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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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This reverts #38034 and removes the `iteration()` method.
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I turned it off by mistake in #38697.
See also #62664 for details on this boolean's complex history :)
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Make Input `mouse_mode` and `use_accumulated_input` properties
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* 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!
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These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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- Uses all accumulated movements when calculating velocity
- Discards old accumulated movements
- Sets last mouse velocity to zero when there is no movement
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Happy new year to the wonderful Godot community!
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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).
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- 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.
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Also MIDIMessage
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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EricEzaM/PR/fix-action-false-positives-and-allow-checking-exact-matches
Allow checking for exact matches with Action events.
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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 🎆
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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)
```
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Remove unneeded filter on joy_axis()
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For get_vector, use raw values and handle deadzones appropriately
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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fix axes mapped to buttons and D-pads.
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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.
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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.
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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.
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