify custom position
2022-10-28 13:02:58 -07:00
4dd8f68120 Fix build with Vulkan disabled and no Vulkan headers installed. 2022-10-26 08:55:05 +03:00
d7e39e313b Make window creation with custom position do not flash 2022-10-24 13:50:25 +08:00
13e4770b97 Add double_tap attribute to InputEventScreenTouch
This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
2022-10-22 07:30:46 -07:00
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
c939f336d6 Only define keep_screen_on project setting once 2022-08-06 22:10:24 +02:00
103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
8823eae328 Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00