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path: root/core/input/input.cpp
AgeCommit message (Collapse)Author
2021-04-17Avoid creating joy_names map entries when using Map operator[]Marcel Admiraal
2021-03-23Rename some more global enums (Key, Joy, MIDI)Aaron Franke
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-02-24Input: Throw error if action doesn't existLiz Haas
Thow errors if requesting an unexisting InputMap action. Makes `Input.is_action_*` methods consistents with `Event.is_action_*` which already throw errors. fixes #33303
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-18Added ability to override built-in actions for the editorEric M
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
2021-02-15Merge pull request #44355 from ↵Rémi Verschelde
EricEzaM/PR/fix-action-false-positives-and-allow-checking-exact-matches Allow checking for exact matches with Action events.
2021-02-07Add support for new SDL gamecontroller keywords.Marcel Admiraal
2021-01-18Better gamepad axis event injection.Fabio Alessandrelli
In the core input handling code we have checks to make sure that if axis rapidly change sign we inject mid-points to release any pending inputmap action. The function though, did not correctly insert the mid-point causing dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to not be released correctly. This commit fixes that by including in the check the case where the axis swtiches from abs(1) to 0.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde
Rename MainLoop methods to match Node methods
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal
2020-12-15Allow checking for exact matches with Action events.EricEzaM
Added additional param to action related methods to test for exactness. If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event. Before: * Action Event = KEY_S * Input Event = KEY_CONTROL + KEY_S * Is Action Pressed = True Now: You can still do the above, however you can optionally check that the input is exactly what the action event is: * Action Event = KEY_S * Input Event = KEY_CONTROL + KEY_S * p_exact_match = True * Is Action Pressed = False * If the Input Event was only KEY_S, then the result would be true. Usage: ```gdscript Input.is_action_pressed(action_name: String, exact_match: bool) Input.is_action_pressed("my_action", true) InputMap.event_is_action(p_event, "my_action", true) func _input(event: InputEvent): event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match" event.is_action("my_action", true) ```
2020-12-03Ignore hint entries in game controller mappingMarcel Admiraal
2020-11-19Update joy button and stick names, enums and documentationMarcel Admiraal
2020-11-16Merge pull request #43233 from madmiraal/fix-42876Rémi Verschelde
Remove unneeded filter on joy_axis()
2020-11-11Allow getting Input axis/vector values by specifying multiple actionsAaron Franke
For get_vector, use raw values and handle deadzones appropriately
2020-11-11Add raw strength value for internal useAaron Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-31Remove unneeded filter on joy_axis()Marcel Admiraal
2020-10-26Provide support for buttons and D-pads mapped to half axes, andMarcel Admiraal
fix axes mapped to buttons and D-pads.
2020-05-19Style: Remove unnecessary semicolons from `core`Rémi Verschelde
Semicolons are not necessary after function definitions or control flow blocks, and having some code use them makes things inconsistent (and occasionally can mess up `clang-format`'s formatting). Removing them is tedious work though, I had to do this manually (regex + manual review) as I couldn't find a tool for that. All other code folders would need to get the same treatment.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-13Implement half axis and inverted axis mapping.Marcel Admiraal
2020-05-13Update game controller enums.Marcel Admiraal
2020-05-13Parse SDL game controller half axis and inverted axis entries.Marcel Admiraal
2020-04-29[Core] Rename linear_interpolate to lerpAaron Franke
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.