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path: root/core/input/input.cpp
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2022-06-28Input: Make `get_action_raw_strength` print error when the action doesn't existMarco F
2022-06-04Merge pull request #61669 from fire-forge/inputRémi Verschelde
Make Input `mouse_mode` and `use_accumulated_input` properties
2022-06-03Make Input mouse_mode and use_accumulated_input propertiesFireForge
2022-06-03Add array element type to `get_connected_joypads`Raul Santos
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-12Add a new HashMap implementationreduz
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-04-22Use Input::push_input for tests plus extra mouse testingPaulb23
2022-04-14Merge pull request #60208 from Magorx/input-set-custom-mouse-cursor-fixRémi Verschelde
Added p_shape check to avoid engine crash in DisplayServer
2022-04-13Added p_shape check to avoid engine crushKingCakeTheFruity
2022-04-06Fix some issues found by cppcheck.bruvzg
2022-03-27Rename warp mouse functions to warp_mouseMarkus Sauermann
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-03Merge pull request #56764 from madmiraal/fix-45592-2Rémi Verschelde
2022-01-24Merge pull request #56754 from madmiraal/fix-45592Rémi Verschelde
2022-01-20Add `Input.is_anything_pressed` methodAndrii Doroshenko (Xrayez)
2022-01-14Fix Actions mapped to triggers not using the full rangeMarcel Admiraal
2022-01-13Fix mouse velocity not changing fast enoughMarcel Admiraal
- Uses all accumulated movements when calculating velocity - Discards old accumulated movements - Sets last mouse velocity to zero when there is no movement
2022-01-13Use mouse event relative motion to calculate mouse velocityMarcel Admiraal
2022-01-11Merge pull request #56322 from madmiraal/fix-42450Rémi Verschelde
2022-01-10Add joystick button index boundary check. Increase max. button number to 128 ↵bruvzg
(max. buttons supported by DirectInput).
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-29Rename speed to velocity when it's a directional VectorMarcel Admiraal
2021-12-17Revert "Fixed event spam when using the Nintendo Switch controller"Marcel Admiraal
2021-12-16Fixed event spam when using the Nintendo Switch controllerSam Lantinga
There is no filtering on the Nintendo Switch Pro controller thumbstick, so there will frequently be events with very slight change. These are turned into "not pressed" events, which cancel "pressed" events from keys and buttons. This change filters out up to 5% jitter, but it might be worth revisiting whether "not pressed" events should cancel "pressed" events.
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-06Unexpose joy_connection_changed methodkobewi
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-23Add Input.is_physical_key_pressed method.bruvzg
2021-11-16Rename built-in `SGN()` macro to `SIGN()`Hugo Locurcio
This matches the name of the GDScript function (except it's uppercase here).
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-03Sync controller mappings DB with SDL2 community repoRémi Verschelde
Synced with gabomdq/SDL_GameControllerDB@322aac4bb71d8c62ec7dcd4eb627a9d338b37684. Also improve parser errors to allow identifying the problematic mappings.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-22Merge pull request #53812 from RandomShaper/expose_flush_inputRémi Verschelde
2021-10-22Expose Input::flush_buffered_events()Pedro J. Estébanez
2021-10-12Exposed setters for sensor values in Input classДмитрий Сальников
2021-10-04GDScript completion: Handle quote style ad-hoc to remove editor dependencyRémi Verschelde
`core` and `scene` shouldn't depend on `editor`, so they can't query this style setting in `get_argument_options`. But we can handle it after the fact in GDScript's completion code. Also cleans up a couple extra unused invalid includes in `core`.
2021-09-30Use range iterators for `Map`Lightning_A
2021-08-16Adding InputMap action error suggestion for Input singletonjmb462
2021-08-13Style: Cleanup code using `text_editor/completion/use_single_quotes`Rémi Verschelde
2021-08-13Add input buffering frameworkPedro J. Estébanez
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses. For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13Improve input event accumulationPedro J. Estébanez
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag. - Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes). - Touch drag events now support accumulation.
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-22Fix Input get_action_raw_strengthAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-20Move many input enums to their own fileAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A