diff options
192 files changed, 1405 insertions, 737 deletions
diff --git a/core/color.cpp b/core/color.cpp index 27a2d0af5c..c85cd9100d 100644 --- a/core/color.cpp +++ b/core/color.cpp @@ -261,33 +261,21 @@ Color Color::from_rgbe9995(uint32_t p_rgbe) { return Color(rd, gd, bd, 1.0f); } -static float _parse_col(const String &p_str, int p_ofs) { - int ig = 0; - - for (int i = 0; i < 2; i++) { - int c = p_str[i + p_ofs]; - int v = 0; - - if (c >= '0' && c <= '9') { - v = c - '0'; - } else if (c >= 'a' && c <= 'f') { - v = c - 'a'; - v += 10; - } else if (c >= 'A' && c <= 'F') { - v = c - 'A'; - v += 10; - } else { - return -1; - } - - if (i == 0) { - ig += v * 16; - } else { - ig += v; - } +static int _parse_col4(const String &p_str, int p_ofs) { + char character = p_str[p_ofs]; + + if (character >= '0' && character <= '9') { + return character - '0'; + } else if (character >= 'a' && character <= 'f') { + return character + (10 - 'a'); + } else if (character >= 'A' && character <= 'F') { + return character + (10 - 'A'); } + return -1; +} - return ig; +static int _parse_col8(const String &p_str, int p_ofs) { + return _parse_col4(p_str, p_ofs) * 16 + _parse_col4(p_str, p_ofs + 1); } Color Color::inverted() const { @@ -302,49 +290,54 @@ Color Color::contrasted() const { return c; } -Color Color::html(const String &p_color) { - String color = p_color; +Color Color::html(const String &p_rgba) { + String color = p_rgba; if (color.length() == 0) { return Color(); } if (color[0] == '#') { - color = color.substr(1, color.length() - 1); - } - if (color.length() == 3 || color.length() == 4) { - String exp_color; - for (int i = 0; i < color.length(); i++) { - exp_color += color[i]; - exp_color += color[i]; - } - color = exp_color; + color = color.substr(1); } + // If enabled, use 1 hex digit per channel instead of 2. + // Other sizes aren't in the HTML/CSS spec but we could add them if desired. + bool is_shorthand = color.length() < 5; bool alpha = false; if (color.length() == 8) { alpha = true; } else if (color.length() == 6) { alpha = false; + } else if (color.length() == 4) { + alpha = true; + } else if (color.length() == 3) { + alpha = false; } else { - ERR_FAIL_V_MSG(Color(), "Invalid color code: " + p_color + "."); + ERR_FAIL_V_MSG(Color(), "Invalid color code: " + p_rgba + "."); } - int a = 255; - if (alpha) { - a = _parse_col(color, 0); - ERR_FAIL_COND_V_MSG(a < 0, Color(), "Invalid color code: " + p_color + "."); + float r, g, b, a = 1.0; + if (is_shorthand) { + r = _parse_col4(color, 0) / 15.0; + g = _parse_col4(color, 1) / 15.0; + b = _parse_col4(color, 2) / 15.0; + if (alpha) { + a = _parse_col4(color, 3) / 15.0; + } + } else { + r = _parse_col8(color, 0) / 255.0; + g = _parse_col8(color, 2) / 255.0; + b = _parse_col8(color, 4) / 255.0; + if (alpha) { + a = _parse_col8(color, 6) / 255.0; + } } + ERR_FAIL_COND_V_MSG(r < 0, Color(), "Invalid color code: " + p_rgba + "."); + ERR_FAIL_COND_V_MSG(g < 0, Color(), "Invalid color code: " + p_rgba + "."); + ERR_FAIL_COND_V_MSG(b < 0, Color(), "Invalid color code: " + p_rgba + "."); + ERR_FAIL_COND_V_MSG(a < 0, Color(), "Invalid color code: " + p_rgba + "."); - int from = alpha ? 2 : 0; - - int r = _parse_col(color, from + 0); - ERR_FAIL_COND_V_MSG(r < 0, Color(), "Invalid color code: " + p_color + "."); - int g = _parse_col(color, from + 2); - ERR_FAIL_COND_V_MSG(g < 0, Color(), "Invalid color code: " + p_color + "."); - int b = _parse_col(color, from + 4); - ERR_FAIL_COND_V_MSG(b < 0, Color(), "Invalid color code: " + p_color + "."); - - return Color(r / 255.0, g / 255.0, b / 255.0, a / 255.0); + return Color(r, g, b, a); } bool Color::html_is_valid(const String &p_color) { @@ -354,41 +347,22 @@ bool Color::html_is_valid(const String &p_color) { return false; } if (color[0] == '#') { - color = color.substr(1, color.length() - 1); + color = color.substr(1); } - bool alpha = false; - - if (color.length() == 8) { - alpha = true; - } else if (color.length() == 6) { - alpha = false; - } else { + // Check if the amount of hex digits is valid. + int len = color.length(); + if (!(len == 3 || len == 4 || len == 6 || len == 8)) { return false; } - if (alpha) { - int a = _parse_col(color, 0); - if (a < 0) { + // Check if each hex digit is valid. + for (int i = 0; i < len; i++) { + if (_parse_col4(color, i) == -1) { return false; } } - int from = alpha ? 2 : 0; - - int r = _parse_col(color, from + 0); - if (r < 0) { - return false; - } - int g = _parse_col(color, from + 2); - if (g < 0) { - return false; - } - int b = _parse_col(color, from + 4); - if (b < 0) { - return false; - } - return true; } @@ -438,7 +412,7 @@ String Color::to_html(bool p_alpha) const { txt += _to_hex(g); txt += _to_hex(b); if (p_alpha) { - txt = _to_hex(a) + txt; + txt += _to_hex(a); } return txt; } diff --git a/core/color.h b/core/color.h index 258965fd16..096e97e9ae 100644 --- a/core/color.h +++ b/core/color.h @@ -185,7 +185,7 @@ struct Color { static Color hex(uint32_t p_hex); static Color hex64(uint64_t p_hex); - static Color html(const String &p_color); + static Color html(const String &p_rgba); static bool html_is_valid(const String &p_color); static Color named(const String &p_name); String to_html(bool p_alpha = true) const; diff --git a/core/input/gamecontrollerdb.txt b/core/input/gamecontrollerdb.txt index 7b5abdd61b..b2a490c8e3 100644 --- a/core/input/gamecontrollerdb.txt +++ b/core/input/gamecontrollerdb.txt @@ -8,6 +8,7 @@ 03000000c82d00001038000000000000,8BitDo F30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, 03000000c82d00000090000000000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, 03000000c82d00000650000000000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:a4,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00005106000000000000,8BitDo M30 Gamepad,a:b1,b:b0,back:b10,guide:b2,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,start:b11,x:b4,y:b3,platform:Windows, 03000000c82d00000310000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, 03000000c82d00002028000000000000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, 03000000c82d00008010000000000000,8BitDo N30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, @@ -35,6 +36,7 @@ 03000000c82d00000260000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, 03000000c82d00000261000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, 03000000c82d00000031000000000000,8BitDo Wireless Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, 03000000c82d00003032000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, 03000000a00500003232000000000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, 030000008f0e00001200000000000000,Acme GA-02,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, @@ -52,6 +54,7 @@ 03000000d6200000e557000000000000,Batarang,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows, 030000006f0e00003201000000000000,Battlefield 4 PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d62000002a79000000000000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 03000000bc2000006012000000000000,Betop 2126F,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, 03000000bc2000000055000000000000,Betop BFM Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000bc2000006312000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, @@ -83,6 +86,8 @@ 03000000120c0000f61c000000000000,Elite,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 030000008f0e00000f31000000000000,EXEQ,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, 03000000341a00000108000000000000,EXEQ RF USB Gamepad 8206,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00008001000000000000,Faceoff Wired Pro Controller for Nintendo Switch,a:b1,b:b2,x:b0,y:b3,back:b8,guide:b12,start:b9,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7,platform:Windows, +030000006f0e00008401000000000000,Faceoff Deluxe+ Audio Wired Controller for Nintendo Switch,platform:Windows,a:b1,b:b2,x:b0,y:b3,back:b8,guide:b12,start:b9,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7, 03000000852100000201000000000000,FF-GP1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000000d0f00008500000000000000,Fighting Commander 2016 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000000d0f00008400000000000000,Fighting Commander 5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, @@ -98,8 +103,10 @@ 03000000ac0500003d03000000000000,GameSir,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000ac0500004d04000000000000,GameSir,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000ffff00000000000000000000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000c01100000140000000000000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 030000006f0e00000102000000007801,GameStop Xbox 360 Wired Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, 030000009b2800003200000000000000,GC/N64 to USB v3.4,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800006000000000000000,GC/N64 to USB v3.6,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, 030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, 030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, 03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, @@ -157,6 +164,7 @@ 030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000006d04000018c2000000000000,Logitech F510 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000006d04000019c2000000000000,Logitech F710 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001ac2000000000000,Logitech Precision Gamepad,a:b1,b:b2,x:b0,y:b3,back:b8,start:b9,leftshoulder:b4,rightshoulder:b5,dpup:-a1,dpdown:+a1,dpleft:-a0,dpright:+a0,lefttrigger:b6,righttrigger:b7,platform:Windows, 03000000380700006652000000000000,Mad Catz C.T.R.L.R,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, 03000000380700005032000000000000,Mad Catz FightPad PRO (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 03000000380700005082000000000000,Mad Catz FightPad PRO (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, @@ -183,8 +191,11 @@ 03000000790000000018000000000000,Mayflash WiiU Pro Game Controller Adapter (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 03000000790000002418000000000000,Mega Drive,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b2,start:b9,x:b3,y:b4,platform:Windows, 03000000380700006382000000000000,MLG GamePad PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c62400002a89000000000000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400002b89000000000000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000efbe0000edfe000000000000,Monect Virtual Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows, 03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000006b140000010c000000000000,NACON GC-400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, 030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Windows, 03000000152000000182000000000000,NGDS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows, 03000000bd12000015d0000000000000,Nintendo Retrolink USB Super SNES Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows, @@ -197,6 +208,7 @@ 030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, 03000000362800000100000000000000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows, 03000000120c0000f60e000000000000,P4 Wired Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000901000000000000,PDP Versus Fighting Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, 030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, 030000004c050000da0c000000000000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, 03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, @@ -232,8 +244,11 @@ 03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, 03000000321500000204000000000000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 03000000321500000104000000000000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000810000011010000,Razer Panthera Evo Arcade Stick for PS4,platform:Linux,a:b1,b:b2,x:b0,y:b3,back:b8,guide:b13,start:b9,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a5,lefttrigger:a3,righttrigger:a4, 03000000321500000507000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000321500000707000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000321500000011000000000000,Razer Raion Fightpad for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000009000000000000,Razer Serval,+lefty:+a2,-lefty:-a1,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,leftx:a0,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, 030000000d0f00001100000000000000,REAL ARCADE PRO.3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, 030000000d0f00006a00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 030000000d0f00006b00000000000000,Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, @@ -248,6 +263,7 @@ 0300000000f00000f100000000000000,RetroUSB.com Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows, 030000006b140000010d000000000000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 030000006b140000020d000000000000,Revolution Pro Controller 2(1/2),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000130d000000000000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, @@ -275,16 +291,19 @@ 03000000d11800000094000000000000,Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, 03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000110100003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000381000001814000000000000,SteelSeries Stratus XL,a:b0,b:b1,back:b18,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b19,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b2,y:b3,platform:Windows, 03000000790000001c18000000000000,STK-7024X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, 03000000ff1100003133000000000000,SVEN X-PAD,a:b2,b:b3,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a4,start:b5,x:b0,y:b1,platform:Windows, 03000000d620000011a7000000000000,Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000457500002211000000000000,SZMY-POWER PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000004f04000007d0000000000000,T Mini Wireless,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 030000004f0400000ab1000000000000,T.16000M,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b10,x:b2,y:b3,platform:Windows, 03000000fa1900000706000000000000,Team 5,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, 03000000b50700001203000000000000,Techmobility X6-38V,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, 030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, 030000004f04000023b3000000000000,Thrustmaster Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f0400000ed0000000000000,ThrustMaster eSwap PRO Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows, 030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, 03000000666600000488000000000000,TigerGame PS/PS2 Game Controller Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, @@ -306,6 +325,7 @@ 03000000790000001a18000000000000,Venom,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, 03000000790000001b18000000000000,Venom Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, 030000006f0e00000302000000000000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000702000000000000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, 0300000034120000adbe000000000000,vJoy Device,a:b0,b:b1,back:b15,dpdown:b6,dpleft:b7,dpright:b8,dpup:b5,guide:b16,leftshoulder:b9,leftstick:b13,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b14,righttrigger:b12,rightx:+a3,righty:+a4,start:b4,x:b2,y:b3,platform:Windows, 030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, 03000000341a00000608000000000000,Xeox,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, @@ -315,28 +335,39 @@ 03000000786901006e70000000000000,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, 03000000790000004f18000000000000,ZD-T Android,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, -030000009b2800006000000000000000,GC/N64 to USB v3.6,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +03000000120c0000101e000000000000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, # Mac OS X 030000008f0e00000300000009010000,2In1 USB Joystick,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000c82d00000090000001000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000c82d00000650000001000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00005106000000010000,8BitDo M30 Gamepad,a:b1,b:b0,back:b10,guide:b2,leftshoulder:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001590000001000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +030000003512000012ab000001000000,8BitDo NES30 Gamepad,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000022000000090000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000203800000900000000010000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000c82d00000190000001000000,8Bitdo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000102800000900000000000000,8Bitdo SFC30 GamePad Joystick,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001290000001000000,8BitDo SN30 Gamepad,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000c82d00000260000001000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000c82d00000031000001000000,8BitDo Wireless Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001890000001000000,8BitDo Zero 2,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a31,start:b11,x:b4,y:b3,platform:Mac OS X, 03000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, 03000000a00500003232000009010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, 03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000d62000002a79000000010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, 030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, 03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X, 03000000a306000022f6000001030000,Cyborg V.3 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X, 03000000ad1b000001f9000000000000,Gamestop BB-070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000c01100000140000000010000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, 030000006f0e00000102000000000000,GameStop Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 030000007d0400000540000001010000,Gravis Eliminator GamePad Pro,a:b1,b:b2,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, 030000000d0f00002d00000000100000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, @@ -378,11 +409,15 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000d8140000cecf000000000000,MC Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, 030000005e0400002700000001010000,Microsoft SideWinder Plug & Play Game Pad,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,leftx:a0,lefty:a1,righttrigger:b5,x:b2,y:b3,platform:Mac OS X, 03000000d62000007162000001000000,Moga Pro 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X, +03000000c62400002a89000000010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c62400002b89000000010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, 03000000632500007505000000020000,NEOGEO mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X, 030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Mac OS X, 03000000d620000011a7000000020000,Nintendo Switch Core (Plus) Wired Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, 030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, 030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000550900001472000025050000,NVIDIA Controller v01.04,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X, +030000006f0e00000901000002010000,PDP Versus Fighting Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, 030000008f0e00000300000000000000,Piranha xtreme,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X, 030000004c050000da0c000000010000,Playstation Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, 03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, @@ -397,12 +432,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000321500000104000000010000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, 03000000321500000010000000010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, 03000000321500000507000001010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000321500000011000000010000,Razer Raion Fightpad for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, 03000000321500000009000000020000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, 030000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, 0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 03000000790000001100000000000000,Retrolink Classic Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a3,lefty:a4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, 03000000790000001100000006010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, 030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006b140000130d000000010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, 03000000c6240000fefa000000000000,Rock Candy Gamepad for PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Mac OS X, 03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X, @@ -418,18 +455,22 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, 03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, 03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, +03000000457500002211000000010000,SZMY-POWER PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, 030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X, +030000004f0400000ed0000000020000,ThrustMaster eSwap PRO Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, 030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X, 03000000bd12000015d0000000000000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, 03000000bd12000015d0000000010000,Tomee SNES USB Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, 03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X, 030000006f0e00000302000025040000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006f0e00000702000003060000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, 03000000791d00000103000009010000,Wii Classic Controller,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, 050000005769696d6f74652028303000,Wii Remote,a:b4,b:b5,back:b7,dpdown:b3,dpleft:b0,dpright:b1,dpup:b2,guide:b8,leftshoulder:b11,lefttrigger:b12,leftx:a0,lefty:a1,start:b6,x:b10,y:b9,platform:Mac OS X, 050000005769696d6f74652028313800,Wii U Pro Controller,a:b16,b:b15,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b8,leftshoulder:b19,leftstick:b23,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b24,righttrigger:b22,rightx:a2,righty:a3,start:b6,x:b18,y:b17,platform:Mac OS X, 030000005e0400008e02000000000000,X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 03000000c6240000045d000000000000,Xbox 360 Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000050b000003090000,Xbox Elite Wireless Controller Series 2,a:b0,b:b1,back:b31,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b53,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, 030000005e040000d102000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 030000005e040000dd02000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, 030000005e040000e302000000000000,Xbox One Wired Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, @@ -439,8 +480,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 030000005e040000fd02000003090000,Xbox Wireless Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, 03000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X, 03000000120c0000100e000000010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000101e000000010000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, # Linux +03000000c82d00000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, 05000000c82d00001038000000010000,8Bitdo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, 05000000c82d00005106000000010000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Linux, 03000000c82d00001590000011010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, @@ -465,8 +508,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 05000000c82d00006228000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, 03000000c82d00000260000011010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, 05000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000202800000900000000010000,8BitDo SNES30 Gamepad,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, 030000005e0400008e02000020010000,8BitDo Wireless Adapter,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000c82d00000031000011010000,8BitDo Wireless Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001890000011010000,8BitDo Zero 2,a:b1,b:b0,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, 05000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, 05000000a00500003232000001000000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, 05000000a00500003232000008010000,8Bitdo Zero GamePad,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, @@ -475,10 +520,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 030000006f0e00003901000000430000,Afterglow Prismatic Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 030000006f0e00003901000013020000,Afterglow Prismatic Wired Controller 048-007-NA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000100000008200000011010000,Akishop Customs PS360+ v1.66,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000007c1800000006000010010000,Alienware Dual Compatible Game Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Linux, 05000000491900000204000021000000,Amazon Fire Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, 05000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, 05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, 03000000120c00000500000010010000,AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux, +03000000d62000002a79000011010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 03000000666600006706000000010000,boom PSX to PC Converter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux, 03000000ffff0000ffff000000010000,Chinese-made Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, 03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, @@ -513,22 +560,27 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 030000000d0f00006a00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 030000000d0f00006b00000011010000,HORI CO. LTD. Real Arcade Pro.4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 030000000d0f00002200000011010000,HORI CO. LTD. REAL ARCADE Pro.V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008500000010010000,HORI Fighting Commander,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008600000002010000,Hori Fighting Commander,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, 030000000d0f00005f00000011010000,Hori Fighting Commander 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 030000000d0f00005e00000011010000,Hori Fighting Commander 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 03000000ad1b000001f5000033050000,Hori Pad EX Turbo 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 030000000d0f00009200000011010000,Hori Pokken Tournament DX Pro Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f0000aa00000011010000,HORI Real Arcade Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, 030000000d0f00001600000000010000,Hori Real Arcade Pro.EX-SE (Xbox 360),a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, 030000000d0f00006e00000011010000,HORIPAD 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 030000000d0f00006600000011010000,HORIPAD 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 030000000d0f0000ee00000011010000,HORIPAD mini4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 030000000d0f00006700000001010000,HORIPAD ONE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 030000008f0e00001330000010010000,HuiJia SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b9,x:b3,y:b0,platform:Linux, +03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux, 050000006964726f69643a636f6e0000,idroid:con,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 03000000b50700001503000010010000,impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, 03000000d80400008200000003000000,IMS PCU#0 Gamepad Interface,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b5,x:b3,y:b2,platform:Linux, 03000000fd0500000030000000010000,InterAct GoPad I-73000 (Fighting Game Layout),a:b3,b:b4,back:b6,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b7,x:b0,y:b1,platform:Linux, 0500000049190000020400001b010000,Ipega PG-9069 - Bluetooth Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b161,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000632500007505000011010000,Ipega PG-9099 - Bluetooth Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, 030000006e0500000320000010010000,JC-U3613M - DirectInput Mode,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux, 03000000300f00001001000010010000,Jess Tech Dual Analog Rumble Pad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, 03000000300f00000b01000010010000,Jess Tech GGE909 PC Recoil Pad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, @@ -567,7 +619,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000380700003888000010010000,MadCatz PC USB Wired Stick 8838,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:a0,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 03000000120c00000500000000010000,Manta Dualshock 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, 03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux, -03000000790000004318000010010000,Mayflash GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000790000004318000010010000,Mayflash GameCube Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux, 03000000242f00007300000011010000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux, 0300000079000000d218000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 03000000d620000010a7000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, @@ -588,14 +640,17 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 05000000d6200000e589000001000000,Moga 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, 05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, 05000000d62000007162000001000000,Moga Pro 2 HID,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +03000000c62400002b89000011010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c62400002a89000000010000,MOGA XP5-A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b22,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, 03000000250900006688000000010000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +030000006b140000010c000010010000,NACON GC-400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, 030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Linux, 060000007e0500000820000000000000,Nintendo Combined Joy-Cons (joycond),a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, -050000007e0500000920000001800000,Nintendo Switch Pro Controller (joycond),a:b0,b:b1,x:b3,y:b2,back:b9,guide:b11,start:b10,leftstick:b12,rightstick:b13,leftshoulder:b5,rightshoulder:b6,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b7,righttrigger:b8,platform:Linux, -030000007e0500000920000011810000,Nintendo Switch Pro Controller Wired (joycond),a:b0,b:b1,x:b3,y:b2,back:b9,guide:b11,start:b10,leftstick:b12,rightstick:b13,leftshoulder:b5,rightshoulder:b6,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b7,righttrigger:b8,platform:Linux, 030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux, 050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000920000001800000,Nintendo Switch Pro Controller (joycond),a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +030000007e0500000920000011810000,Nintendo Switch Pro Controller Wired (joycond),a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, 050000007e0500003003000001000000,Nintendo Wii Remote Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, 05000000010000000100000003000000,Nintendo Wiimote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, 030000000d0500000308000010010000,Nostromo n45 Dual Analog Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux, @@ -603,19 +658,29 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000550900001472000011010000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, 05000000550900001472000001000000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, 03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +19000000010000000100000001010000,odroidgo2_joypad,a:b1,b:b0,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,guide:b10,leftshoulder:b4,leftstick:b12,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b14,start:b15,x:b2,y:b3,platform:Linux, +19000000010000000200000011000000,odroidgo2_joypad_v11,a:b1,b:b0,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b12,leftshoulder:b4,leftstick:b14,lefttrigger:b13,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b16,start:b17,x:b2,y:b3,platform:Linux, 030000005e0400000202000000010000,Old Xbox pad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, 05000000362800000100000002010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, 05000000362800000100000003010000,OUYA Game Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, 03000000830500005020000010010000,Padix Co. Ltd. Rockfire PSX/USB Bridge,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Linux, +03000000790000001c18000011010000,PC Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, 03000000ff1100003133000010010000,PC Game Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e0000b802000001010000,PDP AFTERGLOW Wired Xbox One Controller,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux, 030000006f0e00006401000001010000,PDP Battlefield One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008001000011010000,PDP CO.,LTD. Faceoff Wired Pro Controller for Nintendo Switch,a:b1,b:b2,x:b0,y:b3,back:b8,guide:b12,start:b9,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7,platform:Linux, 030000006f0e00003101000000010000,PDP EA Sports Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 030000006f0e0000c802000012010000,PDP Kingdom Hearts Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008701000011010000,PDP Rock Candy Wired Controller for Nintendo Switch,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00000901000011010000,PDP Versus Fighting Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, 030000006f0e0000a802000023020000,PDP Wired Controller for Xbox One,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e00008501000011010000,PDP Wired Fight Pad Pro for Nintendo Switch,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +0500000049190000030400001b010000,PG-9099,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, 030000004c050000da0c000011010000,Playstation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, 03000000c62400000053000000010000,PowerA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000c62400003a54000001010000,PowerA 1428124-01,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000d62000006dca000011010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c62400001a58000001010000,PowerA Xbox One Cabled,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux, 030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, 03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, @@ -640,18 +705,21 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000c01100000140000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 050000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 050000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000c405000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, 050000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 050000004c050000cc09000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, 050000004c050000cc09000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, 03000000300f00001211000011010000,QanBa Arcade JoyStick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux, 030000009b2800003200000001010000,Raphnet Technologies GC/N64 to USB v3.4,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000009b2800006000000001010000,Raphnet Technologies GC/N64 to USB v3.6,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, 030000009b2800000300000001010000,raphnet.net 4nes4snes v1.5,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux, 030000008916000001fd000024010000,Razer Onza Classic Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, -030000008916000000fd000024010000,Razer Onza Tournament Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000008916000000fd000024010000,Razer Onza Tournament Edition,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000321500000204000011010000,Razer Panthera (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 03000000321500000104000011010000,Razer Panthera (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 03000000321500000010000011010000,Razer RAIJU,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 03000000321500000507000000010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000321500000011000011010000,Razer Raion Fightpad for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 030000008916000000fe000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000c6240000045d000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000c6240000045d000025010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, @@ -662,11 +730,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 0300000081170000990a000001010000,Retronic Adapter,a:b0,leftx:a0,lefty:a1,platform:Linux, 0300000000f000000300000000010000,RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, 030000006b140000010d000011010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006b140000130d000011010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, 030000006f0e00001f01000000010000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 030000006f0e00001e01000011010000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, 030000006f0e00004601000001010000,Rock Candy Xbox One Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000a306000023f6000011010000,Saitek Cyborg V.1 Game Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, -03000000a30600001005000000010000,Saitek Saitek P150,platform:Linux,a:b0,b:b1,y:b4,x:b3,leftshoulder:b7,rightshoulder:b2,dpup:-a1,dpleft:-a0,dpdown:+a1,dpright:+a0,lefttrigger:b6,righttrigger:b5, 03000000a30600000cff000010010000,Saitek P2500 Force Rumble Pad,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux, 03000000a30600000c04000011010000,Saitek P2900 Wireless Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux, 03000000300f00001201000010010000,Saitek P380,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, @@ -674,6 +742,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000a30600000b04000000010000,Saitek P990 Dual Analog Pad,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux, 03000000a306000018f5000010010000,Saitek PLC Saitek P3200 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux, 03000000a306000020f6000011010000,Saitek PS2700 Rumble Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000a30600001005000000010000,Saitek Saitek P150,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b2,righttrigger:b5,x:b3,y:b4,platform:Linux, 03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux, 03000000c01600008704000011010000,Serial/Keyboard/Mouse/Joystick,a:b12,b:b10,back:b4,dpdown:b2,dpleft:b3,dpright:b1,dpup:b0,leftshoulder:b9,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b8,rightstick:b15,righttrigger:b7,rightx:a2,righty:a3,start:b5,x:b13,y:b11,platform:Linux, 03000000f025000021c1000010010000,ShanWan Gioteck PS3 Wired Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, @@ -687,7 +756,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000d11800000094000011010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, 03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, 03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, 03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800004211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, 03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, 05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, @@ -695,9 +766,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +0500000011010000311400001b010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b32,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, 05000000110100001914000009010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, 03000000ad1b000038f0000090040000,Street Fighter IV FightStick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, -030000003b07000004a1000000010000,Suncom SFX Plus for USB,a:b0,b:b2,x:b1,y:b3,back:b7,start:b8,leftshoulder:b6,rightshoulder:b9,leftx:a0,lefty:a1,lefttrigger:b4,righttrigger:b5,platform:Linux, +030000003b07000004a1000000010000,Suncom SFX Plus for USB,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Linux, 03000000666600000488000000010000,Super Joy Box 5 Pro,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, 0300000000f00000f100000000010000,Super RetroPort,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, 03000000457500002211000010010000,SZMY-POWER CO. LTD. GAMEPAD,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, @@ -705,7 +777,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 030000004f04000020b3000010010000,Thrustmaster 2 in 1 DT,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, 030000004f04000015b3000010010000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, 030000004f04000023b3000000010000,Thrustmaster Dual Trigger 3-in-1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, -03000000b50700000399000000010000,Thrustmaster Firestorm Digital 2,a:b2,b:b4,x:b3,y:b5,back:b11,start:b1,leftstick:b10,rightstick:b0,leftshoulder:b6,rightshoulder:b8,leftx:a0,lefty:a1,lefttrigger:b7,righttrigger:b9,platform:Linux, +030000004f0400000ed0000011010000,ThrustMaster eSwap PRO Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700000399000000010000,Thrustmaster Firestorm Digital 2,a:b2,b:b4,back:b11,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b0,righttrigger:b9,start:b1,x:b3,y:b5,platform:Linux, 030000004f04000000b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Linux, 030000004f04000026b3000002040000,Thrustmaster Gamepad GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000c6240000025b000002020000,Thrustmaster GPX Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, @@ -722,8 +795,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 03000000790000000600000007010000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux, 03000000790000001100000000010000,USB Gamepad1,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux, 030000006f0e00000302000011010000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00000702000011010000,Victrix Pro Fight Stick for PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, 05000000ac0500003232000001000000,VR-BOX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, 03000000791d00000103000010010000,Wii Classic Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +050000000d0f0000f600000001000000,Wireless HORIPAD Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, 030000005e0400008e02000010010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 030000005e0400008e02000014010000,X360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 030000005e0400001907000000010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, @@ -735,44 +810,70 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2, 0000000058626f782047616d65706100,Xbox Gamepad (userspace driver),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, 030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, 030000005e040000ea02000000000000,Xbox One Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 050000005e040000e002000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 050000005e040000fd02000003090000,Xbox One Wireless Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, 030000005e040000ea02000001030000,Xbox One Wireless Controller (Model 1708),a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000000010000,xbox360 Wireless EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000450c00002043000010010000,XEOX Gamepad SL-6556-BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, 03000000ac0500005b05000010010000,Xiaoji Gamesir-G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, 05000000172700004431000029010000,XiaoMi Game Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux, 03000000c0160000e105000001010000,Xin-Mo Xin-Mo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux, xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, 03000000120c0000100e000011010000,ZEROPLUS P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, -030000005e0400008e02000000010000,xbox360 Wireless EasySMX,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux, -030000009b2800006000000001010000,Raphnet Technologies GC/N64 to USB v3.6,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +03000000120c0000101e000011010000,ZEROPLUS P4 Wired Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, # Android +05000000c82d000006500000ffff3f00,8BitDo M30 Gamepad,a:b1,b:b0,back:b4,guide:b17,leftshoulder:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a4,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000051060000ffff3f00,8BitDo M30 Gamepad,a:b1,b:b0,back:b4,guide:b17,leftshoulder:b9,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000015900000ffff3f00,8BitDo N30 Pro 2,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000065280000ffff3f00,8BitDo N30 Pro 2,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b17,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +050000000220000000900000ffff3f00,8BitDo NES30 Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +050000002038000009000000ffff3f00,8BitDo NES30 Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000000600000ffff3f00,8BitDo SF30 Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b15,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b16,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000000610000ffff3f00,8BitDo SF30 Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000012900000ffff3f00,8BitDo SN30 Gamepad,a:b1,b:b0,back:b4,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000062280000ffff3f00,8BitDo SN30 Gamepad,a:b1,b:b0,back:b4,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000001600000ffff3f00,8BitDo SN30 Pro,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000002600000ffff0f00,8BitDo SN30 Pro+,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b17,leftshoulder:b9,leftstick:b7,lefttrigger:b15,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b16,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +050000002028000009000000ffff3f00,8BitDo SNES30 Gamepad,a:b1,b:b0,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +050000003512000020ab000000780f00,8BitDo SNES30 Gamepad,a:b21,b:b20,back:b30,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b26,rightshoulder:b27,start:b31,x:b24,y:b23,platform:Android, +05000000c82d000018900000ffff0f00,8BitDo Zero 2,a:b1,b:b0,back:b4,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +05000000c82d000030320000ffff0f00,8BitDo Zero 2,a:b1,b:b0,back:b4,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, 05000000bc20000000550000ffff3f00,GameSir G3w,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 05000000d6020000e5890000dfff3f00,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, +0500000031366332860c44aadfff0f00,GS Gamepad,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b15,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b16,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +0500000083050000602000000ffe0000,iBuffalo SNES Controller,a:b1,b:b0,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b15,rightshoulder:b16,start:b10,x:b3,y:b2,platform:Android, 64633436313965656664373634323364,Microsoft X-Box 360 pad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +7573622067616d657061642020202020,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Android, 050000007e05000009200000ffff0f00,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b17,y:b2,platform:Android, 37336435666338653565313731303834,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 61363931656135336130663561616264,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 050000005509000003720000cf7f3f00,NVIDIA Controller v01.01,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 050000005509000010720000ffff3f00,NVIDIA Controller v01.03,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005509000014720000df7f3f00,NVIDIA Controller v01.04,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, 050000004c05000068020000dfff3f00,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +030000004c050000cc09000000006800,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 050000004c050000c4050000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, 050000004c050000cc090000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000cc090000ffff3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 35643031303033326130316330353564,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +62653861643333663663383332396665,Razer Kishi,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 050000003215000005070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 050000003215000007070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 050000003215000000090000bf7f3f00,Razer Serval,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, 05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, 05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, +050000004f0400000ed00000fffe3f00,ThrustMaster eSwap PRO Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 5477696e20555342204a6f7973746963,Twin USB Joystick,a:b22,b:b21,back:b28,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android, +30306539356238653637313730656134,Wireless HORIPAD Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, 050000005e040000e00200000ffe3f00,Xbox One Wireless Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android, 050000005e040000fd020000ffff3f00,Xbox One Wireless Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, 050000005e04000091020000ff073f00,Xbox Wireless Controller,a:b0,b:b1,back:b4,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, 34356136633366613530316338376136,Xbox Wireless Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,x:b17,y:b2,platform:Android, -7573622067616d657061642020202020,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b6,start:b9,x:b3,y:b0,platform:Android, +050000001727000044310000ffff3f00,XiaoMi Game Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a6,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, # iOS 05000000ac0500000100000000006d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, diff --git a/core/io/resource_loader.cpp b/core/io/resource_loader.cpp index 534f3e44de..8b3a1f6637 100644 --- a/core/io/resource_loader.cpp +++ b/core/io/resource_loader.cpp @@ -999,6 +999,9 @@ void ResourceLoader::load_translation_remaps() { void ResourceLoader::clear_translation_remaps() { translation_remaps.clear(); + while (remapped_list.first() != nullptr) { + remapped_list.remove(remapped_list.first()); + } } void ResourceLoader::load_path_remaps() { diff --git a/core/math/expression.h b/core/math/expression.h index 59a9a2f4ed..f2cfe6b1a6 100644 --- a/core/math/expression.h +++ b/core/math/expression.h @@ -343,7 +343,7 @@ protected: public: Error parse(const String &p_expression, const Vector<String> &p_input_names = Vector<String>()); - Variant execute(Array p_inputs, Object *p_base = nullptr, bool p_show_error = true); + Variant execute(Array p_inputs = Array(), Object *p_base = nullptr, bool p_show_error = true); bool has_execute_failed() const; String get_error_text() const; diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index ae80abc5d2..cbc04ca672 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -7,7 +7,7 @@ AABB consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="AABB"> diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml index 7a992d0c03..e23a4fe9f8 100644 --- a/doc/classes/AnimatedSprite2D.xml +++ b/doc/classes/AnimatedSprite2D.xml @@ -5,6 +5,7 @@ </brief_description> <description> Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. + [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> diff --git a/doc/classes/Animation.xml b/doc/classes/Animation.xml index 68f0a630ef..0a2925e6d5 100644 --- a/doc/classes/Animation.xml +++ b/doc/classes/Animation.xml @@ -17,7 +17,7 @@ Animations are just data containers, and must be added to nodes such as an [AnimationPlayer] to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check [enum TrackType] to see available types. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_track"> diff --git a/doc/classes/AnimationNode.xml b/doc/classes/AnimationNode.xml index 3d6ebd5934..8204b456d9 100644 --- a/doc/classes/AnimationNode.xml +++ b/doc/classes/AnimationNode.xml @@ -8,7 +8,7 @@ Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_input"> diff --git a/doc/classes/AnimationNodeAdd2.xml b/doc/classes/AnimationNodeAdd2.xml index 48983a624e..63127ade9a 100644 --- a/doc/classes/AnimationNodeAdd2.xml +++ b/doc/classes/AnimationNodeAdd2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations additively based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeAdd3.xml b/doc/classes/AnimationNodeAdd3.xml index 1bfebc91fc..94a6ae4221 100644 --- a/doc/classes/AnimationNodeAdd3.xml +++ b/doc/classes/AnimationNodeAdd3.xml @@ -11,7 +11,7 @@ - A +add animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeAnimation.xml b/doc/classes/AnimationNodeAnimation.xml index ab44148c15..d8ac5413fd 100644 --- a/doc/classes/AnimationNodeAnimation.xml +++ b/doc/classes/AnimationNodeAnimation.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Only features one output set using the [member animation] property. Use it as an input for [AnimationNode] that blend animations together. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlend2.xml b/doc/classes/AnimationNodeBlend2.xml index 2b56167225..e2cd12e685 100644 --- a/doc/classes/AnimationNodeBlend2.xml +++ b/doc/classes/AnimationNodeBlend2.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. Blends two animations linearly based on an amount value in the [code][0.0, 1.0][/code] range. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlend3.xml b/doc/classes/AnimationNodeBlend3.xml index 5a306a225d..7c81b37663 100644 --- a/doc/classes/AnimationNodeBlend3.xml +++ b/doc/classes/AnimationNodeBlend3.xml @@ -11,7 +11,7 @@ - A +blend animation to blend with when the blend amount is in the [code][0.0, 1.0][/code] range </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeBlendSpace1D.xml b/doc/classes/AnimationNodeBlendSpace1D.xml index 6e82f0afb7..263b59910b 100644 --- a/doc/classes/AnimationNodeBlendSpace1D.xml +++ b/doc/classes/AnimationNodeBlendSpace1D.xml @@ -10,7 +10,7 @@ You can set the extents of the axis using the [member min_space] and [member max_space]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_blend_point"> diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml index f8680ba8ec..460c11cc5e 100644 --- a/doc/classes/AnimationNodeBlendSpace2D.xml +++ b/doc/classes/AnimationNodeBlendSpace2D.xml @@ -9,7 +9,7 @@ You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_blend_point"> diff --git a/doc/classes/AnimationNodeBlendTree.xml b/doc/classes/AnimationNodeBlendTree.xml index 4a34d75ff9..8f87ce453f 100644 --- a/doc/classes/AnimationNodeBlendTree.xml +++ b/doc/classes/AnimationNodeBlendTree.xml @@ -7,7 +7,7 @@ This node may contain a sub-tree of any other blend type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeOneShot.xml b/doc/classes/AnimationNodeOneShot.xml index 4ba0b82df6..d5793e5839 100644 --- a/doc/classes/AnimationNodeOneShot.xml +++ b/doc/classes/AnimationNodeOneShot.xml @@ -7,7 +7,7 @@ A resource to add to an [AnimationNodeBlendTree]. This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="get_mix_mode" qualifiers="const"> diff --git a/doc/classes/AnimationNodeOutput.xml b/doc/classes/AnimationNodeOutput.xml index 38b05eb650..7640f4dcfa 100644 --- a/doc/classes/AnimationNodeOutput.xml +++ b/doc/classes/AnimationNodeOutput.xml @@ -6,7 +6,7 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml index 3b351a3345..9ea83d2c5e 100644 --- a/doc/classes/AnimationNodeStateMachine.xml +++ b/doc/classes/AnimationNodeStateMachine.xml @@ -12,7 +12,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="add_node"> diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml index f4b89a5086..fec68d5b74 100644 --- a/doc/classes/AnimationNodeStateMachinePlayback.xml +++ b/doc/classes/AnimationNodeStateMachinePlayback.xml @@ -12,7 +12,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="get_current_node" qualifiers="const"> diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml index f0b7cc4099..fe0154acad 100644 --- a/doc/classes/AnimationNodeStateMachineTransition.xml +++ b/doc/classes/AnimationNodeStateMachineTransition.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTimeScale.xml b/doc/classes/AnimationNodeTimeScale.xml index 5c2e6cb692..334fdb0b95 100644 --- a/doc/classes/AnimationNodeTimeScale.xml +++ b/doc/classes/AnimationNodeTimeScale.xml @@ -7,7 +7,7 @@ Allows scaling the speed of the animation (or reversing it) in any children nodes. Setting it to 0 will pause the animation. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTimeSeek.xml b/doc/classes/AnimationNodeTimeSeek.xml index 0fef106da5..eb5335c792 100644 --- a/doc/classes/AnimationNodeTimeSeek.xml +++ b/doc/classes/AnimationNodeTimeSeek.xml @@ -7,7 +7,7 @@ This node can be used to cause a seek command to happen to any sub-children of the graph. After setting the time, this value returns to -1. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AnimationNodeTransition.xml b/doc/classes/AnimationNodeTransition.xml index 11250c5b17..8338f0d39a 100644 --- a/doc/classes/AnimationNodeTransition.xml +++ b/doc/classes/AnimationNodeTransition.xml @@ -7,7 +7,7 @@ Simple state machine for cases which don't require a more advanced [AnimationNodeStateMachine]. Animations can be connected to the inputs and transition times can be specified. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> </tutorials> <methods> <method name="get_input_caption" qualifiers="const"> diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index 6267a5a0a9..8396cdb6cf 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -9,9 +9,9 @@ Updating the target properties of animations occurs at process time. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link> + <link title="Animations">https://docs.godotengine.org/en/latest/getting_started/step_by_step/animations.html</link> <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> + <link title="Animation tutorial index">https://docs.godotengine.org/en/latest/tutorials/animation/index.html</link> </tutorials> <methods> <method name="add_animation"> @@ -236,7 +236,8 @@ The name of the animation to play when the scene loads. </member> <member name="current_animation" type="String" setter="set_current_animation" getter="get_current_animation" default=""""> - The name of the current animation, "" if not playing anything. When being set, does not restart the animation. See also [method play]. + The name of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See [method play] for more information on playing animations. + [b]Note[/b]: while this property appears in the inspector, it's not meant to be edited and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see [Animation]. </member> <member name="current_animation_length" type="float" setter="" getter="get_current_animation_length"> The length (in seconds) of the currently being played animation. diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index dd04f4ce3f..cc8e83f509 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -7,8 +7,8 @@ Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> - <link>https://github.com/godotengine/tps-demo</link> + <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link> + <link title="Third-person shooter demo code repository">https://github.com/godotengine/tps-demo</link> </tutorials> <methods> <method name="advance"> diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 4190cbe6b9..e98c0af0d9 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -7,7 +7,7 @@ 2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> + <link title="Using Area2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_area_2d.html</link> </tutorials> <methods> <method name="get_collision_layer_bit" qualifiers="const"> @@ -97,10 +97,10 @@ If [code]true[/code], the area's audio bus overrides the default audio bus. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index a94cecd879..ad9eff3a64 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -96,10 +96,10 @@ If [code]true[/code], the area's audio bus overrides the default audio bus. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index b45716544a..4ec39ecc2f 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -26,7 +26,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> + <link title="Procedural geometry using the ArrayMesh">https://docs.godotengine.org/en/latest/tutorials/content/procedural_geometry/arraymesh.html</link> </tutorials> <methods> <method name="add_blend_shape"> diff --git a/doc/classes/AudioEffectRecord.xml b/doc/classes/AudioEffectRecord.xml index a217342d98..6617d16290 100644 --- a/doc/classes/AudioEffectRecord.xml +++ b/doc/classes/AudioEffectRecord.xml @@ -7,7 +7,7 @@ Allows the user to record sound from a microphone. It sets and gets the format in which the audio file will be recorded (8-bit, 16-bit, or compressed). It checks whether or not the recording is active, and if it is, records the sound. It then returns the recorded sample. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> + <link title="Recording with microphone">https://docs.godotengine.org/en/latest/tutorials/audio/recording_with_microphone.html</link> </tutorials> <methods> <method name="get_recording" qualifiers="const"> diff --git a/doc/classes/AudioServer.xml b/doc/classes/AudioServer.xml index 49c6f5bb34..d5fd5d8f00 100644 --- a/doc/classes/AudioServer.xml +++ b/doc/classes/AudioServer.xml @@ -7,7 +7,7 @@ [AudioServer] is a low-level server interface for audio access. It is in charge of creating sample data (playable audio) as well as its playback via a voice interface. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> + <link title="Audio buses">https://docs.godotengine.org/en/latest/tutorials/audio/audio_buses.html</link> </tutorials> <methods> <method name="add_bus"> diff --git a/doc/classes/AudioStream.xml b/doc/classes/AudioStream.xml index d5c8e42515..58768dc008 100644 --- a/doc/classes/AudioStream.xml +++ b/doc/classes/AudioStream.xml @@ -7,7 +7,7 @@ Base class for audio streams. Audio streams are used for sound effects and music playback, and support WAV (via [AudioStreamSample]) and OGG (via [AudioStreamOGGVorbis]) file formats. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_length" qualifiers="const"> diff --git a/doc/classes/AudioStreamGenerator.xml b/doc/classes/AudioStreamGenerator.xml index e93da411cd..51254f9305 100644 --- a/doc/classes/AudioStreamGenerator.xml +++ b/doc/classes/AudioStreamGenerator.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> + <link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> </tutorials> <methods> </methods> diff --git a/doc/classes/AudioStreamGeneratorPlayback.xml b/doc/classes/AudioStreamGeneratorPlayback.xml index e3e17b8a93..cd8e8735b6 100644 --- a/doc/classes/AudioStreamGeneratorPlayback.xml +++ b/doc/classes/AudioStreamGeneratorPlayback.xml @@ -5,7 +5,7 @@ <description> </description> <tutorials> - <link>https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> + <link title="Audio generator demo project">https://github.com/godotengine/godot-demo-projects/tree/master/audio/generator</link> </tutorials> <methods> <method name="can_push_buffer" qualifiers="const"> diff --git a/doc/classes/AudioStreamPlayer.xml b/doc/classes/AudioStreamPlayer.xml index dbc3d3e21b..86048ca8c1 100644 --- a/doc/classes/AudioStreamPlayer.xml +++ b/doc/classes/AudioStreamPlayer.xml @@ -7,7 +7,7 @@ Plays an audio stream non-positionally. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/AudioStreamPlayer2D.xml b/doc/classes/AudioStreamPlayer2D.xml index 844e2316ba..d8b9385736 100644 --- a/doc/classes/AudioStreamPlayer2D.xml +++ b/doc/classes/AudioStreamPlayer2D.xml @@ -7,7 +7,7 @@ Plays audio that dampens with distance from screen center. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 98100370b6..aadbc865bb 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -8,7 +8,7 @@ By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> + <link title="Audio streams">https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link> </tutorials> <methods> <method name="get_playback_position"> diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index 1da4e23437..0cb0b7e57e 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -7,7 +7,7 @@ This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> + <link title="Spatial material">https://docs.godotengine.org/en/latest/tutorials/3d/spatial_material.html</link> </tutorials> <methods> <method name="get_feature" qualifiers="const"> diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 47433d7adc..c614a281ae 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -10,8 +10,8 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> <method name="Basis"> diff --git a/doc/classes/CPUParticles2D.xml b/doc/classes/CPUParticles2D.xml index df3ef71a2a..7244da56ca 100644 --- a/doc/classes/CPUParticles2D.xml +++ b/doc/classes/CPUParticles2D.xml @@ -8,7 +8,7 @@ See also [GPUParticles2D], which provides the same functionality with hardware acceleration, but may not run on older devices. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> </tutorials> <methods> <method name="convert_from_particles"> diff --git a/doc/classes/CanvasItem.xml b/doc/classes/CanvasItem.xml index 899988022f..0eecada4fe 100644 --- a/doc/classes/CanvasItem.xml +++ b/doc/classes/CanvasItem.xml @@ -12,8 +12,8 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <methods> <method name="_draw" qualifiers="virtual"> diff --git a/doc/classes/CanvasLayer.xml b/doc/classes/CanvasLayer.xml index 8202a29d44..89cd28b617 100644 --- a/doc/classes/CanvasLayer.xml +++ b/doc/classes/CanvasLayer.xml @@ -7,8 +7,8 @@ Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [CanvasLayer] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Canvas layers">https://docs.godotengine.org/en/latest/tutorials/2d/canvas_layers.html</link> </tutorials> <methods> <method name="get_canvas" qualifiers="const"> diff --git a/doc/classes/CharFXTransform.xml b/doc/classes/CharFXTransform.xml index c16e448498..a988035c36 100644 --- a/doc/classes/CharFXTransform.xml +++ b/doc/classes/CharFXTransform.xml @@ -7,8 +7,8 @@ By setting various properties on this object, you can control how individual characters will be displayed in a [RichTextEffect]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> - <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> </methods> diff --git a/doc/classes/ClippedCamera3D.xml b/doc/classes/ClippedCamera3D.xml index 58ecec828d..de90247536 100644 --- a/doc/classes/ClippedCamera3D.xml +++ b/doc/classes/ClippedCamera3D.xml @@ -90,7 +90,7 @@ If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. + The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The camera's collision margin. The camera can't get closer than this distance to a colliding object. diff --git a/doc/classes/CollisionShape2D.xml b/doc/classes/CollisionShape2D.xml index d2676e55d0..b4fcf9cd88 100644 --- a/doc/classes/CollisionShape2D.xml +++ b/doc/classes/CollisionShape2D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/CollisionShape3D.xml b/doc/classes/CollisionShape3D.xml index 76515a65a7..05851e445e 100644 --- a/doc/classes/CollisionShape3D.xml +++ b/doc/classes/CollisionShape3D.xml @@ -7,7 +7,7 @@ Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="make_convex_from_brothers"> diff --git a/doc/classes/Color.xml b/doc/classes/Color.xml index 240e70db9f..fcaba99eb7 100644 --- a/doc/classes/Color.xml +++ b/doc/classes/Color.xml @@ -18,13 +18,21 @@ <argument index="0" name="from" type="String"> </argument> <description> - Constructs a color from an HTML hexadecimal color string in ARGB or RGB format. See also [method @GDScript.ColorN]. + Constructs a color from an HTML hexadecimal color string in RGB or RGBA format. See also [method @GDScript.ColorN]. [codeblock] # Each of the following creates the same color RGBA(178, 217, 10, 255). - var c1 = Color("#ffb2d90a") # ARGB format with "#". - var c2 = Color("ffb2d90a") # ARGB format. var c3 = Color("#b2d90a") # RGB format with "#". var c4 = Color("b2d90a") # RGB format. + var c1 = Color("#b2d90aff") # RGBA format with "#". + var c2 = Color("b2d90aff") # RGBA format. + [/codeblock] + You can also use the "web color" short-hand form by only using 3 or 4 digits. + [codeblock] + # Each of the following creates the same color RGBA(17, 34, 51, 255). + var c3 = Color("#123") # RGB format with "#". + var c4 = Color("123") # RGB format. + var c1 = Color("#123f") # RGBA format with "#". + var c2 = Color("123f") # RGBA format. [/codeblock] </description> </method> @@ -243,11 +251,11 @@ <argument index="0" name="with_alpha" type="bool" default="true"> </argument> <description> - Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]). - Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string. + Returns the color's HTML hexadecimal color string in RGBA format (ex: [code]ff34f822[/code]). + Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string (and uses RGB instead of RGBA format). [codeblock] var c = Color(1, 1, 1, 0.5) - var s1 = c.to_html() # Returns "7fffffff" + var s1 = c.to_html() # Returns "ffffff7f" var s2 = c.to_html(false) # Returns "ffffff" [/codeblock] </description> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index 1f495bf91a..c8e37d7d7b 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -13,10 +13,11 @@ Only one [Control] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus. Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [Control] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button. [Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the inspector. + [b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="GUI tutorial index">https://docs.godotengine.org/en/latest/tutorials/gui/index.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <methods> <method name="_clips_input" qualifiers="virtual"> @@ -97,7 +98,17 @@ <argument index="1" name="color" type="Color"> </argument> <description> - Overrides the [Color] with given [code]name[/code] in the [member theme] resource the control uses. If the [code]color[/code] is empty or invalid, the override is cleared and the color from assigned [Theme] is used. + Overrides the [Color] with given [code]name[/code] in the [member theme] resource the control uses. + [b]Note:[/b] Unlike other theme overrides, there is no way to undo a color override without manually assigning the previous color. + [b]Example of overriding a label's color and resetting it later:[/b] + [codeblock] + # Override the child node "MyLabel"'s font color to orange. + $MyLabel.add_theme_color_override("font_color", Color(1, 0.5, 0)) + + # Reset the color by creating a new node to get the default value: + var default_label_color = Label.new().get_theme_color("font_color") + $MyLabel.add_theme_color_override("font_color", default_label_color) + [/codeblock] </description> </method> <method name="add_theme_constant_override"> @@ -108,7 +119,7 @@ <argument index="1" name="constant" type="int"> </argument> <description> - Overrides an integer constant with given [code]name[/code] in the [member theme] resource the control uses. If the [code]constant[/code] is empty or invalid, the override is cleared and the constant from assigned [Theme] is used. + Overrides an integer constant with given [code]name[/code] in the [member theme] resource the control uses. If the [code]constant[/code] is [code]0[/code], the override is cleared and the constant from assigned [Theme] is used. </description> </method> <method name="add_theme_font_override"> @@ -119,7 +130,7 @@ <argument index="1" name="font" type="Font"> </argument> <description> - Overrides the font with given [code]name[/code] in the [member theme] resource the control uses. If [code]font[/code] is empty or invalid, the override is cleared and the font from assigned [Theme] is used. + Overrides the font with given [code]name[/code] in the [member theme] resource the control uses. If [code]font[/code] is [code]null[/code] or invalid, the override is cleared and the font from assigned [Theme] is used. </description> </method> <method name="add_theme_icon_override"> @@ -130,7 +141,7 @@ <argument index="1" name="texture" type="Texture2D"> </argument> <description> - Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is empty or invalid, the override is cleared and the icon from assigned [Theme] is used. + Overrides the icon with given [code]name[/code] in the [member theme] resource the control uses. If [code]icon[/code] is [code]null[/code] or invalid, the override is cleared and the icon from assigned [Theme] is used. </description> </method> <method name="add_theme_shader_override"> @@ -141,7 +152,7 @@ <argument index="1" name="shader" type="Shader"> </argument> <description> - Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is empty or invalid, the override is cleared and the shader from assigned [Theme] is used. + Overrides the [Shader] with given [code]name[/code] in the [member theme] resource the control uses. If [code]shader[/code] is [code]null[/code] or invalid, the override is cleared and the shader from assigned [Theme] is used. </description> </method> <method name="add_theme_stylebox_override"> @@ -153,6 +164,19 @@ </argument> <description> Overrides the [StyleBox] with given [code]name[/code] in the [member theme] resource the control uses. If [code]stylebox[/code] is empty or invalid, the override is cleared and the [StyleBox] from assigned [Theme] is used. + [b]Example of modifying a property in a StyleBox by duplicating it:[/b] + [codeblock] + # The snippet below assumes the child node MyButton has a StyleBoxFlat assigned. + # Resources are shared across instances, so we need to duplicate it + # to avoid modifying the appearance of all other buttons. + var new_stylebox_normal = $MyButton.get_theme_stylebox("normal").duplicate() + new_stylebox_normal.border_width_top = 3 + new_stylebox_normal.border_color = Color(0, 1, 0.5) + $MyButton.add_theme_stylebox_override("normal", new_stylebox_normal) + + # Remove the stylebox override: + $MyButton.add_theme_stylebox_override("normal", null) + [/codeblock] </description> </method> <method name="can_drop_data" qualifiers="virtual"> diff --git a/doc/classes/Dictionary.xml b/doc/classes/Dictionary.xml index 5413fa33c6..7123deb206 100644 --- a/doc/classes/Dictionary.xml +++ b/doc/classes/Dictionary.xml @@ -73,7 +73,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link> + <link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link> </tutorials> <methods> <method name="clear"> diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index fc7ce94a2b..afd85a9cb7 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,7 @@ A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="Lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Directory.xml b/doc/classes/Directory.xml index a86dbfedde..bcdadcd970 100644 --- a/doc/classes/Directory.xml +++ b/doc/classes/Directory.xml @@ -24,7 +24,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> </tutorials> <methods> <method name="change_dir"> diff --git a/doc/classes/EditorExportPlugin.xml b/doc/classes/EditorExportPlugin.xml index 6bcaabc39e..9ef2bd21cc 100644 --- a/doc/classes/EditorExportPlugin.xml +++ b/doc/classes/EditorExportPlugin.xml @@ -70,24 +70,24 @@ <description> </description> </method> - <method name="add_ios_framework"> + <method name="add_ios_embedded_framework"> <return type="void"> </return> <argument index="0" name="path" type="String"> </argument> <description> - Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project. + Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary. + [b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code]. + This method should not be used for System libraries as they are already present on the device. </description> </method> - <method name="add_ios_embedded_framework"> + <method name="add_ios_framework"> <return type="void"> </return> <argument index="0" name="path" type="String"> </argument> <description> - Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project and embeds it into resulting binary. - [b]Note:[/b] For static libraries (*.a) works in same way as [code]add_ios_framework[/code]. - This method should not be used for System libraries as they are already present on the device. + Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode project. </description> </method> <method name="add_ios_linker_flags"> diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml index ea2dfae9a5..b290557336 100644 --- a/doc/classes/EditorImportPlugin.xml +++ b/doc/classes/EditorImportPlugin.xml @@ -49,7 +49,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> + <link title="Import plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/import_plugins.html</link> </tutorials> <methods> <method name="get_import_options" qualifiers="virtual"> diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml index b81281b5b6..8865939eb1 100644 --- a/doc/classes/EditorNode3DGizmoPlugin.xml +++ b/doc/classes/EditorNode3DGizmoPlugin.xml @@ -7,7 +7,7 @@ EditorNode3DGizmoPlugin allows you to define a new type of Gizmo. There are two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the documentation for more info. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> + <link title="Spatial gizmo plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/spatial_gizmos.html</link> </tutorials> <methods> <method name="add_material"> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 36076d8909..6a64a7aa55 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -7,7 +7,7 @@ Plugins are used by the editor to extend functionality. The most common types of plugins are those which edit a given node or resource type, import plugins and export plugins. See also [EditorScript] to add functions to the editor. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> + <link title="Editor plugins tutorial index">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/index.html</link> </tutorials> <methods> <method name="add_autoload_singleton"> diff --git a/doc/classes/EditorScenePostImport.xml b/doc/classes/EditorScenePostImport.xml index 56fc0e3d1a..cb1f5d2e77 100644 --- a/doc/classes/EditorScenePostImport.xml +++ b/doc/classes/EditorScenePostImport.xml @@ -26,7 +26,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> + <link title="Importing 3D scenes: Custom script">https://docs.godotengine.org/en/latest/getting_started/workflow/assets/importing_scenes.html#custom-script</link> </tutorials> <methods> <method name="get_source_file" qualifiers="const"> diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index bbab0bf8cf..caee6a0c07 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -11,8 +11,8 @@ - Adjustments </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> + <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="Light transport in game engines">https://docs.godotengine.org/en/latest/tutorials/3d/high_dynamic_range.html</link> </tutorials> <methods> <method name="is_glow_level_enabled" qualifiers="const"> @@ -95,47 +95,20 @@ <member name="background_mode" type="int" setter="set_background" getter="get_background" enum="Environment.BGMode" default="0"> The background mode. See [enum BGMode] for possible values. </member> - <member name="fog_color" type="Color" setter="set_fog_color" getter="get_fog_color" default="Color( 0.5, 0.6, 0.7, 1 )"> - The fog's [Color]. - </member> - <member name="fog_depth_begin" type="float" setter="set_fog_depth_begin" getter="get_fog_depth_begin" default="10.0"> - The fog's depth starting distance from the camera. - </member> - <member name="fog_depth_curve" type="float" setter="set_fog_depth_curve" getter="get_fog_depth_curve" default="1.0"> - The fog depth's intensity curve. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. - </member> - <member name="fog_depth_enabled" type="bool" setter="set_fog_depth_enabled" getter="is_fog_depth_enabled" default="true"> - If [code]true[/code], the depth fog effect is enabled. When enabled, fog will appear in the distance (relative to the camera). - </member> - <member name="fog_depth_end" type="float" setter="set_fog_depth_end" getter="get_fog_depth_end" default="100.0"> - The fog's depth end distance from the camera. If this value is set to 0, it will be equal to the current camera's [member Camera3D.far] value. + <member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001"> </member> <member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false"> - If [code]true[/code], fog effects are enabled. [member fog_height_enabled] and/or [member fog_depth_enabled] must be set to [code]true[/code] to actually display fog. - </member> - <member name="fog_height_curve" type="float" setter="set_fog_height_curve" getter="get_fog_height_curve" default="1.0"> - The height fog's intensity. A number of presets are available in the [b]Inspector[/b] by right-clicking the curve. + If [code]true[/code], fog effects are enabled. </member> - <member name="fog_height_enabled" type="bool" setter="set_fog_height_enabled" getter="is_fog_height_enabled" default="false"> - If [code]true[/code], the height fog effect is enabled. When enabled, fog will appear in a defined height range, regardless of the distance from the camera. This can be used to simulate "deep water" effects with a lower performance cost compared to a dedicated shader. + <member name="fog_height" type="float" setter="set_fog_height" getter="get_fog_height" default="0.0"> </member> - <member name="fog_height_max" type="float" setter="set_fog_height_max" getter="get_fog_height_max" default="0.0"> - The Y coordinate where the height fog will be the most intense. If this value is greater than [member fog_height_min], fog will be displayed from bottom to top. Otherwise, it will be displayed from top to bottom. + <member name="fog_height_density" type="float" setter="set_fog_height_density" getter="get_fog_height_density" default="0.0"> </member> - <member name="fog_height_min" type="float" setter="set_fog_height_min" getter="get_fog_height_min" default="10.0"> - The Y coordinate where the height fog will be the least intense. If this value is greater than [member fog_height_max], fog will be displayed from top to bottom. Otherwise, it will be displayed from bottom to top. + <member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color( 0.5, 0.6, 0.7, 1 )"> </member> - <member name="fog_sun_amount" type="float" setter="set_fog_sun_amount" getter="get_fog_sun_amount" default="0.0"> - The intensity of the depth fog color transition when looking towards the sun. The sun's direction is determined automatically using the DirectionalLight3D node in the scene. + <member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0"> </member> - <member name="fog_sun_color" type="Color" setter="set_fog_sun_color" getter="get_fog_sun_color" default="Color( 1, 0.9, 0.7, 1 )"> - The depth fog's [Color] when looking towards the sun. - </member> - <member name="fog_transmit_curve" type="float" setter="set_fog_transmit_curve" getter="get_fog_transmit_curve" default="1.0"> - The intensity of the fog light transmittance effect. Amount of light that the fog transmits. - </member> - <member name="fog_transmit_enabled" type="bool" setter="set_fog_transmit_enabled" getter="is_fog_transmit_enabled" default="false"> - Enables fog's light transmission effect. If [code]true[/code], light will be more visible in the fog to simulate light scattering as in real life. + <member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0"> </member> <member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2"> The glow blending mode. @@ -265,6 +238,22 @@ <member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0"> The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. </member> + <member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.01"> + </member> + <member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0"> + </member> + <member name="volumetric_fog_enabled" type="bool" setter="set_volumetric_fog_enabled" getter="is_volumetric_fog_enabled" default="false"> + </member> + <member name="volumetric_fog_gi_inject" type="float" setter="set_volumetric_fog_gi_inject" getter="get_volumetric_fog_gi_inject" default="0.0"> + </member> + <member name="volumetric_fog_length" type="float" setter="set_volumetric_fog_length" getter="get_volumetric_fog_length" default="64.0"> + </member> + <member name="volumetric_fog_light" type="Color" setter="set_volumetric_fog_light" getter="get_volumetric_fog_light" default="Color( 0, 0, 0, 1 )"> + </member> + <member name="volumetric_fog_light_energy" type="float" setter="set_volumetric_fog_light_energy" getter="get_volumetric_fog_light_energy" default="1.0"> + </member> + <member name="volumetric_fog_shadow_filter" type="int" setter="set_volumetric_fog_shadow_filter" getter="get_volumetric_fog_shadow_filter" enum="Environment.VolumetricFogShadowFilter" default="1"> + </member> </members> <constants> <constant name="BG_CLEAR_COLOR" value="0" enum="BGMode"> @@ -360,5 +349,13 @@ </constant> <constant name="SDFGI_Y_SCALE_50_PERCENT" value="2" enum="SDFGIYScale"> </constant> + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED" value="0" enum="VolumetricFogShadowFilter"> + </constant> + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_LOW" value="1" enum="VolumetricFogShadowFilter"> + </constant> + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM" value="2" enum="VolumetricFogShadowFilter"> + </constant> + <constant name="VOLUMETRIC_FOG_SHADOW_FILTER_HIGH" value="3" enum="VolumetricFogShadowFilter"> + </constant> </constants> </class> diff --git a/doc/classes/Expression.xml b/doc/classes/Expression.xml index fcd1aa43c0..f2611dc850 100644 --- a/doc/classes/Expression.xml +++ b/doc/classes/Expression.xml @@ -5,7 +5,7 @@ </brief_description> <description> An expression can be made of any arithmetic operation, built-in math function call, method call of a passed instance, or built-in type construction call. - An example expression text using the built-in math functions could be [code]sqrt(pow(3,2) + pow(4,2))[/code]. + An example expression text using the built-in math functions could be [code]sqrt(pow(3, 2) + pow(4, 2))[/code]. In the following example we use a [LineEdit] node to write our expression and show the result. [codeblock] onready var expression = Expression.new() diff --git a/doc/classes/File.xml b/doc/classes/File.xml index d91203d91f..1982406993 100644 --- a/doc/classes/File.xml +++ b/doc/classes/File.xml @@ -23,7 +23,7 @@ In the example above, the file will be saved in the user data folder as specified in the [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] documentation. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> + <link title="File system">https://docs.godotengine.org/en/latest/getting_started/step_by_step/filesystem.html</link> </tutorials> <methods> <method name="close"> @@ -451,16 +451,16 @@ </members> <constants> <constant name="READ" value="1" enum="ModeFlags"> - Opens the file for read operations. + Opens the file for read operations. The cursor is positioned at the beginning of the file. </constant> <constant name="WRITE" value="2" enum="ModeFlags"> - Opens the file for write operations. Create it if the file does not exist and truncate if it exists. + Opens the file for write operations. The file is created if it does not exist, and truncated if it does. </constant> <constant name="READ_WRITE" value="3" enum="ModeFlags"> - Opens the file for read and write operations. Does not truncate the file. + Opens the file for read and write operations. Does not truncate the file. The cursor is positioned at the beginning of the file. </constant> <constant name="WRITE_READ" value="7" enum="ModeFlags"> - Opens the file for read and write operations. Create it if the file does not exist and truncate if it exists. + Opens the file for read and write operations. The file is created if it does not exist, and truncated if it does. The cursor is positioned at the beginning of the file. </constant> <constant name="COMPRESSION_FASTLZ" value="0" enum="CompressionMode"> Uses the [url=http://fastlz.org/]FastLZ[/url] compression method. diff --git a/doc/classes/GIProbe.xml b/doc/classes/GIProbe.xml index 8885f360a3..9199468ab3 100644 --- a/doc/classes/GIProbe.xml +++ b/doc/classes/GIProbe.xml @@ -8,7 +8,7 @@ Having [GIProbe]s in a scene can be expensive, the quality of the probe can be turned down in exchange for better performance in the [ProjectSettings] using [member ProjectSettings.rendering/quality/gi_probes/quality]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> + <link title="GI probes">https://docs.godotengine.org/en/latest/tutorials/3d/gi_probes.html</link> </tutorials> <methods> <method name="bake"> diff --git a/doc/classes/GPUParticles2D.xml b/doc/classes/GPUParticles2D.xml index ee67b5052c..5bed28aaf7 100644 --- a/doc/classes/GPUParticles2D.xml +++ b/doc/classes/GPUParticles2D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> + <link title="Particle systems (2D)">https://docs.godotengine.org/en/latest/tutorials/2d/particle_systems_2d.html</link> </tutorials> <methods> <method name="capture_rect" qualifiers="const"> diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index add8f28bf8..3e17963407 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,7 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticlesMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> + <link title="Controlling thousands of fish with Particles">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html</link> </tutorials> <methods> <method name="capture_aabb" qualifiers="const"> diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml index 7e8f0807ac..9dc38b018a 100644 --- a/doc/classes/HTTPClient.xml +++ b/doc/classes/HTTPClient.xml @@ -1,18 +1,18 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="HTTPClient" inherits="Reference" version="4.0"> <brief_description> - Hyper-text transfer protocol client. + Low-level hyper-text transfer protocol client. </brief_description> <description> - Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. See [HTTPRequest] for an higher-level alternative. + Hyper-text transfer protocol client (sometimes called "User Agent"). Used to make HTTP requests to download web content, upload files and other data or to communicate with various services, among other use cases. [b]See the [HTTPRequest] node for an higher-level alternative.[/b] [b]Note:[/b] This client only needs to connect to a host once (see [method connect_to_host]) to send multiple requests. Because of this, methods that take URLs usually take just the part after the host instead of the full URL, as the client is already connected to a host. See [method request] for a full example and to get started. A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side. For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616). [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="close"> @@ -152,6 +152,7 @@ var headers = ["Content-Type: application/x-www-form-urlencoded", "Content-Length: " + str(query_string.length())] var result = http_client.request(http_client.METHOD_POST, "index.php", headers, query_string) [/codeblock] + [b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.http_escape] for an example. </description> </method> <method name="request_raw"> diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index 61e0d2e2b9..4801af07d3 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -67,8 +67,8 @@ [b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="cancel_request"> @@ -116,6 +116,7 @@ <description> Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request]. Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host. + [b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.http_escape] for an example. </description> </method> </methods> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index a3079a12a9..b05ab5b4d6 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -7,7 +7,7 @@ A singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or with the [InputMap] class. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> + <link title="Inputs tutorial index">https://docs.godotengine.org/en/latest/tutorials/inputs/index.html</link> </tutorials> <methods> <method name="action_press"> diff --git a/doc/classes/InputEvent.xml b/doc/classes/InputEvent.xml index 413e217b45..3663ee98cc 100644 --- a/doc/classes/InputEvent.xml +++ b/doc/classes/InputEvent.xml @@ -7,8 +7,8 @@ Base class of all sort of input event. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> </tutorials> <methods> <method name="accumulate"> diff --git a/doc/classes/InputEventAction.xml b/doc/classes/InputEventAction.xml index 1c38ff8e8f..e0d3e47219 100644 --- a/doc/classes/InputEventAction.xml +++ b/doc/classes/InputEventAction.xml @@ -7,7 +7,7 @@ Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> + <link title="InputEvent: Actions">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventJoypadButton.xml b/doc/classes/InputEventJoypadButton.xml index 7876bace75..6ab4942f85 100644 --- a/doc/classes/InputEventJoypadButton.xml +++ b/doc/classes/InputEventJoypadButton.xml @@ -7,7 +7,7 @@ Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventJoypadMotion.xml b/doc/classes/InputEventJoypadMotion.xml index bfd961ce1f..2d7787b568 100644 --- a/doc/classes/InputEventJoypadMotion.xml +++ b/doc/classes/InputEventJoypadMotion.xml @@ -7,7 +7,7 @@ Stores information about joystick motions. One [InputEventJoypadMotion] represents one axis at a time. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 767e67c615..fe91b9c13e 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -7,7 +7,7 @@ Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> <method name="get_keycode_with_modifiers" qualifiers="const"> diff --git a/doc/classes/InputEventMouse.xml b/doc/classes/InputEventMouse.xml index e3c9d688d2..31e82bbaed 100644 --- a/doc/classes/InputEventMouse.xml +++ b/doc/classes/InputEventMouse.xml @@ -7,7 +7,7 @@ Stores general mouse events information. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml index b83588a877..d7b64a9a2d 100644 --- a/doc/classes/InputEventMouseButton.xml +++ b/doc/classes/InputEventMouseButton.xml @@ -7,7 +7,7 @@ Contains mouse click information. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventMouseMotion.xml b/doc/classes/InputEventMouseMotion.xml index c36089fe9b..3e64fd63ab 100644 --- a/doc/classes/InputEventMouseMotion.xml +++ b/doc/classes/InputEventMouseMotion.xml @@ -8,7 +8,7 @@ [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, call [method Input.set_use_accumulated_input] with [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider implementing [url=https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid visible gaps in lines if the user is moving the mouse quickly. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> + <link title="Mouse and input coordinates">https://docs.godotengine.org/en/latest/tutorials/inputs/mouse_and_input_coordinates.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventScreenDrag.xml b/doc/classes/InputEventScreenDrag.xml index a315e4ddfb..d69f175be8 100644 --- a/doc/classes/InputEventScreenDrag.xml +++ b/doc/classes/InputEventScreenDrag.xml @@ -7,7 +7,7 @@ Contains screen drag information. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventScreenTouch.xml b/doc/classes/InputEventScreenTouch.xml index 16a3cf8353..f497f2fecc 100644 --- a/doc/classes/InputEventScreenTouch.xml +++ b/doc/classes/InputEventScreenTouch.xml @@ -8,7 +8,7 @@ Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputEventWithModifiers.xml b/doc/classes/InputEventWithModifiers.xml index cc7de2ca32..667879a922 100644 --- a/doc/classes/InputEventWithModifiers.xml +++ b/doc/classes/InputEventWithModifiers.xml @@ -7,7 +7,7 @@ Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> + <link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 03212538c9..062ac3869d 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -7,7 +7,7 @@ Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> + <link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link> </tutorials> <methods> <method name="action_add_event"> diff --git a/doc/classes/JavaScript.xml b/doc/classes/JavaScript.xml index 68f6c32a53..d2cb558385 100644 --- a/doc/classes/JavaScript.xml +++ b/doc/classes/JavaScript.xml @@ -7,7 +7,7 @@ The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> + <link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link> </tutorials> <methods> <method name="eval"> diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index 455fdad771..5a1b4630d0 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -10,7 +10,7 @@ </description> <tutorials> <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> + <link title="Using KinematicBody2D">https://docs.godotengine.org/en/latest/tutorials/physics/using_kinematic_body_2d.html</link> </tutorials> <methods> <method name="get_floor_normal" qualifiers="const"> diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml index 01cce907f9..5d9c7fd896 100644 --- a/doc/classes/KinematicBody3D.xml +++ b/doc/classes/KinematicBody3D.xml @@ -9,7 +9,7 @@ [b]Kinematic characters:[/b] KinematicBody3D also has an API for moving objects (the [method move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> + <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> </tutorials> <methods> <method name="get_axis_lock" qualifiers="const"> diff --git a/doc/classes/Light2D.xml b/doc/classes/Light2D.xml index 2862190d4d..c5f0c2df8c 100644 --- a/doc/classes/Light2D.xml +++ b/doc/classes/Light2D.xml @@ -8,7 +8,7 @@ [b]Note:[/b] Light2D can also be used as a mask. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 6979efa569..c022e56a39 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -7,7 +7,7 @@ Light3D is the [i]abstract[/i] base class for light nodes. As it can't be instanced, it shouldn't be used directly. Other types of light nodes inherit from it. Light3D contains the common variables and parameters used for lighting. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> <method name="get_param" qualifiers="const"> @@ -77,6 +77,8 @@ <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow" default="false"> If [code]true[/code], the light will cast shadows. </member> + <member name="shadow_fog_fade" type="float" setter="set_param" getter="get_param" default="1.0"> + </member> <member name="shadow_normal_bias" type="float" setter="set_param" getter="get_param" default="2.0"> Offsets the lookup into the shadow map by the object's normal. This can be used to reduce self-shadowing artifacts without using [member shadow_bias]. In practice, this value should be tweaked along with [member shadow_bias] to reduce artifacts as much as possible. </member> @@ -138,10 +140,12 @@ <constant name="PARAM_SHADOW_BLUR" value="16" enum="Param"> Constant for accessing [member shadow_blur]. </constant> - <constant name="PARAM_TRANSMITTANCE_BIAS" value="17" enum="Param"> + <constant name="PARAM_SHADOW_VOLUMETRIC_FOG_FADE" value="17" enum="Param"> + </constant> + <constant name="PARAM_TRANSMITTANCE_BIAS" value="18" enum="Param"> Constant for accessing [member shadow_transmittance_bias]. </constant> - <constant name="PARAM_MAX" value="18" enum="Param"> + <constant name="PARAM_MAX" value="19" enum="Param"> Represents the size of the [enum Param] enum. </constant> <constant name="BAKE_DISABLED" value="0" enum="BakeMode"> diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml index a02f7a0f75..9f128e5942 100644 --- a/doc/classes/LightOccluder2D.xml +++ b/doc/classes/LightOccluder2D.xml @@ -7,7 +7,7 @@ Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must be provided with an [OccluderPolygon2D] in order for the shadow to be computed. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> + <link title="2D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/2d/2d_lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml index 689f8d83e1..59b312f69a 100644 --- a/doc/classes/MeshInstance2D.xml +++ b/doc/classes/MeshInstance2D.xml @@ -7,7 +7,7 @@ Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite2D] via a tool in the editor toolbar. Select "Sprite2D" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> + <link title="2D meshes">https://docs.godotengine.org/en/latest/tutorials/2d/2d_meshes.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index 0f56ab4b95..8a6c560cdd 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -10,8 +10,8 @@ Since instances may have any behavior, the AABB used for visibility must be provided by the user. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> </tutorials> <methods> <method name="get_aabb" qualifiers="const"> diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index cab17c952e..7d8035ba77 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high amount of instances of a given mesh (for example trees in a forest or grass strands). </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> + <link title="Animating thousands of fish with MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/vertex_animation/animating_thousands_of_fish.html</link> + <link title="Using MultiMeshInstance">https://docs.godotengine.org/en/latest/tutorials/3d/using_multi_mesh_instance.html</link> + <link title="Optimization using MultiMeshes">https://docs.godotengine.org/en/latest/tutorials/optimization/using_multimesh.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Mutex.xml b/doc/classes/Mutex.xml index 2de1f71867..f5f6308401 100644 --- a/doc/classes/Mutex.xml +++ b/doc/classes/Mutex.xml @@ -7,7 +7,7 @@ A synchronization mutex (mutual exclusion). This is used to synchronize multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees that only one thread can ever acquire the lock at a time. A mutex can be used to protect a critical section; however, be careful to avoid deadlocks. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> </tutorials> <methods> <method name="lock"> diff --git a/doc/classes/NetworkedMultiplayerPeer.xml b/doc/classes/NetworkedMultiplayerPeer.xml index ff97ea926d..7e2a9af59f 100644 --- a/doc/classes/NetworkedMultiplayerPeer.xml +++ b/doc/classes/NetworkedMultiplayerPeer.xml @@ -7,7 +7,7 @@ Manages the connection to network peers. Assigns unique IDs to each client connected to the server. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> + <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> </tutorials> <methods> <method name="get_connection_status" qualifiers="const"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 8f66c9df38..b342fc0813 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> + <link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> </tutorials> <methods> <method name="_enter_tree" qualifiers="virtual"> @@ -194,6 +194,7 @@ Finds a descendant of this node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). [b]Note:[/b] It does not match against the full path, just against individual node names. If [code]owned[/code] is [code]true[/code], this method only finds nodes whose owner is this node. This is especially important for scenes instantiated through a script, because those scenes don't have an owner. + [b]Note:[/b] As this method walks through all the descendants of the node, it is the slowest way to get a reference to another node. Whenever possible, consider using [method get_node] instead. To avoid using [method find_node] too often, consider caching the node reference into a variable. </description> </method> <method name="find_parent" qualifiers="const"> @@ -204,6 +205,7 @@ <description> Finds the first parent of the current node whose name matches [code]mask[/code] as in [method String.match] (i.e. case-sensitive, but [code]"*"[/code] matches zero or more characters and [code]"?"[/code] matches any single character except [code]"."[/code]). [b]Note:[/b] It does not match against the full path, just against individual node names. + [b]Note:[/b] As this method walks upwards in the scene tree, it can be slow in large, deeply nested scene trees. Whenever possible, consider using [method get_node] instead. To avoid using [method find_parent] too often, consider caching the node reference into a variable. </description> </method> <method name="get_child" qualifiers="const"> @@ -213,6 +215,7 @@ </argument> <description> Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. + Negative indices access the children from the last one. To access a child node via its name, use [method get_node]. </description> </method> diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml index d29c556216..987a18f367 100644 --- a/doc/classes/Node2D.xml +++ b/doc/classes/Node2D.xml @@ -7,7 +7,7 @@ A 2D game object, with a transform (position, rotation, and scale). All 2D nodes, including physics objects and sprites, inherit from Node2D. Use Node2D as a parent node to move, scale and rotate children in a 2D project. Also gives control of the node's render order. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> + <link title="Custom drawing in 2D">https://docs.godotengine.org/en/latest/tutorials/2d/custom_drawing_in_2d.html</link> </tutorials> <methods> <method name="apply_scale"> diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index 02b319fb5a..1ef875f606 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GDScript.deg2rad]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> + <link title="Introduction to 3D">https://docs.godotengine.org/en/latest/tutorials/3d/introduction_to_3d.html</link> </tutorials> <methods> <method name="force_update_transform"> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 077067a0f4..2395ccd211 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -495,7 +495,7 @@ <description> Translates a message using translation catalogs configured in the Project Settings. An additional context could be used to specify the translation context. Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] unchanged. See [method set_message_translation]. - See <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> for examples of the usage of this method. + See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html]Internationalizing games[/url] for examples of the usage of this method. </description> </method> <method name="tr_n" qualifiers="const"> @@ -514,7 +514,7 @@ Only works if message translation is enabled (which it is by default), otherwise it returns the [code]message[/code] or [code]plural_message[/code] unchanged. See [method set_message_translation]. The number [code]n[/code] is the number or quantity of the plural object. It will be used to guide the translation system to fetch the correct plural form for the selected language. [b]Note:[/b] Negative and floating-point values usually represent physical entities for which singular and plural don't clearly apply. In such cases, use [method tr]. - See <link>https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html</link> for examples of the usage of this method. + See [url=https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_gettext.html]Localization using gettext[/url] for examples of the usage of this method. </description> </method> </methods> diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 000d67e691..dfcb19a287 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -7,7 +7,7 @@ An Omnidirectional light is a type of [Light3D] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/OptionButton.xml b/doc/classes/OptionButton.xml index 39d974ec47..8c4bbd6716 100644 --- a/doc/classes/OptionButton.xml +++ b/doc/classes/OptionButton.xml @@ -217,7 +217,7 @@ <argument index="0" name="index" type="int"> </argument> <description> - Emitted the when user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument. + Emitted when the user navigates to an item using the [code]ui_up[/code] or [code]ui_down[/code] actions. The index of the item selected is passed as argument. </description> </signal> <signal name="item_selected"> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 6afbd1ee8e..ca42f5801a 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -80,10 +80,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" /> <member name="layers" type="int" setter="_set_layers" getter="_get_layers"> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 2301a07a5c..7de65603f9 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -7,7 +7,7 @@ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -80,10 +80,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> </members> <constants> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 30519e11be..dfc0ab909a 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -7,7 +7,7 @@ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_central_force"> diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index d85d7794dd..676e33601a 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index ea094dcd90..789e8cc731 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -7,7 +7,7 @@ Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="cast_motion"> diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 63e13954ab..93ca684b95 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -18,7 +18,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647"> - The physics layer(s) the query will take into account (as a bitmask). + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index f4191d4862..167fb31bb3 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -18,7 +18,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647"> - The physics layer(s) the query will take into account (as a bitmask). + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/Plane.xml b/doc/classes/Plane.xml index ce0680523c..d420e6ccdc 100644 --- a/doc/classes/Plane.xml +++ b/doc/classes/Plane.xml @@ -7,7 +7,7 @@ Plane represents a normalized plane equation. Basically, "normal" is the normal of the plane (a,b,c normalized), and "d" is the distance from the origin to the plane (in the direction of "normal"). "Over" or "Above" the plane is considered the side of the plane towards where the normal is pointing. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Plane"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 793249afc5..f1feade59d 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1158,6 +1158,16 @@ <member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1"> Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> + <member name="rendering/volumetric_fog/directional_shadow_shrink" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/volumetric_fog/positional_shadow_shrink" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="0"> + </member> + <member name="rendering/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128"> + </member> + <member name="rendering/volumetric_fog/volume_size" type="int" setter="" getter="" default="64"> + </member> <member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. </member> diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml index 730edb00d9..2218852dae 100644 --- a/doc/classes/Quat.xml +++ b/doc/classes/Quat.xml @@ -9,7 +9,7 @@ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link> </tutorials> <methods> <method name="Quat"> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 6a11630c0e..db4b9a0383 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -11,7 +11,7 @@ RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_exception"> @@ -133,7 +133,7 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index e7ee1d284f..1e61664a7d 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -11,7 +11,7 @@ RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_exception"> @@ -136,7 +136,7 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. diff --git a/doc/classes/Rect2.xml b/doc/classes/Rect2.xml index 8599aad95e..fe05f14fa1 100644 --- a/doc/classes/Rect2.xml +++ b/doc/classes/Rect2.xml @@ -8,7 +8,7 @@ It uses floating point coordinates. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Rect2"> diff --git a/doc/classes/Rect2i.xml b/doc/classes/Rect2i.xml index 7362580c02..2fdfe7c24b 100644 --- a/doc/classes/Rect2i.xml +++ b/doc/classes/Rect2i.xml @@ -8,7 +8,7 @@ It uses integer coordinates. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Rect2i"> diff --git a/doc/classes/ReflectionProbe.xml b/doc/classes/ReflectionProbe.xml index 07d7b646a1..5458b496da 100644 --- a/doc/classes/ReflectionProbe.xml +++ b/doc/classes/ReflectionProbe.xml @@ -8,7 +8,7 @@ The [ReflectionProbe] is used to create high-quality reflections at the cost of performance. It can be combined with [GIProbe]s and Screen Space Reflections to achieve high quality reflections. [ReflectionProbe]s render all objects within their [member cull_mask], so updating them can be quite expensive. It is best to update them once with the important static objects and then leave them. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link> + <link title="Reflection probes">https://docs.godotengine.org/en/latest/tutorials/3d/reflection_probes.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 85eaac454f..9c8c964967 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -15,7 +15,7 @@ In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> + <link title="Optimization using Servers">https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> </tutorials> <methods> <method name="black_bars_set_images"> @@ -690,52 +690,19 @@ </argument> <argument index="1" name="enable" type="bool"> </argument> - <argument index="2" name="color" type="Color"> - </argument> - <argument index="3" name="sun_color" type="Color"> - </argument> - <argument index="4" name="sun_amount" type="float"> - </argument> - <description> - Sets the variables to be used with the scene fog. See [Environment] for more details. - </description> - </method> - <method name="environment_set_fog_depth"> - <return type="void"> - </return> - <argument index="0" name="env" type="RID"> - </argument> - <argument index="1" name="enable" type="bool"> + <argument index="2" name="light_color" type="Color"> </argument> - <argument index="2" name="depth_begin" type="float"> + <argument index="3" name="light_energy" type="float"> </argument> - <argument index="3" name="depth_end" type="float"> - </argument> - <argument index="4" name="depth_curve" type="float"> - </argument> - <argument index="5" name="transmit" type="bool"> - </argument> - <argument index="6" name="transmit_curve" type="float"> - </argument> - <description> - Sets the variables to be used with the fog depth effect. See [Environment] for more details. - </description> - </method> - <method name="environment_set_fog_height"> - <return type="void"> - </return> - <argument index="0" name="env" type="RID"> - </argument> - <argument index="1" name="enable" type="bool"> + <argument index="4" name="sun_scatter" type="float"> </argument> - <argument index="2" name="min_height" type="float"> + <argument index="5" name="density" type="float"> </argument> - <argument index="3" name="max_height" type="float"> + <argument index="6" name="height" type="float"> </argument> - <argument index="4" name="height_curve" type="float"> + <argument index="7" name="height_density" type="float"> </argument> <description> - Sets the variables to be used with the fog height effect. See [Environment] for more details. </description> </method> <method name="environment_set_glow"> @@ -3252,9 +3219,9 @@ <constant name="LIGHT_PARAM_SHADOW_BLUR" value="16" enum="LightParam"> Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible. </constant> - <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="17" enum="LightParam"> + <constant name="LIGHT_PARAM_TRANSMITTANCE_BIAS" value="18" enum="LightParam"> </constant> - <constant name="LIGHT_PARAM_MAX" value="18" enum="LightParam"> + <constant name="LIGHT_PARAM_MAX" value="19" enum="LightParam"> Represents the size of the [enum LightParam] enum. </constant> <constant name="LIGHT_BAKE_DISABLED" value="0" enum="LightBakeMode"> diff --git a/doc/classes/RichTextEffect.xml b/doc/classes/RichTextEffect.xml index 34431c5153..726b26fbc7 100644 --- a/doc/classes/RichTextEffect.xml +++ b/doc/classes/RichTextEffect.xml @@ -13,8 +13,8 @@ [b]Note:[/b] As soon as a [RichTextLabel] contains at least one [RichTextEffect], it will continuously process the effect unless the project is paused. This may impact battery life negatively. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> - <link>https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="RichTextEffect test project (third-party)">https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project</link> </tutorials> <methods> <method name="_process_custom_fx" qualifiers="virtual"> diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml index a1c4fcc53c..dc3c7c7dc0 100644 --- a/doc/classes/RichTextLabel.xml +++ b/doc/classes/RichTextLabel.xml @@ -9,7 +9,7 @@ [b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to horizontally align text to the center. Instead, enable [member bbcode_enabled] and surround the text in a [code][center][/code] tag as follows: [code][center]Example[/center][/code]. There is currently no built-in way to vertically align text either, but this can be emulated by relying on anchors/containers and the [member fit_content_height] property. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> + <link title="BBCode in RichTextLabel">https://docs.godotengine.org/en/latest/tutorials/gui/bbcode_in_richtextlabel.html</link> </tutorials> <methods> <method name="add_image"> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 1fbcccdbb5..f3d43b193e 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -129,6 +129,7 @@ </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. + [b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index d53d6b001c..e9ebf33aa7 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -11,7 +11,7 @@ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="_integrate_forces" qualifiers="virtual"> @@ -156,6 +156,7 @@ </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. + [b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 00ca5c6e9f..4ea457047f 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -9,8 +9,8 @@ [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link> + <link title="SceneTree">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scene_tree.html</link> + <link title="Multiple resolutions">https://docs.godotengine.org/en/latest/tutorials/viewports/multiple_resolutions.html</link> </tutorials> <methods> <method name="call_group" qualifiers="vararg"> diff --git a/doc/classes/Script.xml b/doc/classes/Script.xml index 0d94453e52..56272760bd 100644 --- a/doc/classes/Script.xml +++ b/doc/classes/Script.xml @@ -8,7 +8,7 @@ The [code]new[/code] method of a script subclass creates a new instance. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link> + <link title="Scripting">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scripting.html</link> </tutorials> <methods> <method name="can_instance" qualifiers="const"> diff --git a/doc/classes/Semaphore.xml b/doc/classes/Semaphore.xml index c9745acfcd..f311e1c72f 100644 --- a/doc/classes/Semaphore.xml +++ b/doc/classes/Semaphore.xml @@ -7,7 +7,7 @@ A synchronization semaphore which can be used to synchronize multiple [Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. For a binary version, see [Mutex]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> + <link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link> </tutorials> <methods> <method name="post"> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index 109c500a63..a717eba438 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -7,8 +7,8 @@ This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> + <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link title="What are shaders?">https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> </tutorials> <methods> <method name="get_default_texture_param" qualifiers="const"> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 7e0e1ce831..b1748703ff 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -7,7 +7,7 @@ A material that uses a custom [Shader] program to render either items to screen or process particles. You can create multiple materials for the same shader but configure different values for the uniforms defined in the shader. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link title="Shading tutorial index">https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> </tutorials> <methods> <method name="get_shader_param" qualifiers="const"> diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml index 5f41d05816..65a37314f6 100644 --- a/doc/classes/Shape2D.xml +++ b/doc/classes/Shape2D.xml @@ -7,7 +7,7 @@ Base class for all 2D shapes. All 2D shape types inherit from this. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="collide"> diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index 1af6550dc5..2d8bb5d051 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -7,7 +7,7 @@ Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index e1b7d60763..0ddbac9ba4 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -7,7 +7,7 @@ Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> + <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> <method name="get_bone"> diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index 24d6609900..d3ab955570 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -7,7 +7,7 @@ A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> + <link title="SoftBody">https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -82,10 +82,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this SoftBody3D is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this SoftBody3D scans for collisions. + The physics layers this SoftBody3D scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> </member> diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 423633e583..fc849baa8d 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -7,7 +7,7 @@ A Spotlight is a type of [Light3D] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light3D]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> + <link title="3D lights and shadows">https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 15caff9eeb..3ffdbebae8 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -47,7 +47,7 @@ </methods> <members> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The layers against which the collision check shall be done. + The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01"> When the collision check is made, a candidate length for the SpringArm3D is given. diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml index 92f561d7b5..f218631038 100644 --- a/doc/classes/Sprite2D.xml +++ b/doc/classes/Sprite2D.xml @@ -44,10 +44,10 @@ If [code]true[/code], texture is flipped vertically. </member> <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0"> - Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1. + Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1. </member> <member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )"> - Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1. + Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1. </member> <member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1"> The number of columns in the sprite sheet. diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml index f59d5130c9..934471c445 100644 --- a/doc/classes/Sprite3D.xml +++ b/doc/classes/Sprite3D.xml @@ -13,10 +13,10 @@ </methods> <members> <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0"> - Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1. + Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1. </member> <member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )"> - Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1. + Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1. </member> <member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1"> The number of columns in the sprite sheet. diff --git a/doc/classes/SpriteFrames.xml b/doc/classes/SpriteFrames.xml index 6e1e1688f4..516ae25e92 100644 --- a/doc/classes/SpriteFrames.xml +++ b/doc/classes/SpriteFrames.xml @@ -5,6 +5,7 @@ </brief_description> <description> Sprite frame library for [AnimatedSprite2D]. Contains frames and animation data for playback. + [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. </description> <tutorials> </tutorials> diff --git a/doc/classes/StreamPeerSSL.xml b/doc/classes/StreamPeerSSL.xml index 69e8f67a5e..6a06c0b3f4 100644 --- a/doc/classes/StreamPeerSSL.xml +++ b/doc/classes/StreamPeerSSL.xml @@ -7,7 +7,7 @@ SSL stream peer. This object can be used to connect to an SSL server or accept a single SSL client connection. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> + <link title="SSL certificates">https://docs.godotengine.org/en/latest/tutorials/networking/ssl_certificates.html</link> </tutorials> <methods> <method name="accept_stream"> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index ded64761d0..e134ae03e0 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -7,7 +7,7 @@ This is the built-in string class (and the one used by GDScript). It supports Unicode and provides all necessary means for string handling. Strings are reference-counted and use a copy-on-write approach, so passing them around is cheap in resources. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> + <link title="GDScript format strings">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_format_string.html</link> </tutorials> <methods> <method name="String"> diff --git a/doc/classes/Texture2D.xml b/doc/classes/Texture2D.xml index ffe806cef7..f283efdc3d 100644 --- a/doc/classes/Texture2D.xml +++ b/doc/classes/Texture2D.xml @@ -96,7 +96,7 @@ <return type="Image"> </return> <description> - Returns an [Image] with the data from this [Texture2D]. [Image]s can be accessed and manipulated directly. + Returns an [Image] that is a copy of data from this [Texture2D]. [Image]s can be accessed and manipulated directly. </description> </method> <method name="get_height" qualifiers="const"> diff --git a/doc/classes/Theme.xml b/doc/classes/Theme.xml index 70a4eda867..2824159f0e 100644 --- a/doc/classes/Theme.xml +++ b/doc/classes/Theme.xml @@ -8,7 +8,7 @@ Theme resources can alternatively be loaded by writing them in a [code].theme[/code] file, see the documentation for more information. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link> + <link title="GUI skinning">https://docs.godotengine.org/en/latest/tutorials/gui/gui_skinning.html</link> </tutorials> <methods> <method name="clear"> diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 8777841e80..2780545f55 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -7,7 +7,7 @@ Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of tiles (textures plus optional collision, navigation, and/or occluder shapes) which are used to create grid-based maps. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> + <link title="Using Tilemaps">https://docs.godotengine.org/en/latest/tutorials/2d/using_tilemaps.html</link> </tutorials> <methods> <method name="clear"> @@ -287,10 +287,10 @@ Friction value for static body collisions (see [code]collision_use_kinematic[/code]). </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The collision layer(s) for all colliders in the TileMap. + The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The collision mask(s) for all colliders in the TileMap. + The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false"> If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. diff --git a/doc/classes/Transform.xml b/doc/classes/Transform.xml index 26c190bfa9..09dfe56f8f 100644 --- a/doc/classes/Transform.xml +++ b/doc/classes/Transform.xml @@ -8,9 +8,9 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Using 3D transforms">https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html</link> </tutorials> <methods> <method name="Transform"> diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index f630df7afe..5da88892fe 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -8,7 +8,7 @@ For more information, read the "Matrices and transforms" documentation article. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> + <link title="Matrices and transforms">https://docs.godotengine.org/en/latest/tutorials/math/matrices_and_transforms.html</link> </tutorials> <methods> <method name="Transform2D"> diff --git a/doc/classes/Translation.xml b/doc/classes/Translation.xml index 1989a63362..d286c6cf0c 100644 --- a/doc/classes/Translation.xml +++ b/doc/classes/Translation.xml @@ -7,8 +7,8 @@ Translations are resources that can be loaded and unloaded on demand. They map a string to another string. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="add_message"> diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 3369663af6..664cb3e2e3 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -7,8 +7,8 @@ Server that manages all translations. Translations can be set to it and removed from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> + <link title="Internationalizing games">https://docs.godotengine.org/en/latest/tutorials/i18n/internationalizing_games.html</link> + <link title="Locales">https://docs.godotengine.org/en/latest/tutorials/i18n/locales.html</link> </tutorials> <methods> <method name="add_translation"> diff --git a/doc/classes/Variant.xml b/doc/classes/Variant.xml index 042c8d8e67..cd76689ffe 100644 --- a/doc/classes/Variant.xml +++ b/doc/classes/Variant.xml @@ -50,7 +50,7 @@ Modifications to a container will modify all references to it. A [Mutex] should be created to lock it if multi-threaded access is desired. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> + <link title="Variant class">https://docs.godotengine.org/en/latest/development/cpp/variant_class.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 11716f511b..52d719b6f7 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector2"> diff --git a/doc/classes/Vector2i.xml b/doc/classes/Vector2i.xml index d03db712fc..3ad926210b 100644 --- a/doc/classes/Vector2i.xml +++ b/doc/classes/Vector2i.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector2i"> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 776dfd929e..608b976f6f 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector3"> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 94551e1c2f..bd7c354241 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -9,7 +9,7 @@ [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> + <link title="Math tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link> </tutorials> <methods> <method name="Vector3i"> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index 3294ab4cc7..e42c4021ab 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -12,8 +12,8 @@ Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> + <link title="Viewport and canvas transforms">https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link> + <link title="Viewports tutorial index">https://docs.godotengine.org/en/latest/tutorials/viewports/index.html</link> </tutorials> <methods> <method name="find_world_2d" qualifiers="const"> diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml index 28d13a7d32..6327ab534f 100644 --- a/doc/classes/VisualShaderNode.xml +++ b/doc/classes/VisualShaderNode.xml @@ -6,7 +6,7 @@ <description> </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link> + <link title="VisualShaders">https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link> </tutorials> <methods> <method name="get_default_input_values" qualifiers="const"> diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml index 5bd8ec38ed..3be9b803e9 100644 --- a/doc/classes/VisualShaderNodeCustom.xml +++ b/doc/classes/VisualShaderNodeCustom.xml @@ -13,7 +13,7 @@ [/codeblock] </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> + <link title="Visual Shader plugins">https://docs.godotengine.org/en/latest/tutorials/plugins/editor/visual_shader_plugins.html</link> </tutorials> <methods> <method name="_get_category" qualifiers="virtual"> diff --git a/doc/classes/VisualShaderNodeInput.xml b/doc/classes/VisualShaderNodeInput.xml index 9261d0088d..8e819b011c 100644 --- a/doc/classes/VisualShaderNodeInput.xml +++ b/doc/classes/VisualShaderNodeInput.xml @@ -7,7 +7,7 @@ Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link). </description> <tutorials> - <link>https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link> + <link title="Shading reference index">https://docs.godotengine.org/en/stable/tutorials/shading/shading_reference/index.html</link> </tutorials> <methods> <method name="get_input_real_name" qualifiers="const"> diff --git a/doc/classes/World2D.xml b/doc/classes/World2D.xml index e66f21a0e7..b0bfd7f418 100644 --- a/doc/classes/World2D.xml +++ b/doc/classes/World2D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a 2D world. A physics space, a visual scenario and a sound space. 2D nodes register their resources into the current 2D world. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/World3D.xml b/doc/classes/World3D.xml index 6d3b94794e..d804485d4e 100644 --- a/doc/classes/World3D.xml +++ b/doc/classes/World3D.xml @@ -7,7 +7,7 @@ Class that has everything pertaining to a world. A physics space, a visual scenario and a sound space. Node3D nodes register their resources into the current world. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/WorldEnvironment.xml b/doc/classes/WorldEnvironment.xml index 92b75621c2..f9f0241365 100644 --- a/doc/classes/WorldEnvironment.xml +++ b/doc/classes/WorldEnvironment.xml @@ -9,7 +9,7 @@ The [WorldEnvironment] allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> + <link title="Environment and post-processing">https://docs.godotengine.org/en/latest/tutorials/3d/environment_and_post_processing.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRCamera3D.xml b/doc/classes/XRCamera3D.xml index 4d86e24daa..b2682f7a90 100644 --- a/doc/classes/XRCamera3D.xml +++ b/doc/classes/XRCamera3D.xml @@ -8,7 +8,7 @@ The position and orientation of this node is automatically updated by the XR Server to represent the location of the HMD if such tracking is available and can thus be used by game logic. Note that, in contrast to the XR Controller, the render thread has access to the most up-to-date tracking data of the HMD and the location of the XRCamera3D can lag a few milliseconds behind what is used for rendering as a result. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRController3D.xml b/doc/classes/XRController3D.xml index 8e80eb9a32..c0f64d9e27 100644 --- a/doc/classes/XRController3D.xml +++ b/doc/classes/XRController3D.xml @@ -9,7 +9,7 @@ The position of the controller node is automatically updated by the [XRServer]. This makes this node ideal to add child nodes to visualize the controller. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_controller_name" qualifiers="const"> diff --git a/doc/classes/XRInterface.xml b/doc/classes/XRInterface.xml index 1985010223..034cb51be3 100644 --- a/doc/classes/XRInterface.xml +++ b/doc/classes/XRInterface.xml @@ -8,7 +8,7 @@ Interfaces should be written in such a way that simply enabling them will give us a working setup. You can query the available interfaces through [XRServer]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_camera_feed_id"> diff --git a/doc/classes/XROrigin3D.xml b/doc/classes/XROrigin3D.xml index 57cf673d30..3e075e99b9 100644 --- a/doc/classes/XROrigin3D.xml +++ b/doc/classes/XROrigin3D.xml @@ -10,7 +10,7 @@ For example, if your character is driving a car, the XROrigin3D node should be a child node of this car. Or, if you're implementing a teleport system to move your character, you should change the position of this node. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> </methods> diff --git a/doc/classes/XRPositionalTracker.xml b/doc/classes/XRPositionalTracker.xml index 2f7cc21703..0b57c9478f 100644 --- a/doc/classes/XRPositionalTracker.xml +++ b/doc/classes/XRPositionalTracker.xml @@ -9,7 +9,7 @@ The [XRController3D] and [XRAnchor3D] both consume objects of this type and should be used in your project. The positional trackers are just under-the-hood objects that make this all work. These are mostly exposed so that GDNative-based interfaces can interact with them. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="get_hand" qualifiers="const"> diff --git a/doc/classes/XRServer.xml b/doc/classes/XRServer.xml index 5e6002aee3..75a05bef17 100644 --- a/doc/classes/XRServer.xml +++ b/doc/classes/XRServer.xml @@ -7,7 +7,7 @@ The AR/VR server is the heart of our Advanced and Virtual Reality solution and handles all the processing. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> + <link title="VR tutorial index">https://docs.godotengine.org/en/latest/tutorials/vr/index.html</link> </tutorials> <methods> <method name="center_on_hmd"> diff --git a/editor/editor_data.cpp b/editor/editor_data.cpp index 130c330f5a..5118ccacad 100644 --- a/editor/editor_data.cpp +++ b/editor/editor_data.cpp @@ -262,7 +262,9 @@ EditorHistory::EditorHistory() { } EditorPlugin *EditorData::get_editor(Object *p_object) { - for (int i = 0; i < editor_plugins.size(); i++) { + // We need to iterate backwards so that we can check user-created plugins first. + // Otherwise, it would not be possible for plugins to handle CanvasItem and Spatial nodes. + for (int i = editor_plugins.size() - 1; i > -1; i--) { if (editor_plugins[i]->has_main_screen() && editor_plugins[i]->handles(p_object)) { return editor_plugins[i]; } @@ -272,7 +274,7 @@ EditorPlugin *EditorData::get_editor(Object *p_object) { } EditorPlugin *EditorData::get_subeditor(Object *p_object) { - for (int i = 0; i < editor_plugins.size(); i++) { + for (int i = editor_plugins.size() - 1; i > -1; i--) { if (!editor_plugins[i]->has_main_screen() && editor_plugins[i]->handles(p_object)) { return editor_plugins[i]; } @@ -283,7 +285,7 @@ EditorPlugin *EditorData::get_subeditor(Object *p_object) { Vector<EditorPlugin *> EditorData::get_subeditors(Object *p_object) { Vector<EditorPlugin *> sub_plugins; - for (int i = 0; i < editor_plugins.size(); i++) { + for (int i = editor_plugins.size() - 1; i > -1; i--) { if (!editor_plugins[i]->has_main_screen() && editor_plugins[i]->handles(p_object)) { sub_plugins.push_back(editor_plugins[i]); } @@ -292,7 +294,7 @@ Vector<EditorPlugin *> EditorData::get_subeditors(Object *p_object) { } EditorPlugin *EditorData::get_editor(String p_name) { - for (int i = 0; i < editor_plugins.size(); i++) { + for (int i = editor_plugins.size() - 1; i > -1; i--) { if (editor_plugins[i]->get_name() == p_name) { return editor_plugins[i]; } diff --git a/editor/editor_feature_profile.cpp b/editor/editor_feature_profile.cpp index f68cc3b323..418370a7c3 100644 --- a/editor/editor_feature_profile.cpp +++ b/editor/editor_feature_profile.cpp @@ -41,9 +41,9 @@ const char *EditorFeatureProfile::feature_names[FEATURE_MAX] = { TTRC("Script Editor"), TTRC("Asset Library"), TTRC("Scene Tree Editing"), - TTRC("Import Dock"), TTRC("Node Dock"), - TTRC("FileSystem and Import Docks") + TTRC("FileSystem Dock"), + TTRC("Import Dock"), }; const char *EditorFeatureProfile::feature_identifiers[FEATURE_MAX] = { @@ -51,9 +51,9 @@ const char *EditorFeatureProfile::feature_identifiers[FEATURE_MAX] = { "script", "asset_lib", "scene_tree", - "import_dock", "node_dock", - "filesystem_dock" + "filesystem_dock", + "import_dock", }; void EditorFeatureProfile::set_disable_class(const StringName &p_class, bool p_disabled) { @@ -678,9 +678,16 @@ void EditorFeatureProfileManager::_update_selected_profile() { TreeItem *root = class_list->create_item(); TreeItem *features = class_list->create_item(root); + TreeItem *last_feature; features->set_text(0, TTR("Enabled Features:")); for (int i = 0; i < EditorFeatureProfile::FEATURE_MAX; i++) { - TreeItem *feature = class_list->create_item(features); + TreeItem *feature; + if (i == EditorFeatureProfile::FEATURE_IMPORT_DOCK) { + feature = class_list->create_item(last_feature); + } else { + feature = class_list->create_item(features); + last_feature = feature; + } feature->set_cell_mode(0, TreeItem::CELL_MODE_CHECK); feature->set_text(0, TTRGET(EditorFeatureProfile::get_feature_name(EditorFeatureProfile::Feature(i)))); feature->set_selectable(0, true); diff --git a/editor/editor_feature_profile.h b/editor/editor_feature_profile.h index 38413e35a2..d0d08c61f4 100644 --- a/editor/editor_feature_profile.h +++ b/editor/editor_feature_profile.h @@ -49,9 +49,9 @@ public: FEATURE_SCRIPT, FEATURE_ASSET_LIB, FEATURE_SCENE_TREE, - FEATURE_IMPORT_DOCK, FEATURE_NODE_DOCK, FEATURE_FILESYSTEM_DOCK, + FEATURE_IMPORT_DOCK, FEATURE_MAX }; diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index 8544bb8856..26281a232b 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -5344,9 +5344,11 @@ void EditorNode::_feature_profile_changed() { TabContainer *node_tabs = cast_to<TabContainer>(node_dock->get_parent()); TabContainer *fs_tabs = cast_to<TabContainer>(filesystem_dock->get_parent()); if (profile.is_valid()) { - import_tabs->set_tab_hidden(import_dock->get_index(), profile->is_feature_disabled(EditorFeatureProfile::FEATURE_IMPORT_DOCK)); node_tabs->set_tab_hidden(node_dock->get_index(), profile->is_feature_disabled(EditorFeatureProfile::FEATURE_NODE_DOCK)); - fs_tabs->set_tab_hidden(filesystem_dock->get_index(), profile->is_feature_disabled(EditorFeatureProfile::FEATURE_FILESYSTEM_DOCK)); + // The Import dock is useless without the FileSystem dock. Ensure the configuration is valid. + bool fs_dock_disabled = profile->is_feature_disabled(EditorFeatureProfile::FEATURE_FILESYSTEM_DOCK); + fs_tabs->set_tab_hidden(filesystem_dock->get_index(), fs_dock_disabled); + import_tabs->set_tab_hidden(import_dock->get_index(), fs_dock_disabled || profile->is_feature_disabled(EditorFeatureProfile::FEATURE_IMPORT_DOCK)); main_editor_buttons[EDITOR_3D]->set_visible(!profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D)); main_editor_buttons[EDITOR_SCRIPT]->set_visible(!profile->is_feature_disabled(EditorFeatureProfile::FEATURE_SCRIPT)); diff --git a/editor/plugins/texture_region_editor_plugin.cpp b/editor/plugins/texture_region_editor_plugin.cpp index 762f42abeb..6e722607f7 100644 --- a/editor/plugins/texture_region_editor_plugin.cpp +++ b/editor/plugins/texture_region_editor_plugin.cpp @@ -875,7 +875,7 @@ void TextureRegionEditor::_changed_callback(Object *p_changed, const char *p_pro if (!is_visible()) { return; } - if (p_prop == StringName("atlas") || p_prop == StringName("texture")) { + if (p_prop == StringName("atlas") || p_prop == StringName("texture") || p_prop == StringName("region")) { _edit_region(); } } diff --git a/editor/plugins/theme_editor_plugin.cpp b/editor/plugins/theme_editor_plugin.cpp index 76dd6e38e0..932ded6938 100644 --- a/editor/plugins/theme_editor_plugin.cpp +++ b/editor/plugins/theme_editor_plugin.cpp @@ -206,8 +206,8 @@ void ThemeEditor::_save_template_cbk(String fname) { file->store_line("; [value] examples:"); file->store_line("; "); file->store_line("; Type.item = 6 ; numeric constant. "); - file->store_line("; Type.item = #FF00FF ; HTML color "); - file->store_line("; Type.item = #55FF00FF ; HTML color with alpha 55."); + file->store_line("; Type.item = #FF00FF ; HTML color (magenta)."); + file->store_line("; Type.item = #FF00FF55 ; HTML color (magenta with alpha 0x55)."); file->store_line("; Type.item = icon(image.png) ; icon in a png file (relative to theme file)."); file->store_line("; Type.item = font(font.xres) ; font in a resource (relative to theme file)."); file->store_line("; Type.item = sbox(stylebox.xres) ; stylebox in a resource (relative to theme file)."); diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index 1a02390a6d..a316756808 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -1067,9 +1067,9 @@ struct ProjectListComparator { return false; } switch (order_option) { - case FILTER_PATH: + case PATH: return a.project_key < b.project_key; - case FILTER_EDIT_DATE: + case EDIT_DATE: return a.last_edited > b.last_edited; default: return a.project_name < b.project_name; @@ -1078,8 +1078,7 @@ struct ProjectListComparator { }; ProjectList::ProjectList() { - _order_option = FILTER_EDIT_DATE; - + _order_option = FilterOption::NAME; _scroll_children = memnew(VBoxContainer); _scroll_children->set_h_size_flags(Control::SIZE_EXPAND_FILL); add_child(_scroll_children); @@ -1239,8 +1238,6 @@ void ProjectList::load_projects() { create_project_item_control(i); } - sort_projects(); - set_v_scroll(0); update_icons_async(); @@ -1393,11 +1390,12 @@ void ProjectList::set_search_term(String p_search_term) { } void ProjectList::set_order_option(int p_option) { - if (_order_option != p_option) { - _order_option = (FilterOption)p_option; - EditorSettings::get_singleton()->set("project_manager/sorting_order", (int)_order_option); - EditorSettings::get_singleton()->save(); - } + FilterOption selected = (FilterOption)p_option; + EditorSettings::get_singleton()->set("project_manager/sorting_order", p_option); + EditorSettings::get_singleton()->save(); + _order_option = selected; + + sort_projects(); } void ProjectList::sort_projects() { @@ -1801,6 +1799,7 @@ void ProjectManager::_notification(int p_what) { case NOTIFICATION_ENTER_TREE: { search_box->set_right_icon(get_theme_icon("Search", "EditorIcons")); search_box->set_clear_button_enabled(true); + Engine::get_singleton()->set_editor_hint(false); } break; case NOTIFICATION_RESIZED: { @@ -1809,6 +1808,10 @@ void ProjectManager::_notification(int p_what) { } } break; case NOTIFICATION_READY: { + int default_sorting = (int)EditorSettings::get_singleton()->get("project_manager/sorting_order"); + filter_option->select(default_sorting); + _project_list->set_order_option(default_sorting); + if (_project_list->get_project_count() == 0 && StreamPeerSSL::is_available()) { open_templates->popup_centered(); } @@ -1856,7 +1859,7 @@ void ProjectManager::_update_project_buttons() { rename_btn->set_disabled(empty_selection || is_missing_project_selected); run_btn->set_disabled(empty_selection || is_missing_project_selected); - erase_missing_btn->set_visible(_project_list->is_any_project_missing()); + erase_missing_btn->set_disabled(!_project_list->is_any_project_missing()); } void ProjectManager::_unhandled_input(const Ref<InputEvent> &p_ev) { @@ -1950,7 +1953,6 @@ void ProjectManager::_unhandled_input(const Ref<InputEvent> &p_ev) { } void ProjectManager::_load_recent_projects() { - _project_list->set_order_option(filter_option->get_selected()); _project_list->set_search_term(search_box->get_text().strip_edges()); _project_list->load_projects(); @@ -2305,13 +2307,8 @@ void ProjectManager::_scan_multiple_folders(PackedStringArray p_files) { } void ProjectManager::_on_order_option_changed(int p_idx) { - FilterOption selected = (FilterOption)(p_idx); - if (_current_filter != selected) { - _current_filter = selected; - if (is_inside_tree()) { - _project_list->set_order_option(p_idx); - _project_list->sort_projects(); - } + if (is_inside_tree()) { + _project_list->set_order_option(p_idx); } } @@ -2445,14 +2442,10 @@ ProjectManager::ProjectManager() { sort_label->set_text(TTR("Sort:")); hb->add_child(sort_label); - _current_filter = FilterOption::FILTER_NAME; - int default_sorting = (int)EditorSettings::get_singleton()->get("project_manager/sorting_order"); - filter_option = memnew(OptionButton); filter_option->set_clip_text(true); filter_option->set_custom_minimum_size(Size2(150 * EDSCALE, 10 * EDSCALE)); filter_option->connect("item_selected", callable_mp(this, &ProjectManager::_on_order_option_changed)); - filter_option->select(default_sorting); hb->add_child(filter_option); Vector<String> sort_filter_titles; @@ -2479,6 +2472,7 @@ ProjectManager::ProjectManager() { { // Project tab side bar VBoxContainer *tree_vb = memnew(VBoxContainer); + tree_vb->set_custom_minimum_size(Size2(120, 120)); projects_hb->add_child(tree_vb); Button *create = memnew(Button); diff --git a/editor/project_manager.h b/editor/project_manager.h index 63ba25e37c..407dba0c94 100644 --- a/editor/project_manager.h +++ b/editor/project_manager.h @@ -41,9 +41,9 @@ class ProjectDialog; class ProjectList; enum FilterOption { - FILTER_NAME, - FILTER_PATH, - FILTER_EDIT_DATE, + NAME, + PATH, + EDIT_DATE, }; class ProjectManager : public Control { @@ -55,7 +55,6 @@ class ProjectManager : public Control { LineEdit *search_box; OptionButton *filter_option; - FilterOption _current_filter; Button *run_btn; Button *open_btn; diff --git a/editor/script_create_dialog.cpp b/editor/script_create_dialog.cpp index 628475bbc0..90efb11b7d 100644 --- a/editor/script_create_dialog.cpp +++ b/editor/script_create_dialog.cpp @@ -722,6 +722,15 @@ void ScriptCreateDialog::_update_dialog() { } get_ok()->set_disabled(!script_ok); + + Callable entered_call = callable_mp(this, &ScriptCreateDialog::_path_entered); + if (script_ok) { + if (!file_path->is_connected("text_entered", entered_call)) { + file_path->connect("text_entered", entered_call); + } + } else if (file_path->is_connected("text_entered", entered_call)) { + file_path->disconnect("text_entered", entered_call); + } } void ScriptCreateDialog::_bind_methods() { @@ -849,7 +858,6 @@ ScriptCreateDialog::ScriptCreateDialog() { hb->connect("sort_children", callable_mp(this, &ScriptCreateDialog::_path_hbox_sorted)); file_path = memnew(LineEdit); file_path->connect("text_changed", callable_mp(this, &ScriptCreateDialog::_path_changed)); - file_path->connect("text_entered", callable_mp(this, &ScriptCreateDialog::_path_entered)); file_path->set_h_size_flags(Control::SIZE_EXPAND_FILL); hb->add_child(file_path); path_button = memnew(Button); diff --git a/modules/csg/doc_classes/CSGShape3D.xml b/modules/csg/doc_classes/CSGShape3D.xml index 43ce988c30..dac556c7f1 100644 --- a/modules/csg/doc_classes/CSGShape3D.xml +++ b/modules/csg/doc_classes/CSGShape3D.xml @@ -71,10 +71,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this CSG shape scans for collisions. + The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape3D.Operation" default="0"> The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index c908af7479..f46ef2d812 100644 --- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml +++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -7,8 +7,8 @@ A PacketPeer implementation that should be passed to [member SceneTree.network_peer] after being initialized as either a client or server. Events can then be handled by connecting to [SceneTree] signals. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> - <link>http://enet.bespin.org/usergroup0.html</link> + <link title="High-level multiplayer">https://docs.godotengine.org/en/latest/tutorials/networking/high_level_multiplayer.html</link> + <link title="API documentation on the ENet website">http://enet.bespin.org/usergroup0.html</link> </tutorials> <methods> <method name="close_connection"> diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 1aab864102..05cda05f9f 100644 --- a/modules/gdnative/doc_classes/GDNativeLibrary.xml +++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -7,8 +7,8 @@ A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [XRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html</link> - <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html</link> + <link title="GDNative C example">https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html</link> + <link title="GDNative C++ example">https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html</link> </tutorials> <methods> <method name="get_current_dependencies" qualifiers="const"> diff --git a/modules/gdscript/doc_classes/GDScript.xml b/modules/gdscript/doc_classes/GDScript.xml index 62ccb93901..631a102130 100644 --- a/modules/gdscript/doc_classes/GDScript.xml +++ b/modules/gdscript/doc_classes/GDScript.xml @@ -8,7 +8,7 @@ [method new] creates a new instance of the script. [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html</link> + <link title="GDScript tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/index.html</link> </tutorials> <methods> <method name="get_as_byte_code" qualifiers="const"> diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp index cabe096579..c25307ed7f 100644 --- a/modules/gdscript/gdscript_analyzer.cpp +++ b/modules/gdscript/gdscript_analyzer.cpp @@ -213,6 +213,7 @@ Error GDScriptAnalyzer::resolve_inheritance(GDScriptParser::ClassNode *p_class, push_error(vformat(R"(Could not resolve super class inheritance from "%s".)", name), p_class); return err; } + base = parser->get_parser()->head->get_datatype(); } } else if (ProjectSettings::get_singleton()->has_autoload(name) && ProjectSettings::get_singleton()->get_autoload(name).is_singleton) { const ProjectSettings::AutoloadInfo &info = ProjectSettings::get_singleton()->get_autoload(name); @@ -1266,6 +1267,7 @@ void GDScriptAnalyzer::resolve_pararameter(GDScriptParser::ParameterNode *p_para reduce_expression(p_parameter->default_value); result = p_parameter->default_value->get_datatype(); result.type_source = GDScriptParser::DataType::INFERRED; + result.is_constant = false; } if (p_parameter->datatype_specifier != nullptr) { @@ -1455,7 +1457,7 @@ void GDScriptAnalyzer::reduce_assignment(GDScriptParser::AssignmentNode *p_assig bool compatible = true; GDScriptParser::DataType op_type = p_assignment->assigned_value->get_datatype(); if (p_assignment->operation != GDScriptParser::AssignmentNode::OP_NONE) { - op_type = get_operation_type(p_assignment->variant_op, p_assignment->assignee->get_datatype(), p_assignment->assigned_value->get_datatype(), compatible); + op_type = get_operation_type(p_assignment->variant_op, p_assignment->assignee->get_datatype(), p_assignment->assigned_value->get_datatype(), compatible, p_assignment->assigned_value); } if (compatible) { @@ -1618,7 +1620,7 @@ void GDScriptAnalyzer::reduce_binary_op(GDScriptParser::BinaryOpNode *p_binary_o ERR_PRINT("Parser bug: unknown binary operation."); } } - p_binary_op->set_datatype(type_from_variant(p_binary_op->reduced_value)); + p_binary_op->set_datatype(type_from_variant(p_binary_op->reduced_value, p_binary_op)); return; } @@ -1632,7 +1634,7 @@ void GDScriptAnalyzer::reduce_binary_op(GDScriptParser::BinaryOpNode *p_binary_o } else { if (p_binary_op->variant_op < Variant::OP_MAX) { bool valid = false; - result = get_operation_type(p_binary_op->variant_op, p_binary_op->left_operand->get_datatype(), right_type, valid); + result = get_operation_type(p_binary_op->variant_op, p_binary_op->left_operand->get_datatype(), right_type, valid, p_binary_op); if (!valid) { push_error(vformat(R"(Invalid operands "%s" and "%s" for "%s" operator.)", p_binary_op->left_operand->get_datatype().to_string(), right_type.to_string(), Variant::get_operator_name(p_binary_op->variant_op)), p_binary_op); @@ -2061,7 +2063,7 @@ void GDScriptAnalyzer::reduce_identifier_from_base(GDScriptParser::IdentifierNod if (valid) { p_identifier->is_constant = true; p_identifier->reduced_value = result; - p_identifier->set_datatype(type_from_variant(result)); + p_identifier->set_datatype(type_from_variant(result, p_identifier)); } else { push_error(vformat(R"(Cannot find constant "%s" on type "%s".)", name, base.to_string()), p_identifier); } @@ -2192,7 +2194,7 @@ void GDScriptAnalyzer::reduce_identifier_from_base(GDScriptParser::IdentifierNod if (valid) { p_identifier->is_constant = true; p_identifier->reduced_value = int_constant; - p_identifier->set_datatype(type_from_variant(int_constant)); + p_identifier->set_datatype(type_from_variant(int_constant, p_identifier)); return; } } @@ -2289,10 +2291,34 @@ void GDScriptAnalyzer::reduce_identifier(GDScriptParser::IdentifierNode *p_ident return; } + // Try singletons. + // Do this before globals because this might be a singleton loading another one before it's compiled. + if (ProjectSettings::get_singleton()->has_autoload(name)) { + const ProjectSettings::AutoloadInfo &autoload = ProjectSettings::get_singleton()->get_autoload(name); + if (autoload.is_singleton) { + // Singleton exists, so it's at least a Node. + GDScriptParser::DataType result; + result.kind = GDScriptParser::DataType::NATIVE; + result.type_source = GDScriptParser::DataType::ANNOTATED_EXPLICIT; + if (autoload.path.to_lower().ends_with(GDScriptLanguage::get_singleton()->get_extension())) { + Ref<GDScriptParserRef> parser = get_parser_for(autoload.path); + if (parser.is_valid()) { + Error err = parser->raise_status(GDScriptParserRef::INTERFACE_SOLVED); + if (err == OK) { + result = type_from_metatype(parser->get_parser()->head->get_datatype()); + } + } + } + result.is_constant = true; + p_identifier->set_datatype(result); + return; + } + } + if (GDScriptLanguage::get_singleton()->get_global_map().has(name)) { int idx = GDScriptLanguage::get_singleton()->get_global_map()[name]; Variant constant = GDScriptLanguage::get_singleton()->get_global_array()[idx]; - p_identifier->set_datatype(type_from_variant(constant)); + p_identifier->set_datatype(type_from_variant(constant, p_identifier)); p_identifier->is_constant = true; p_identifier->reduced_value = constant; return; @@ -2300,7 +2326,7 @@ void GDScriptAnalyzer::reduce_identifier(GDScriptParser::IdentifierNode *p_ident if (GDScriptLanguage::get_singleton()->get_named_globals_map().has(name)) { Variant constant = GDScriptLanguage::get_singleton()->get_named_globals_map()[name]; - p_identifier->set_datatype(type_from_variant(constant)); + p_identifier->set_datatype(type_from_variant(constant, p_identifier)); p_identifier->is_constant = true; p_identifier->reduced_value = constant; return; @@ -2322,7 +2348,7 @@ void GDScriptAnalyzer::reduce_literal(GDScriptParser::LiteralNode *p_literal) { p_literal->reduced_value = p_literal->value; p_literal->is_constant = true; - p_literal->set_datatype(type_from_variant(p_literal->reduced_value)); + p_literal->set_datatype(type_from_variant(p_literal->reduced_value, p_literal)); } void GDScriptAnalyzer::reduce_preload(GDScriptParser::PreloadNode *p_preload) { @@ -2359,7 +2385,7 @@ void GDScriptAnalyzer::reduce_preload(GDScriptParser::PreloadNode *p_preload) { p_preload->is_constant = true; p_preload->reduced_value = p_preload->resource; - p_preload->set_datatype(type_from_variant(p_preload->reduced_value)); + p_preload->set_datatype(type_from_variant(p_preload->reduced_value, p_preload)); } void GDScriptAnalyzer::reduce_self(GDScriptParser::SelfNode *p_self) { @@ -2408,7 +2434,7 @@ void GDScriptAnalyzer::reduce_subscript(GDScriptParser::SubscriptNode *p_subscri } else { p_subscript->is_constant = true; p_subscript->reduced_value = value; - result_type = type_from_variant(value); + result_type = type_from_variant(value, p_subscript); } result_type.kind = GDScriptParser::DataType::VARIANT; } else { @@ -2448,7 +2474,7 @@ void GDScriptAnalyzer::reduce_subscript(GDScriptParser::SubscriptNode *p_subscri } else { p_subscript->is_constant = true; p_subscript->reduced_value = value; - result_type = type_from_variant(value); + result_type = type_from_variant(value, p_subscript); } result_type.kind = GDScriptParser::DataType::VARIANT; } else { @@ -2672,13 +2698,13 @@ void GDScriptAnalyzer::reduce_unary_op(GDScriptParser::UnaryOpNode *p_unary_op) if (p_unary_op->operand->is_constant) { p_unary_op->is_constant = true; p_unary_op->reduced_value = Variant::evaluate(p_unary_op->variant_op, p_unary_op->operand->reduced_value, Variant()); - result = type_from_variant(p_unary_op->reduced_value); + result = type_from_variant(p_unary_op->reduced_value, p_unary_op); } else if (p_unary_op->operand->get_datatype().is_variant()) { result.kind = GDScriptParser::DataType::VARIANT; mark_node_unsafe(p_unary_op); } else { bool valid = false; - result = get_operation_type(p_unary_op->variant_op, p_unary_op->operand->get_datatype(), p_unary_op->operand->get_datatype(), valid); + result = get_operation_type(p_unary_op->variant_op, p_unary_op->operand->get_datatype(), p_unary_op->operand->get_datatype(), valid, p_unary_op); if (!valid) { push_error(vformat(R"(Invalid operand of type "%s" for unary operator "%s".)", p_unary_op->operand->get_datatype().to_string(), Variant::get_operator_name(p_unary_op->variant_op)), p_unary_op->operand); @@ -2688,7 +2714,7 @@ void GDScriptAnalyzer::reduce_unary_op(GDScriptParser::UnaryOpNode *p_unary_op) p_unary_op->set_datatype(result); } -GDScriptParser::DataType GDScriptAnalyzer::type_from_variant(const Variant &p_value) { +GDScriptParser::DataType GDScriptAnalyzer::type_from_variant(const Variant &p_value, const GDScriptParser::Node *p_source) { GDScriptParser::DataType result; result.is_constant = true; result.kind = GDScriptParser::DataType::BUILTIN; @@ -2710,37 +2736,44 @@ GDScriptParser::DataType GDScriptAnalyzer::type_from_variant(const Variant &p_va scr = obj->get_script(); } if (scr.is_valid()) { - result.script_type = scr; - result.script_path = scr->get_path(); - Ref<GDScript> gds = scr; - if (gds.is_valid()) { - result.kind = GDScriptParser::DataType::CLASS; - // This might be an inner class, so we want to get the parser for the root. - // But still get the inner class from that tree. - GDScript *current = gds.ptr(); - List<StringName> class_chain; - while (current->_owner) { - // Push to front so it's in reverse. - class_chain.push_front(current->name); - current = current->_owner; - } + if (scr->is_valid()) { + result.script_type = scr; + result.script_path = scr->get_path(); + Ref<GDScript> gds = scr; + if (gds.is_valid()) { + result.kind = GDScriptParser::DataType::CLASS; + // This might be an inner class, so we want to get the parser for the root. + // But still get the inner class from that tree. + GDScript *current = gds.ptr(); + List<StringName> class_chain; + while (current->_owner) { + // Push to front so it's in reverse. + class_chain.push_front(current->name); + current = current->_owner; + } - Ref<GDScriptParserRef> ref = get_parser_for(current->path); - ref->raise_status(GDScriptParserRef::INTERFACE_SOLVED); + Ref<GDScriptParserRef> ref = get_parser_for(current->path); + ref->raise_status(GDScriptParserRef::INTERFACE_SOLVED); - GDScriptParser::ClassNode *found = ref->get_parser()->head; + GDScriptParser::ClassNode *found = ref->get_parser()->head; - // It should be okay to assume this exists, since we have a complete script already. - for (const List<StringName>::Element *E = class_chain.front(); E; E = E->next()) { - found = found->get_member(E->get()).m_class; - } + // It should be okay to assume this exists, since we have a complete script already. + for (const List<StringName>::Element *E = class_chain.front(); E; E = E->next()) { + found = found->get_member(E->get()).m_class; + } - result.class_type = found; - result.script_path = ref->get_parser()->script_path; + result.class_type = found; + result.script_path = ref->get_parser()->script_path; + } else { + result.kind = GDScriptParser::DataType::SCRIPT; + } + result.native_type = scr->get_instance_base_type(); } else { - result.kind = GDScriptParser::DataType::SCRIPT; + push_error(vformat(R"(Constant value uses script from "%s" which is loaded but not compiled.)", scr->get_path()), p_source); + result.kind = GDScriptParser::DataType::VARIANT; + result.type_source = GDScriptParser::DataType::UNDETECTED; + result.is_meta_type = false; } - result.native_type = scr->get_instance_base_type(); } else { result.kind = GDScriptParser::DataType::NATIVE; if (result.native_type == GDScriptNativeClass::get_class_static()) { @@ -2996,7 +3029,7 @@ bool GDScriptAnalyzer::is_shadowing(GDScriptParser::IdentifierNode *p_local, con } #endif -GDScriptParser::DataType GDScriptAnalyzer::get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, const GDScriptParser::DataType &p_b, bool &r_valid) { +GDScriptParser::DataType GDScriptAnalyzer::get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, const GDScriptParser::DataType &p_b, bool &r_valid, const GDScriptParser::Node *p_source) { // This function creates dummy variant values and apply the operation to those. Less error-prone than keeping a table of valid operations. GDScriptParser::DataType result; @@ -3069,7 +3102,7 @@ GDScriptParser::DataType GDScriptAnalyzer::get_operation_type(Variant::Operator Variant::evaluate(p_operation, a, b, ret, r_valid); if (r_valid) { - return type_from_variant(ret); + return type_from_variant(ret, p_source); } return result; diff --git a/modules/gdscript/gdscript_analyzer.h b/modules/gdscript/gdscript_analyzer.h index da767522ad..4e06e0a530 100644 --- a/modules/gdscript/gdscript_analyzer.h +++ b/modules/gdscript/gdscript_analyzer.h @@ -90,7 +90,7 @@ class GDScriptAnalyzer { void reduce_unary_op(GDScriptParser::UnaryOpNode *p_unary_op); // Helpers. - GDScriptParser::DataType type_from_variant(const Variant &p_value); + GDScriptParser::DataType type_from_variant(const Variant &p_value, const GDScriptParser::Node *p_source); GDScriptParser::DataType type_from_metatype(const GDScriptParser::DataType &p_meta_type) const; GDScriptParser::DataType type_from_property(const PropertyInfo &p_property) const; GDScriptParser::DataType make_global_class_meta_type(const StringName &p_class_name); @@ -98,7 +98,7 @@ class GDScriptAnalyzer { bool function_signature_from_info(const MethodInfo &p_info, GDScriptParser::DataType &r_return_type, List<GDScriptParser::DataType> &r_par_types, int &r_default_arg_count, bool &r_static, bool &r_vararg); bool validate_call_arg(const List<GDScriptParser::DataType> &p_par_types, int p_default_args_count, bool p_is_vararg, const GDScriptParser::CallNode *p_call); bool validate_call_arg(const MethodInfo &p_method, const GDScriptParser::CallNode *p_call); - GDScriptParser::DataType get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, const GDScriptParser::DataType &p_b, bool &r_valid); + GDScriptParser::DataType get_operation_type(Variant::Operator p_operation, const GDScriptParser::DataType &p_a, const GDScriptParser::DataType &p_b, bool &r_valid, const GDScriptParser::Node *p_source); bool is_type_compatible(const GDScriptParser::DataType &p_target, const GDScriptParser::DataType &p_source, bool p_allow_implicit_conversion = false) const; void push_error(const String &p_message, const GDScriptParser::Node *p_origin); void mark_node_unsafe(const GDScriptParser::Node *p_node); diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp index 03da5e926b..4761506381 100644 --- a/modules/gdscript/gdscript_parser.cpp +++ b/modules/gdscript/gdscript_parser.cpp @@ -586,6 +586,14 @@ GDScriptParser::ClassNode *GDScriptParser::parse_class() { return n_class; } + if (match(GDScriptTokenizer::Token::EXTENDS)) { + if (n_class->extends_used) { + push_error(R"(Cannot use "extends" more than once in the same class.)"); + } + parse_extends(); + end_statement("superclass"); + } + parse_class_body(); consume(GDScriptTokenizer::Token::DEDENT, R"(Missing unindent at the end of the class body.)"); @@ -1941,8 +1949,8 @@ GDScriptParser::ExpressionNode *GDScriptParser::parse_literal(ExpressionNode *p_ } GDScriptParser::ExpressionNode *GDScriptParser::parse_self(ExpressionNode *p_previous_operand, bool p_can_assign) { - if (!current_function || current_function->is_static) { - push_error(R"(Cannot use "self" outside a non-static function.)"); + if (current_function && current_function->is_static) { + push_error(R"(Cannot use "self" inside a static function.)"); } SelfNode *self = alloc_node<SelfNode>(); self->current_class = current_class; diff --git a/modules/gdscript/gdscript_tokenizer.cpp b/modules/gdscript/gdscript_tokenizer.cpp index 737e920693..0145ac39ff 100644 --- a/modules/gdscript/gdscript_tokenizer.cpp +++ b/modules/gdscript/gdscript_tokenizer.cpp @@ -621,7 +621,19 @@ GDScriptTokenizer::Token GDScriptTokenizer::number() { } // Allow '_' to be used in a number, for readability. + bool previous_was_underscore = false; while (digit_check_func(_peek()) || _peek() == '_') { + if (_peek() == '_') { + if (previous_was_underscore) { + Token error = make_error(R"(Only one underscore can be used as a numeric separator.)"); + error.start_column = column; + error.leftmost_column = column; + error.end_column = column + 1; + error.rightmost_column = column + 1; + push_error(error); + } + previous_was_underscore = true; + } _advance(); } @@ -672,7 +684,27 @@ GDScriptTokenizer::Token GDScriptTokenizer::number() { _advance(); } // Consume exponent digits. + if (!_is_digit(_peek())) { + Token error = make_error(R"(Expected exponent value after "e".)"); + error.start_column = column; + error.leftmost_column = column; + error.end_column = column + 1; + error.rightmost_column = column + 1; + push_error(error); + } + previous_was_underscore = false; while (_is_digit(_peek()) || _peek() == '_') { + if (_peek() == '_') { + if (previous_was_underscore) { + Token error = make_error(R"(Only one underscore can be used as a numeric separator.)"); + error.start_column = column; + error.leftmost_column = column; + error.end_column = column + 1; + error.rightmost_column = column + 1; + push_error(error); + } + previous_was_underscore = true; + } _advance(); } } diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index 79220da7c2..57fbc5bfc0 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -10,7 +10,7 @@ Internally, a GridMap is split into a sparse collection of octants for efficient rendering and physics processing. Every octant has the same dimensions and can contain several cells. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link> + <link title="Using gridmaps">https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link> </tutorials> <methods> <method name="clear"> @@ -205,7 +205,7 @@ GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this GridMap detects collisions in. + The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="mesh_library" type="MeshLibrary" setter="set_mesh_library" getter="get_mesh_library"> The assigned [MeshLibrary]. diff --git a/modules/mono/doc_classes/CSharpScript.xml b/modules/mono/doc_classes/CSharpScript.xml index e1e9d1381f..45a6f991bf 100644 --- a/modules/mono/doc_classes/CSharpScript.xml +++ b/modules/mono/doc_classes/CSharpScript.xml @@ -8,7 +8,7 @@ See also [GodotSharp]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html</link> + <link title="C# tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html</link> </tutorials> <methods> <method name="new" qualifiers="vararg"> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs index d851abc6d3..3700a6194f 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs @@ -565,6 +565,9 @@ namespace Godot rgba = rgba.Substring(1); } + // If enabled, use 1 hex digit per channel instead of 2. + // Other sizes aren't in the HTML/CSS spec but we could add them if desired. + bool isShorthand = rgba.Length < 5; bool alpha; if (rgba.Length == 8) @@ -575,47 +578,60 @@ namespace Godot { alpha = false; } + else if (rgba.Length == 4) + { + alpha = true; + } + else if (rgba.Length == 3) + { + alpha = false; + } else { throw new ArgumentOutOfRangeException("Invalid color code. Length is " + rgba.Length + " but a length of 6 or 8 is expected: " + rgba); } - if (alpha) + a = 1.0f; + if (isShorthand) { - a = ParseCol8(rgba, 6) / 255f; - - if (a < 0) + r = ParseCol4(rgba, 0) / 15f; + g = ParseCol4(rgba, 1) / 15f; + b = ParseCol4(rgba, 2) / 15f; + if (alpha) { - throw new ArgumentOutOfRangeException("Invalid color code. Alpha part is not valid hexadecimal: " + rgba); + a = ParseCol4(rgba, 3) / 15f; } } else { - a = 1.0f; + r = ParseCol8(rgba, 0) / 255f; + g = ParseCol8(rgba, 2) / 255f; + b = ParseCol8(rgba, 4) / 255f; + if (alpha) + { + a = ParseCol8(rgba, 6) / 255f; + } } - int from = alpha ? 2 : 0; - - r = ParseCol8(rgba, 0) / 255f; - if (r < 0) { throw new ArgumentOutOfRangeException("Invalid color code. Red part is not valid hexadecimal: " + rgba); } - g = ParseCol8(rgba, 2) / 255f; - if (g < 0) { throw new ArgumentOutOfRangeException("Invalid color code. Green part is not valid hexadecimal: " + rgba); } - b = ParseCol8(rgba, 4) / 255f; - if (b < 0) { throw new ArgumentOutOfRangeException("Invalid color code. Blue part is not valid hexadecimal: " + rgba); } + + if (a < 0) + { + throw new ArgumentOutOfRangeException("Invalid color code. Alpha part is not valid hexadecimal: " + rgba); + } } /// <summary> @@ -751,45 +767,28 @@ namespace Godot value = max; } - private static int ParseCol8(string str, int ofs) + private static int ParseCol4(string str, int ofs) { - int ig = 0; + char character = str[ofs]; - for (int i = 0; i < 2; i++) + if (character >= '0' && character <= '9') { - int c = str[i + ofs]; - int v; - - if (c >= '0' && c <= '9') - { - v = c - '0'; - } - else if (c >= 'a' && c <= 'f') - { - v = c - 'a'; - v += 10; - } - else if (c >= 'A' && c <= 'F') - { - v = c - 'A'; - v += 10; - } - else - { - return -1; - } - - if (i == 0) - { - ig += v * 16; - } - else - { - ig += v; - } + return character - '0'; + } + else if (character >= 'a' && character <= 'f') + { + return character + (10 - 'a'); } + else if (character >= 'A' && character <= 'F') + { + return character + (10 - 'A'); + } + return -1; + } - return ig; + private static int ParseCol8(string str, int ofs) + { + return ParseCol4(str, ofs) * 16 + ParseCol4(str, ofs + 1); } private String ToHex32(float val) @@ -828,46 +827,24 @@ namespace Godot if (color[0] == '#') { - color = color.Substring(1, color.Length - 1); + color = color.Substring(1); } - bool alpha; - - switch (color.Length) + // Check if the amount of hex digits is valid. + int len = color.Length; + if (!(len == 3 || len == 4 || len == 6 || len == 8)) { - case 8: - alpha = true; - break; - case 6: - alpha = false; - break; - default: - return false; + return false; } - if (alpha) - { - if (ParseCol8(color, 0) < 0) + // Check if each hex digit is valid. + for (int i = 0; i < len; i++) { + if (ParseCol4(color, i) == -1) { return false; } } - int from = alpha ? 2 : 0; - - if (ParseCol8(color, from + 0) < 0) - { - return false; - } - if (ParseCol8(color, from + 2) < 0) - { - return false; - } - if (ParseCol8(color, from + 4) < 0) - { - return false; - } - return true; } diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml index db1ef2adc6..088d84d2ec 100644 --- a/modules/visual_script/doc_classes/VisualScript.xml +++ b/modules/visual_script/doc_classes/VisualScript.xml @@ -9,7 +9,7 @@ You are most likely to use this class via the Visual Script editor or when writing plugins for it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html</link> + <link title="VisualScript tutorial index">https://docs.godotengine.org/en/latest/getting_started/scripting/visual_script/index.html</link> </tutorials> <methods> <method name="add_custom_signal"> diff --git a/platform/android/java/lib/res/values/dimens.xml b/platform/android/java/lib/res/values/dimens.xml new file mode 100644 index 0000000000..9034dbbcc1 --- /dev/null +++ b/platform/android/java/lib/res/values/dimens.xml @@ -0,0 +1,4 @@ +<?xml version="1.0" encoding="utf-8"?> +<resources> + <dimen name="text_edit_height">48dp</dimen> +</resources> diff --git a/platform/android/java/lib/src/org/godotengine/godot/Godot.java b/platform/android/java/lib/src/org/godotengine/godot/Godot.java index 1b55090451..524f32bf5e 100644 --- a/platform/android/java/lib/src/org/godotengine/godot/Godot.java +++ b/platform/android/java/lib/src/org/godotengine/godot/Godot.java @@ -151,8 +151,7 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC private void setButtonPausedState(boolean paused) { mStatePaused = paused; - int stringResourceID = paused ? R.string.text_button_resume : - R.string.text_button_pause; + int stringResourceID = paused ? R.string.text_button_resume : R.string.text_button_pause; mPauseButton.setText(stringResourceID); } @@ -221,7 +220,8 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC // GodotEditText layout GodotEditText editText = new GodotEditText(activity); - editText.setLayoutParams(new ViewGroup.LayoutParams(LayoutParams.MATCH_PARENT, LayoutParams.WRAP_CONTENT)); + editText.setLayoutParams(new ViewGroup.LayoutParams(LayoutParams.MATCH_PARENT, + (int)getResources().getDimension(R.dimen.text_edit_height))); // ...add to FrameLayout containerLayout.addView(editText); diff --git a/scene/2d/sprite_2d.cpp b/scene/2d/sprite_2d.cpp index 7e07019578..d1be93e55d 100644 --- a/scene/2d/sprite_2d.cpp +++ b/scene/2d/sprite_2d.cpp @@ -498,8 +498,8 @@ void Sprite2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v"); ADD_GROUP("Animation", ""); - ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords"); diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp index 3b76cb6499..6e38196ba6 100644 --- a/scene/3d/sprite_3d.cpp +++ b/scene/3d/sprite_3d.cpp @@ -667,8 +667,8 @@ void Sprite3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture"); ADD_GROUP("Animation", ""); - ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords"); ADD_GROUP("Region", "region_"); diff --git a/scene/gui/popup.cpp b/scene/gui/popup.cpp index 5fc5f9b669..4e63cb66ea 100644 --- a/scene/gui/popup.cpp +++ b/scene/gui/popup.cpp @@ -126,6 +126,28 @@ Rect2i Popup::_popup_adjust_rect() const { current.position.y = parent.position.y; } + if (current.size.y > parent.size.y) { + current.size.y = parent.size.y; + } + + if (current.size.x > parent.size.x) { + current.size.x = parent.size.x; + } + + // Early out if max size not set. + Size2i max_size = get_max_size(); + if (max_size <= Size2()) { + return current; + } + + if (current.size.x > max_size.x) { + current.size.x = max_size.x; + } + + if (current.size.y > max_size.y) { + current.size.y = max_size.y; + } + return current; } diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp index 6e19b820e0..40bcc243d1 100644 --- a/scene/gui/popup_menu.cpp +++ b/scene/gui/popup_menu.cpp @@ -35,7 +35,6 @@ #include "core/os/os.h" #include "core/print_string.h" #include "core/translation.h" -#include "scene/gui/control.h" String PopupMenu::_get_accel_text(int p_item) const { ERR_FAIL_INDEX_V(p_item, items.size(), String()); @@ -52,7 +51,8 @@ Size2 PopupMenu::_get_contents_minimum_size() const { int vseparation = get_theme_constant("vseparation"); int hseparation = get_theme_constant("hseparation"); - Size2 minsize = get_theme_stylebox("panel")->get_minimum_size(); + Size2 minsize = get_theme_stylebox("panel")->get_minimum_size(); // Accounts for margin in the margin container + minsize.x += scroll_container->get_v_scrollbar()->get_size().width * 2; // Adds a buffer so that the scrollbar does not render over the top of content Ref<Font> font = get_theme_font("font"); float max_w = 0; @@ -64,13 +64,10 @@ Size2 PopupMenu::_get_contents_minimum_size() const { for (int i = 0; i < items.size(); i++) { Size2 size; - if (!items[i].icon.is_null()) { - Size2 icon_size = items[i].icon->get_size(); - size.height = MAX(icon_size.height, font_h); - icon_w = MAX(icon_size.width + hseparation, icon_w); - } else { - size.height = font_h; - } + + Size2 icon_size = items[i].get_icon_size(); + size.height = MAX(icon_size.height, font_h); + icon_w = MAX(icon_size.width, icon_w); size.width += items[i].h_ofs; @@ -104,39 +101,69 @@ Size2 PopupMenu::_get_contents_minimum_size() const { minsize.width += check_w; } + int height_limit = get_usable_parent_rect().size.height; + if (minsize.height > height_limit) { + minsize.height = height_limit; + } + return minsize; } +int PopupMenu::_get_items_total_height() const { + int font_height = get_theme_font("font")->get_height(); + int vsep = get_theme_constant("vseparation"); + + // Get total height of all items by taking max of icon height and font height + int items_total_height = 0; + for (int i = 0; i < items.size(); i++) { + items_total_height += MAX(items[i].get_icon_size().height, font_height) + vsep; + } + + // Subtract a separator which is not needed for the last item. + return items_total_height - vsep; +} + +void PopupMenu::_scroll_to_item(int p_item) { + ERR_FAIL_INDEX(p_item, items.size()); + ERR_FAIL_COND(p_item < 0); + + // Scroll item into view (upwards) + if (items[p_item]._ofs_cache < -control->get_position().y) { + int amnt_over = items[p_item]._ofs_cache + control->get_position().y; + scroll_container->set_v_scroll(scroll_container->get_v_scroll() + amnt_over); + } + + // Scroll item into view (downwards) + if (items[p_item]._ofs_cache + items[p_item]._height_cache > -control->get_position().y + scroll_container->get_size().height) { + int amnt_over = items[p_item]._ofs_cache + items[p_item]._height_cache + control->get_position().y - scroll_container->get_size().height; + scroll_container->set_v_scroll(scroll_container->get_v_scroll() + amnt_over); + } +} + int PopupMenu::_get_mouse_over(const Point2 &p_over) const { if (p_over.x < 0 || p_over.x >= get_size().width) { return -1; } - Ref<StyleBox> style = get_theme_stylebox("panel"); + Ref<StyleBox> style = get_theme_stylebox("panel"); // Accounts for margin in the margin container + + int vseparation = get_theme_constant("vseparation"); + float font_h = get_theme_font("font")->get_height(); - Point2 ofs = style->get_offset(); + Point2 ofs = style->get_offset() + Point2(0, vseparation / 2); if (ofs.y > p_over.y) { return -1; } - Ref<Font> font = get_theme_font("font"); - int vseparation = get_theme_constant("vseparation"); - float font_h = font->get_height(); - for (int i = 0; i < items.size(); i++) { - ofs.y += vseparation; - float h; - - if (!items[i].icon.is_null()) { - Size2 icon_size = items[i].icon->get_size(); - h = MAX(icon_size.height, font_h); - } else { - h = font_h; + if (i > 0) { + ofs.y += vseparation; } - ofs.y += h; - if (p_over.y < ofs.y) { + ofs.y += MAX(items[i].get_icon_size().height, font_h); + + if (p_over.y - control->get_position().y < ofs.y) { return i; } } @@ -147,43 +174,51 @@ int PopupMenu::_get_mouse_over(const Point2 &p_over) const { void PopupMenu::_activate_submenu(int over) { Node *n = get_node(items[over].submenu); ERR_FAIL_COND_MSG(!n, "Item subnode does not exist: " + items[over].submenu + "."); - Popup *pm = Object::cast_to<Popup>(n); - ERR_FAIL_COND_MSG(!pm, "Item subnode is not a Popup: " + items[over].submenu + "."); - if (pm->is_visible()) { + Popup *submenu_popup = Object::cast_to<Popup>(n); + ERR_FAIL_COND_MSG(!submenu_popup, "Item subnode is not a Popup: " + items[over].submenu + "."); + if (submenu_popup->is_visible()) { return; //already visible! } - Point2 p = get_position(); - Rect2 pr(p, get_size()); Ref<StyleBox> style = get_theme_stylebox("panel"); + int vsep = get_theme_constant("vseparation"); - Point2 pos = p + Point2(get_size().width, items[over]._ofs_cache - style->get_offset().y); - Size2 size = pm->get_size(); - // fix pos - if (pos.x + size.width > get_parent_rect().size.width) { - pos.x = p.x - size.width; + Point2 this_pos = get_position(); + Rect2 this_rect(this_pos, get_size()); + + float scroll_offset = control->get_position().y; + + Point2 submenu_pos = this_pos + Point2(this_rect.size.width, items[over]._ofs_cache + scroll_offset); + Size2 submenu_size = submenu_popup->get_size(); + + // Fix pos if going outside parent rect + if (submenu_pos.x + submenu_size.width > get_parent_rect().size.width) { + submenu_pos.x = this_pos.x - submenu_size.width; } - pm->set_position(pos); - // pm->set_scale(get_global_transform().get_scale()); - pm->popup(); - - PopupMenu *pum = Object::cast_to<PopupMenu>(pm); - if (pum) { - pr.position -= pum->get_position(); - pum->clear_autohide_areas(); - pum->add_autohide_area(Rect2(pr.position.x, pr.position.y, pr.size.x, items[over]._ofs_cache)); - if (over < items.size() - 1) { - int from = items[over + 1]._ofs_cache; - pum->add_autohide_area(Rect2(pr.position.x, pr.position.y + from, pr.size.x, pr.size.y - from)); + submenu_popup->set_position(submenu_pos); + submenu_popup->set_as_minsize(); // Shrink the popup size to it's contents. + submenu_popup->popup(); + + // Set autohide areas + PopupMenu *submenu_pum = Object::cast_to<PopupMenu>(submenu_popup); + if (submenu_pum) { + // Make the position of the parent popup relative to submenu popup + this_rect.position = this_rect.position - submenu_pum->get_position(); + + // Autohide area above the submenu item + submenu_pum->clear_autohide_areas(); + submenu_pum->add_autohide_area(Rect2(this_rect.position.x, this_rect.position.y, this_rect.size.x, items[over]._ofs_cache + scroll_offset + style->get_offset().height - vsep / 2)); + + // If there is an area below the submenu item, add an autohide area there. + if (items[over]._ofs_cache + items[over]._height_cache + scroll_offset <= control->get_size().height) { + int from = items[over]._ofs_cache + items[over]._height_cache + scroll_offset + vsep / 2 + style->get_offset().height; + submenu_pum->add_autohide_area(Rect2(this_rect.position.x, this_rect.position.y + from, this_rect.size.x, this_rect.size.y - from)); } } } void PopupMenu::_submenu_timeout() { - //if (!has_focus()) { - // return; //do not activate if not has focus - //} if (mouse_over == submenu_over) { _activate_submenu(mouse_over); } @@ -191,70 +226,34 @@ void PopupMenu::_submenu_timeout() { submenu_over = -1; } -void PopupMenu::_scroll(float p_factor, const Point2 &p_over) { - int vseparation = get_theme_constant("vseparation"); - Ref<Font> font = get_theme_font("font"); - - Rect2 visible_rect = get_usable_parent_rect(); - - int dy = (vseparation + font->get_height()) * 3 * p_factor; - if (dy > 0) { - const float global_top = get_position().y; - const float limit = global_top < visible_rect.position.y ? visible_rect.position.y - global_top : 0; - dy = MIN(dy, limit); - } else if (dy < 0) { - const float global_bottom = get_position().y + get_size().y; - const float viewport_height = visible_rect.position.y + visible_rect.size.y; - const float limit = global_bottom > viewport_height ? global_bottom - viewport_height : 0; - dy = -MIN(-dy, limit); - } - - if (dy == 0) { - return; - } - - set_position(get_position() + Vector2(0, dy)); - - Ref<InputEventMouseMotion> ie; - ie.instance(); - ie->set_position(p_over - Vector2(0, dy)); - _gui_input(ie); -} - void PopupMenu::_gui_input(const Ref<InputEvent> &p_event) { - if (p_event->is_action("ui_down") && p_event->is_pressed()) { + if (p_event->is_action("ui_down") && p_event->is_pressed() && mouse_over != items.size() - 1) { int search_from = mouse_over + 1; if (search_from >= items.size()) { search_from = 0; } for (int i = search_from; i < items.size(); i++) { - if (i < 0 || i >= items.size()) { - continue; - } - if (!items[i].separator && !items[i].disabled) { mouse_over = i; emit_signal("id_focused", i); + _scroll_to_item(i); control->update(); set_input_as_handled(); break; } } - } else if (p_event->is_action("ui_up") && p_event->is_pressed()) { + } else if (p_event->is_action("ui_up") && p_event->is_pressed() && mouse_over != 0) { int search_from = mouse_over - 1; if (search_from < 0) { search_from = items.size() - 1; } for (int i = search_from; i >= 0; i--) { - if (i >= items.size()) { - continue; - } - if (!items[i].separator && !items[i].disabled) { mouse_over = i; emit_signal("id_focused", i); + _scroll_to_item(i); control->update(); set_input_as_handled(); break; @@ -282,60 +281,60 @@ void PopupMenu::_gui_input(const Ref<InputEvent> &p_event) { } } + // Make an area which does not include v scrollbar, so that items are not activated when dragging scrollbar. + Rect2 item_clickable_area = control->get_global_rect(); + float scroll_width = scroll_container->get_v_scrollbar()->is_visible_in_tree() ? scroll_container->get_v_scrollbar()->get_size().width : 0; + item_clickable_area.set_size(Size2(item_clickable_area.size.width - scroll_width, item_clickable_area.size.height)); + Ref<InputEventMouseButton> b = p_event; if (b.is_valid()) { - if (b->is_pressed()) { + if (!item_clickable_area.has_point(b->get_global_position())) { return; } int button_idx = b->get_button_index(); - switch (button_idx) { - case BUTTON_WHEEL_DOWN: { - _scroll(-b->get_factor(), b->get_position()); - } break; - case BUTTON_WHEEL_UP: { - _scroll(b->get_factor(), b->get_position()); - } break; - default: { - // Allow activating item by releasing the LMB or any that was down when the popup appeared - if (button_idx == BUTTON_LEFT || (initial_button_mask & (1 << (button_idx - 1)))) { - bool was_during_grabbed_click = during_grabbed_click; - during_grabbed_click = false; - initial_button_mask = 0; - - int over = _get_mouse_over(b->get_position()); - - if (invalidated_click) { - invalidated_click = false; - break; - } - if (over < 0) { - if (!was_during_grabbed_click) { - hide(); - } - break; //non-activable + if (b->is_pressed() || (!b->is_pressed() && during_grabbed_click)) { + // Allow activating item by releasing the LMB or any that was down when the popup appeared. + // However, if button was not held when opening menu, do not allow release to activate item. + if (button_idx == BUTTON_LEFT || (initial_button_mask & (1 << (button_idx - 1)))) { + bool was_during_grabbed_click = during_grabbed_click; + during_grabbed_click = false; + initial_button_mask = 0; + + int over = _get_mouse_over(b->get_position()); + + if (invalidated_click) { + invalidated_click = false; + return; + } + if (over < 0) { + if (!was_during_grabbed_click) { + hide(); } + return; + } - if (items[over].separator || items[over].disabled) { - break; - } + if (items[over].separator || items[over].disabled) { + return; + } - if (items[over].submenu != "") { - _activate_submenu(over); - return; - } - activate_item(over); + if (items[over].submenu != "") { + _activate_submenu(over); + return; } + activate_item(over); } } - - //control->update(); } Ref<InputEventMouseMotion> m = p_event; if (m.is_valid()) { + if (!item_clickable_area.has_point(m->get_global_position())) { + return; + } + if (invalidated_click) { moved += m->get_relative(); if (moved.length() > 4) { @@ -370,11 +369,6 @@ void PopupMenu::_gui_input(const Ref<InputEvent> &p_event) { } } - Ref<InputEventPanGesture> pan_gesture = p_event; - if (pan_gesture.is_valid()) { - _scroll(-pan_gesture->get_delta().y, pan_gesture->get_position()); - } - Ref<InputEventKey> k = p_event; if (allow_search && k.is_valid() && k->get_unicode() && k->is_pressed()) { @@ -407,6 +401,7 @@ void PopupMenu::_gui_input(const Ref<InputEvent> &p_event) { if (items[i].text.findn(search_string) == 0) { mouse_over = i; emit_signal("id_focused", i); + _scroll_to_item(i); control->update(); set_input_as_handled(); break; @@ -415,9 +410,13 @@ void PopupMenu::_gui_input(const Ref<InputEvent> &p_event) { } } -void PopupMenu::_draw() { +void PopupMenu::_draw_items() { + control->set_custom_minimum_size(Size2(0, _get_items_total_height())); RID ci = control->get_canvas_item(); - Size2 size = get_size(); + + Size2 margin_size; + margin_size.width = margin_container->get_theme_constant("margin_right") + margin_container->get_theme_constant("margin_left"); + margin_size.height = margin_container->get_theme_constant("margin_top") + margin_container->get_theme_constant("margin_bottom"); Ref<StyleBox> style = get_theme_stylebox("panel"); Ref<StyleBox> hover = get_theme_stylebox("hover"); @@ -430,8 +429,6 @@ void PopupMenu::_draw() { Ref<StyleBox> labeled_separator_left = get_theme_stylebox("labeled_separator_left"); Ref<StyleBox> labeled_separator_right = get_theme_stylebox("labeled_separator_right"); - style->draw(ci, Rect2(Point2(), get_size())); - Point2 ofs = style->get_offset(); int vseparation = get_theme_constant("vseparation"); int hseparation = get_theme_constant("hseparation"); Color font_color = get_theme_color("font_color"); @@ -440,13 +437,14 @@ void PopupMenu::_draw() { Color font_color_hover = get_theme_color("font_color_hover"); float font_h = font->get_height(); - // Add the check and the wider icon to the offset of all items. + float scroll_width = scroll_container->get_v_scrollbar()->is_visible_in_tree() ? scroll_container->get_v_scrollbar()->get_size().width : 0; + float display_width = control->get_size().width - scroll_width; + + // Find the widest icon and whether any items have a checkbox, and store the offsets for each. float icon_ofs = 0.0; bool has_check = false; for (int i = 0; i < items.size(); i++) { - if (!items[i].icon.is_null()) { - icon_ofs = MAX(items[i].icon->get_size().width, icon_ofs); - } + icon_ofs = MAX(items[i].get_icon_size().width, icon_ofs); if (items[i].checkable_type) { has_check = true; @@ -461,65 +459,68 @@ void PopupMenu::_draw() { check_ofs = MAX(get_theme_icon("checked")->get_width(), get_theme_icon("radio_checked")->get_width()) + hseparation; } + Point2 ofs = Point2(); + + // Loop through all items and draw each. for (int i = 0; i < items.size(); i++) { + // If not the first item, add the separation space between items. if (i > 0) { ofs.y += vseparation; } - Point2 item_ofs = ofs; - Size2 icon_size; - float h; - if (!items[i].icon.is_null()) { - icon_size = items[i].icon->get_size(); - h = MAX(icon_size.height, font_h); - } else { - h = font_h; - } + Point2 item_ofs = ofs; + Size2 icon_size = items[i].get_icon_size(); + float h = MAX(icon_size.height, font_h); if (i == mouse_over) { - hover->draw(ci, Rect2(item_ofs + Point2(-hseparation, -vseparation / 2), Size2(get_size().width - style->get_minimum_size().width + hseparation * 2, h + vseparation))); + hover->draw(ci, Rect2(item_ofs + Point2(-hseparation, -vseparation / 2), Size2(display_width + hseparation * 2, h + vseparation))); } String text = items[i].xl_text; + // Separator item_ofs.x += items[i].h_ofs; if (items[i].separator) { int sep_h = separator->get_center_size().height + separator->get_minimum_size().height; if (text != String()) { - int ss = font->get_string_size(text).width; - int center = (get_size().width) / 2; - int l = center - ss / 2; - int r = center + ss / 2; - if (l > item_ofs.x) { - labeled_separator_left->draw(ci, Rect2(item_ofs + Point2(0, Math::floor((h - sep_h) / 2.0)), Size2(MAX(0, l - item_ofs.x), sep_h))); + int text_size = font->get_string_size(text).width; + int text_center = display_width / 2; + int text_left = text_center - text_size / 2; + int text_right = text_center + text_size / 2; + if (text_left > item_ofs.x) { + labeled_separator_left->draw(ci, Rect2(item_ofs + Point2(0, Math::floor((h - sep_h) / 2.0)), Size2(MAX(0, text_left - item_ofs.x), sep_h))); } - if (r < get_size().width - style->get_margin(MARGIN_RIGHT)) { - labeled_separator_right->draw(ci, Rect2(Point2(r, item_ofs.y + Math::floor((h - sep_h) / 2.0)), Size2(MAX(0, get_size().width - style->get_margin(MARGIN_RIGHT) - r), sep_h))); + if (text_right < display_width) { + labeled_separator_right->draw(ci, Rect2(Point2(text_right, item_ofs.y + Math::floor((h - sep_h) / 2.0)), Size2(MAX(0, display_width - text_right), sep_h))); } } else { - separator->draw(ci, Rect2(item_ofs + Point2(0, Math::floor((h - sep_h) / 2.0)), Size2(get_size().width - style->get_minimum_size().width, sep_h))); + separator->draw(ci, Rect2(item_ofs + Point2(0, Math::floor((h - sep_h) / 2.0)), Size2(display_width, sep_h))); } } Color icon_color(1, 1, 1, items[i].disabled ? 0.5 : 1); + // Checkboxes if (items[i].checkable_type) { Texture2D *icon = (items[i].checked ? check[items[i].checkable_type - 1] : uncheck[items[i].checkable_type - 1]).ptr(); icon->draw(ci, item_ofs + Point2(0, Math::floor((h - icon->get_height()) / 2.0)), icon_color); } + // Icon if (!items[i].icon.is_null()) { items[i].icon->draw(ci, item_ofs + Size2(check_ofs, 0) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color); } + // Submenu arrow on right hand side if (items[i].submenu != "") { - submenu->draw(ci, Point2(size.width - style->get_margin(MARGIN_RIGHT) - submenu->get_width(), item_ofs.y + Math::floor(h - submenu->get_height()) / 2), icon_color); + submenu->draw(ci, Point2(display_width - submenu->get_width(), item_ofs.y + Math::floor(h - submenu->get_height()) / 2), icon_color); } + // Text item_ofs.y += font->get_ascent(); if (items[i].separator) { if (text != String()) { - int center = (get_size().width - font->get_string_size(text).width) / 2; + int center = (display_width - font->get_string_size(text).width) / 2; font->draw(ci, Point2(center, item_ofs.y + Math::floor((h - font_h) / 2.0)), text, font_color_disabled); } } else { @@ -527,19 +528,27 @@ void PopupMenu::_draw() { font->draw(ci, item_ofs + Point2(0, Math::floor((h - font_h) / 2.0)), text, items[i].disabled ? font_color_disabled : (i == mouse_over ? font_color_hover : font_color)); } + // Accelerator / Shortcut if (items[i].accel || (items[i].shortcut.is_valid() && items[i].shortcut->is_valid())) { - //accelerator - String text2 = _get_accel_text(i); - item_ofs.x = size.width - style->get_margin(MARGIN_RIGHT) - font->get_string_size(text2).width; - font->draw(ci, item_ofs + Point2(0, Math::floor((h - font_h) / 2.0)), text2, i == mouse_over ? font_color_hover : font_color_accel); + String sc_text = _get_accel_text(i); + item_ofs.x = display_width - font->get_string_size(sc_text).width; + font->draw(ci, item_ofs + Point2(0, Math::floor((h - font_h) / 2.0)), sc_text, i == mouse_over ? font_color_hover : font_color_accel); } + // Cache the item vertical offset from the first item and the height items.write[i]._ofs_cache = ofs.y; + items.write[i]._height_cache = h; ofs.y += h; } } +void PopupMenu::_draw_background() { + Ref<StyleBox> style = get_theme_stylebox("panel"); + RID ci2 = margin_container->get_canvas_item(); + style->draw(ci2, Rect2(Point2(), margin_container->get_size())); +} + void PopupMenu::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { @@ -617,6 +626,13 @@ void PopupMenu::_notification(int p_what) { if (get_window_id() != DisplayServer::INVALID_WINDOW_ID) { set_process_internal(true); } + + // Set margin on the margin container + Ref<StyleBox> panel_style = get_theme_stylebox("panel"); + margin_container->add_theme_constant_override("margin_top", panel_style->get_margin(Margin::MARGIN_TOP)); + margin_container->add_theme_constant_override("margin_bottom", panel_style->get_margin(Margin::MARGIN_BOTTOM)); + margin_container->add_theme_constant_override("margin_left", panel_style->get_margin(Margin::MARGIN_LEFT)); + margin_container->add_theme_constant_override("margin_right", panel_style->get_margin(Margin::MARGIN_RIGHT)); } } break; } @@ -1425,16 +1441,32 @@ void PopupMenu::_bind_methods() { void PopupMenu::popup(const Rect2 &p_bounds) { moved = Vector2(); invalidated_click = true; + set_as_minsize(); Popup::popup(p_bounds); } PopupMenu::PopupMenu() { + // Margin Container + margin_container = memnew(MarginContainer); + margin_container->set_anchors_and_margins_preset(Control::PRESET_WIDE); + add_child(margin_container); + margin_container->connect("draw", callable_mp(this, &PopupMenu::_draw_background)); + + // Scroll Container + scroll_container = memnew(ScrollContainer); + scroll_container->set_clip_contents(true); + margin_container->add_child(scroll_container); + + // The control which will display the items control = memnew(Control); - add_child(control); - + control->set_clip_contents(false); control->set_anchors_and_margins_preset(Control::PRESET_WIDE); + control->set_h_size_flags(Control::SIZE_EXPAND_FILL); + control->set_v_size_flags(Control::SIZE_EXPAND_FILL); + scroll_container->add_child(control); + control->connect("draw", callable_mp(this, &PopupMenu::_draw_items)); + connect("window_input", callable_mp(this, &PopupMenu::_gui_input)); - control->connect("draw", callable_mp(this, &PopupMenu::_draw)); mouse_over = -1; submenu_over = -1; diff --git a/scene/gui/popup_menu.h b/scene/gui/popup_menu.h index 43cd7a54e9..45a3336747 100644 --- a/scene/gui/popup_menu.h +++ b/scene/gui/popup_menu.h @@ -31,7 +31,9 @@ #ifndef POPUP_MENU_H #define POPUP_MENU_H +#include "scene/gui/margin_container.h" #include "scene/gui/popup.h" +#include "scene/gui/scroll_container.h" #include "scene/gui/shortcut.h" class PopupMenu : public Popup { @@ -57,11 +59,17 @@ class PopupMenu : public Popup { String tooltip; uint32_t accel; int _ofs_cache; + int _height_cache; int h_ofs; Ref<ShortCut> shortcut; bool shortcut_is_global; bool shortcut_is_disabled; + // Returns (0,0) if icon is null. + Size2 get_icon_size() const { + return icon.is_null() ? Size2() : icon->get_size(); + } + Item() { checked = false; checkable_type = CHECKABLE_TYPE_NONE; @@ -71,6 +79,7 @@ class PopupMenu : public Popup { accel = 0; disabled = false; _ofs_cache = 0; + _height_cache = 0; h_ofs = 0; shortcut_is_global = false; shortcut_is_disabled = false; @@ -88,7 +97,10 @@ class PopupMenu : public Popup { String _get_accel_text(int p_item) const; int _get_mouse_over(const Point2 &p_over) const; virtual Size2 _get_contents_minimum_size() const override; - void _scroll(float p_factor, const Point2 &p_over); + + int _get_items_total_height() const; + void _scroll_to_item(int p_item); + void _gui_input(const Ref<InputEvent> &p_event); void _activate_submenu(int over); void _submenu_timeout(); @@ -111,9 +123,12 @@ class PopupMenu : public Popup { uint64_t search_time_msec; String search_string; + MarginContainer *margin_container; + ScrollContainer *scroll_container; Control *control; - void _draw(); + void _draw_items(); + void _draw_background(); protected: friend class MenuButton; diff --git a/scene/main/node.cpp b/scene/main/node.cpp index 653eb698d4..6b304c03d2 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -1327,6 +1327,9 @@ int Node::get_child_count() const { } Node *Node::get_child(int p_index) const { + if (p_index < 0) { + p_index += data.children.size(); + } ERR_FAIL_INDEX_V(p_index, data.children.size(), nullptr); return data.children[p_index]; diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp index eb65f10ec9..7328fbdb10 100644 --- a/scene/resources/style_box.cpp +++ b/scene/resources/style_box.cpp @@ -245,6 +245,7 @@ void StyleBoxTexture::set_region_rect(const Rect2 &p_region_rect) { region_rect = p_region_rect; emit_changed(); + _change_notify("region"); } Rect2 StyleBoxTexture::get_region_rect() const { diff --git a/scene/resources/texture.h b/scene/resources/texture.h index d439d34c95..fd213859b7 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -632,11 +632,12 @@ class AnimatedTexture : public Texture2D { //use readers writers lock for this, since its far more times read than written to RWLock *rw_lock; -private: +public: enum { MAX_FRAMES = 256 }; +private: RID proxy_ph; RID proxy; diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp index b3279f041f..323d39190e 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp @@ -415,7 +415,7 @@ void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture, RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3); if (p_auto_exposure.is_valid() && p_first_pass) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1); } @@ -430,8 +430,8 @@ void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture, //VERTICAL RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3); copy.push_constant.flags = base_flags; RD::get_singleton()->compute_list_set_push_constant(compute_list, ©.push_constant, sizeof(CopyPushConstant)); diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl index eb39c28fa9..86c15e9efa 100644 --- a/servers/rendering/rasterizer_rd/shaders/copy.glsl +++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl @@ -116,7 +116,7 @@ void main() { vec4 color = vec4(0.0); if (bool(params.flags & FLAG_HORIZONTAL)) { - ivec2 base_pos = (pos + params.section.xy) << 1; + ivec2 base_pos = ((pos + params.section.xy) << 1) + ivec2(1); ivec2 section_begin = params.section.xy << 1; ivec2 section_end = section_begin + (params.section.zw << 1); diff --git a/tests/test_color.h b/tests/test_color.h index 3633f2746d..dfdc29ec7d 100644 --- a/tests/test_color.h +++ b/tests/test_color.h @@ -39,9 +39,7 @@ namespace TestColor { TEST_CASE("[Color] Constructor methods") { const Color blue_rgba = Color(0.25098, 0.376471, 1, 0.501961); - // HTML currently uses ARGB notation, which is contrary to the CSS standard. - // This may be changed to RGBA in 4.0. - const Color blue_html = Color::html("#804060ff"); + const Color blue_html = Color::html("#4060ff80"); const Color blue_hex = Color::hex(0x4060ff80); const Color blue_hex64 = Color::hex64(0x4040'6060'ffff'8080); @@ -118,10 +116,10 @@ TEST_CASE("[Color] Conversion methods") { const Color cyan_transparent = Color(0, 1, 1, 0); CHECK_MESSAGE( - cyan.to_html() == "ff00ffff", + cyan.to_html() == "00ffffff", "The returned RGB HTML color code should match the expected value."); CHECK_MESSAGE( - cyan_transparent.to_html() == "0000ffff", + cyan_transparent.to_html() == "00ffff00", "The returned RGBA HTML color code should match the expected value."); CHECK_MESSAGE( cyan.to_argb32() == 0xff00ffff, diff --git a/tests/test_expression.h b/tests/test_expression.h new file mode 100644 index 0000000000..85d37d1460 --- /dev/null +++ b/tests/test_expression.h @@ -0,0 +1,431 @@ +/*************************************************************************/ +/* test_expression.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef TEST_EXPRESSION_H +#define TEST_EXPRESSION_H + +#include "core/math/expression.h" + +#include "tests/test_macros.h" + +namespace TestExpression { + +TEST_CASE("[Expression] Integer arithmetic") { + Expression expression; + + CHECK_MESSAGE( + expression.parse("-123456") == OK, + "Integer identity should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == -123456, + "Integer identity should return the expected result."); + + CHECK_MESSAGE( + expression.parse("2 + 3") == OK, + "Integer addition should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 5, + "Integer addition should return the expected result."); + + CHECK_MESSAGE( + expression.parse("999999999999 + 999999999999") == OK, + "Large integer addition should parse successfully."); + CHECK_MESSAGE( + int64_t(expression.execute()) == 1'999'999'999'998, + "Large integer addition should return the expected result."); + + CHECK_MESSAGE( + expression.parse("25 / 10") == OK, + "Integer / integer division should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 2, + "Integer / integer divsion should return the expected result."); + + CHECK_MESSAGE( + expression.parse("2 * (6 + 14) / 2 - 5") == OK, + "Integer multiplication-addition-subtraction-division should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 15, + "Integer multiplication-addition-subtraction-division should return the expected result."); +} + +TEST_CASE("[Expression] Floating-point arithmetic") { + Expression expression; + + CHECK_MESSAGE( + expression.parse("-123.456") == OK, + "Float identity should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), -123.456), + "Float identity should return the expected result."); + + CHECK_MESSAGE( + expression.parse("2.0 + 3.0") == OK, + "Float addition should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 5), + "Float addition should return the expected result."); + + CHECK_MESSAGE( + expression.parse("3.0 / 10") == OK, + "Float / integer division should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 0.3), + "Float / integer divsion should return the expected result."); + + CHECK_MESSAGE( + expression.parse("3 / 10.0") == OK, + "Basic integer / float division should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 0.3), + "Basic integer / float divsion should return the expected result."); + + CHECK_MESSAGE( + expression.parse("3.0 / 10.0") == OK, + "Float / float division should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 0.3), + "Float / float divsion should return the expected result."); + + CHECK_MESSAGE( + expression.parse("2.5 * (6.0 + 14.25) / 2.0 - 5.12345") == OK, + "Float multiplication-addition-subtraction-division should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 20.18905), + "Float multiplication-addition-subtraction-division should return the expected result."); +} + +TEST_CASE("[Expression] Scientific notation") { + Expression expression; + + CHECK_MESSAGE( + expression.parse("2.e5") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 200'000), + "The expression should return the expected result."); + + // The middle "e" is ignored here. + CHECK_MESSAGE( + expression.parse("2e5") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 25), + "The expression should return the expected result."); + + CHECK_MESSAGE( + expression.parse("2e.5") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 2), + "The expression should return the expected result."); +} + +TEST_CASE("[Expression] Built-in functions") { + Expression expression; + + CHECK_MESSAGE( + expression.parse("sqrt(pow(3, 2) + pow(4, 2))") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 5, + "`sqrt(pow(3, 2) + pow(4, 2))` should return the expected result."); + + CHECK_MESSAGE( + expression.parse("stepify(sin(0.5), 0.01)") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + Math::is_equal_approx(float(expression.execute()), 0.48), + "`stepify(sin(0.5), 0.01)` should return the expected result."); + + CHECK_MESSAGE( + expression.parse("pow(2.0, -2500)") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + Math::is_zero_approx(float(expression.execute())), + "`pow(2.0, -2500)` should return the expected result (asymptotically zero)."); +} + +TEST_CASE("[Expression] Boolean expressions") { + Expression expression; + + CHECK_MESSAGE( + expression.parse("24 >= 12") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + bool(expression.execute()), + "The boolean expression should evaluate to `true`."); + + CHECK_MESSAGE( + expression.parse("1.0 < 1.25 && 1.25 < 2.0") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + bool(expression.execute()), + "The boolean expression should evaluate to `true`."); + + CHECK_MESSAGE( + expression.parse("!2") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + !bool(expression.execute()), + "The boolean expression should evaluate to `false`."); + + CHECK_MESSAGE( + expression.parse("!!2") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + bool(expression.execute()), + "The boolean expression should evaluate to `true`."); + + CHECK_MESSAGE( + expression.parse("!0") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + bool(expression.execute()), + "The boolean expression should evaluate to `true`."); + + CHECK_MESSAGE( + expression.parse("!!0") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + !bool(expression.execute()), + "The boolean expression should evaluate to `false`."); + + CHECK_MESSAGE( + expression.parse("2 && 5") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + bool(expression.execute()), + "The boolean expression should evaluate to `true`."); + + CHECK_MESSAGE( + expression.parse("0 || 0") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + !bool(expression.execute()), + "The boolean expression should evaluate to `false`."); + + CHECK_MESSAGE( + expression.parse("(2 <= 4) && (2 > 5)") == OK, + "The boolean expression should parse successfully."); + CHECK_MESSAGE( + !bool(expression.execute()), + "The boolean expression should evaluate to `false`."); +} + +TEST_CASE("[Expression] Expressions with variables") { + Expression expression; + + PackedStringArray parameter_names; + parameter_names.push_back("foo"); + parameter_names.push_back("bar"); + CHECK_MESSAGE( + expression.parse("foo + bar + 50", parameter_names) == OK, + "The expression should parse successfully."); + Array values; + values.push_back(60); + values.push_back(20); + CHECK_MESSAGE( + int(expression.execute(values)) == 130, + "The expression should return the expected value."); + + PackedStringArray parameter_names_invalid; + parameter_names_invalid.push_back("foo"); + parameter_names_invalid.push_back("baz"); // Invalid parameter name. + CHECK_MESSAGE( + expression.parse("foo + bar + 50", parameter_names_invalid) == OK, + "The expression should parse successfully."); + Array values_invalid; + values_invalid.push_back(60); + values_invalid.push_back(20); + // Invalid parameters will parse successfully but print an error message when executing. + ERR_PRINT_OFF; + CHECK_MESSAGE( + int(expression.execute(values_invalid)) == 0, + "The expression should return the expected value."); + ERR_PRINT_ON; + + // Mismatched argument count (more values than parameters). + PackedStringArray parameter_names_mismatch; + parameter_names_mismatch.push_back("foo"); + parameter_names_mismatch.push_back("bar"); + CHECK_MESSAGE( + expression.parse("foo + bar + 50", parameter_names_mismatch) == OK, + "The expression should parse successfully."); + Array values_mismatch; + values_mismatch.push_back(60); + values_mismatch.push_back(20); + values_mismatch.push_back(110); + CHECK_MESSAGE( + int(expression.execute(values_mismatch)) == 130, + "The expression should return the expected value."); + + // Mismatched argument count (more parameters than values). + PackedStringArray parameter_names_mismatch2; + parameter_names_mismatch2.push_back("foo"); + parameter_names_mismatch2.push_back("bar"); + parameter_names_mismatch2.push_back("baz"); + CHECK_MESSAGE( + expression.parse("foo + bar + baz + 50", parameter_names_mismatch2) == OK, + "The expression should parse successfully."); + Array values_mismatch2; + values_mismatch2.push_back(60); + values_mismatch2.push_back(20); + // Having more parameters than values will parse successfully but print an + // error message when executing. + ERR_PRINT_OFF; + CHECK_MESSAGE( + int(expression.execute(values_mismatch2)) == 0, + "The expression should return the expected value."); + ERR_PRINT_ON; +} + +TEST_CASE("[Expression] Invalid expressions") { + Expression expression; + + CHECK_MESSAGE( + expression.parse("\\") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("0++") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("()") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("()()") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("() - ()") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("() * 12345") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("() * 12345") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("123'456") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); + + CHECK_MESSAGE( + expression.parse("123\"456") == ERR_INVALID_PARAMETER, + "The expression shouldn't parse successfully."); +} + +TEST_CASE("[Expression] Unusual expressions") { + Expression expression; + + // Redundant parentheses don't cause a parse error as long as they're matched. + CHECK_MESSAGE( + expression.parse("(((((((((((((((666)))))))))))))))") == OK, + "The expression should parse successfully."); + + // Using invalid identifiers doesn't cause a parse error. + ERR_PRINT_OFF; + CHECK_MESSAGE( + expression.parse("hello + hello") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 0, + "The expression should return the expected result."); + ERR_PRINT_ON; + + ERR_PRINT_OFF; + CHECK_MESSAGE( + expression.parse("$1.00 + €5") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 0, + "The expression should return the expected result."); + ERR_PRINT_ON; + + // Commas can't be used as a decimal parameter. + CHECK_MESSAGE( + expression.parse("123,456") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 123, + "The expression should return the expected result."); + + // Spaces can't be used as a separator for large numbers. + CHECK_MESSAGE( + expression.parse("123 456") == OK, + "The expression should parse successfully."); + CHECK_MESSAGE( + int(expression.execute()) == 123, + "The expression should return the expected result."); + + // Division by zero is accepted, even though it prints an error message normally. + CHECK_MESSAGE( + expression.parse("-25.4 / 0") == OK, + "The expression should parse successfully."); + ERR_PRINT_OFF; + CHECK_MESSAGE( + Math::is_zero_approx(float(expression.execute())), + "`-25.4 / 0` should return 0."); + ERR_PRINT_ON; + + CHECK_MESSAGE( + expression.parse("0 / 0") == OK, + "The expression should parse successfully."); + ERR_PRINT_OFF; + CHECK_MESSAGE( + int(expression.execute()) == 0, + "`0 / 0` should return 0."); + ERR_PRINT_ON; + + // The tests below currently crash the engine. + // + //CHECK_MESSAGE( + // expression.parse("(-9223372036854775807 - 1) % -1") == OK, + // "The expression should parse successfully."); + //CHECK_MESSAGE( + // int64_t(expression.execute()) == 0, + // "`(-9223372036854775807 - 1) % -1` should return the expected result."); + // + //CHECK_MESSAGE( + // expression.parse("(-9223372036854775807 - 1) / -1") == OK, + // "The expression should parse successfully."); + //CHECK_MESSAGE( + // int64_t(expression.execute()) == 0, + // "`(-9223372036854775807 - 1) / -1` should return the expected result."); +} + +} // namespace TestExpression + +#endif // TEST_EXPRESSION_H diff --git a/tests/test_main.cpp b/tests/test_main.cpp index 892cc26a51..43c1ef331f 100644 --- a/tests/test_main.cpp +++ b/tests/test_main.cpp @@ -36,6 +36,7 @@ #include "test_basis.h" #include "test_class_db.h" #include "test_color.h" +#include "test_expression.h" #include "test_gdscript.h" #include "test_gradient.h" #include "test_gui.h" |