godot/platform/iphone
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
..
export Fix error macro calls not ending with semicolon 2019-06-11 14:49:34 +02:00
app_delegate.h
app_delegate.mm Add logging around opengl es context creation. Ensure we can access project settings prior to creating our gl es context, so we can properly determine which driver to use. 2019-03-14 16:31:54 -07:00
detect.py SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build 2019-05-20 16:51:20 +02:00
game_center.h
game_center.mm
gl_view.h
gl_view.mm Add EAGLContext for the fallback case 2019-03-16 01:39:36 -07:00
godot_iphone.cpp
icloud.h
icloud.mm Fix error macro calls not ending with semicolon 2019-06-11 14:49:34 +02:00
in_app_store.h
in_app_store.mm
ios.h
ios.mm
logo.png
main.m
os_iphone.cpp added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
os_iphone.h added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
platform_config.h
platform_refcount.h
power_iphone.cpp
power_iphone.h
SCsub Remove unused imports 2019-04-06 18:05:05 +02:00
semaphore_iphone.cpp
semaphore_iphone.h
view_controller.h
view_controller.mm