46 Commits

Author SHA1 Message Date
Rémi Verschelde
d11cd02300 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
Juan Linietsky
c88ff48e36 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
cfd5f8f93e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
51607cbb93 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde
1aa04a5ce2 Remove incomplete battery status/power API
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.

Closes #8770.
2020-02-14 13:43:32 +01:00
Rémi Verschelde
2e98068c7d Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
bruvzg
68ea8aaa10 iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
BastiaanOlij
2511f40e25 Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
hbina085
d53c20c5f4 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Guilherme Felipe
3b0d863ac7 Add Input::get_current_cursor_shape
[Clean up] Removed unused/unnecessary methods.
2019-04-15 15:22:09 -03:00
Rémi Verschelde
390903b16d Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Adrien Destugues
6624b186ba Rebase patches for fixing haiku build. 2018-08-11 17:20:51 +02:00
Rémi Verschelde
748ff3d520 Fix some more build issues after c69de2ba4
Fixes #20301.
2018-07-20 11:56:18 +02:00
Rémi Verschelde
63cbf6d2f0 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Emmanuel Leblond
52f44a96ba Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Rémi Verschelde
ac7319b508 Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +01:00
Rémi Verschelde
55e60cf44a Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Guilherme Silva
254c8a3142 Add implementation for custom hardware cursor 2017-12-17 13:40:29 -02:00
Rémi Verschelde
63bab816a6 Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).

Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
  ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
  ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
  ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows

So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.

Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.

user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.

For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.

Part of #3513.
2017-11-19 20:54:24 +01:00
Juan Linietsky
d22c0d4025 Make video mode initialization more intuitive, fixes #12022 2017-11-09 13:02:26 -03:00
AndreaCatania
256f1096b5 Implemented physics plug
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
2017-11-04 03:25:51 +01:00
Rémi Verschelde
218fd3070c Drop unusued LEGACYGL_ENABLED check
[ci skip]
2017-10-13 00:18:04 +02:00
Maxim Sheronov
b1f8f3b3c2 Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde
79fdaf5cbd Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Marcelo Fernandez
06ad740677 p_screen param from get_screen_* funcs now default to the current screen 2017-08-21 18:28:29 -03:00
Juan Linietsky
3b8757f444 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Sergey Pusnei
fe4fba9e7f Rename [gs]et_pos to [gs]et_position for Controls
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
2017-04-10 08:27:34 +02:00
Rémi Verschelde
65f26a9703 Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
9b443edfd9 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Julian Murgia
1d08349ce9 Add API to access battery power state
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
2017-03-04 18:04:29 +01:00
Rémi Verschelde
e8eba252b7 Adapt platforms to AudioServer refactoring
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00
Rémi Verschelde
2848f31173 Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Rémi Verschelde
4e83a47856 Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Kostadin Damyanov
23e7f95dd5 Haiku: fix build 2015-10-17 15:41:01 +03:00
Kostadin Damyanov
4f40b86d60 Haiku: move the audio driver to platform/haiku 2015-08-14 22:52:28 +03:00
Kostadin Damyanov
5b89e43781 Haiku: add sound support 2015-07-26 02:18:32 +03:00
Kostadin Damyanov
cbae155f9e Haiku: implement some more window-related methods 2015-06-23 21:22:12 +03:00
Kostadin Damyanov
9f786142b4 Haiku: add some screen and window-related methods 2015-06-21 02:08:31 +03:00
Kostadin Damyanov
230ce65657 Haiku: implemet get_widow_size() get/set_window_position() 2015-06-20 15:35:54 +03:00
Kostadin Damyanov
1c8ef76d0a Haiku: handle mouse movement and click events 2015-06-16 21:52:24 +03:00
Kostadin Damyanov
fb823c9a7a Haiku: create a GL context and initialize the audio and physics servers 2015-06-11 22:57:41 +03:00
Kostadin Damyanov
c3f5df2ba8 Haiku: start implementing the os-dependant stuff 2015-05-30 00:57:07 +03:00
Kostadin Damyanov
75af6adf35 Haiku: enable building with GLES 2015-05-28 03:42:40 +03:00
Kostadin Damyanov
d747dd58c2 Haiku: some small fixes 2015-05-25 06:34:16 +03:00
Kostadin Damyanov
27285f1bcc Haiku: link with the haiku libs, stub the OS_Haiku class. 2015-05-25 06:02:55 +03:00
Kostadin Damyanov
d5a89dda9d Haiku: Initial support. 2015-05-24 23:22:51 +03:00