godot/platform/osx
Pedro J. Estébanez 7be9c26e20 Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-08 12:37:55 +02:00
..
export [macOS] Add "debugging" (get-task-allow) to the export options, to allow using native debugger. 2021-07-26 13:37:26 +02:00
crash_handler_osx.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
crash_handler_osx.mm Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
detect.py Allow to not optimize release build 2021-03-20 23:05:13 +01:00
dir_access_osx.h Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
dir_access_osx.mm Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
godot_main_osx.mm Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
joypad_osx.cpp Removed Redundant assignement of name inside configure_joypad function 2021-07-27 12:17:14 +02:00
joypad_osx.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
logo.png
os_osx.h Add physical_scancode (keyboard layout independent keycodes) to InputEventKey and InputMap. 2021-05-06 23:19:45 +03:00
os_osx.mm Add input buffering framework 2021-08-08 12:37:55 +02:00
platform_config.h Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
platform_osx_builders.py
power_osx.cpp Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
power_osx.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
SCsub Modernize Semaphore 2021-02-18 11:58:08 +01:00