Age | Commit message (Collapse) | Author |
|
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Synced with gabomdq/SDL_GameControllerDB@265b43b7895bc5cd5eaf498414e9c62b5152b0fb.
|
|
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.
|
|
Synced with gabomdq/SDL_GameControllerDB@348cfa347f21825e922493e3d15ed1bb3836e6c4.
|
|
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
|
|
|
|
|
|
|
|
This matches the name of the GDScript function (except it's uppercase
here).
|
|
|
|
Synced with gabomdq/SDL_GameControllerDB@322aac4bb71d8c62ec7dcd4eb627a9d338b37684.
Also improve parser errors to allow identifying the problematic mappings.
|
|
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
|
|
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`.
|
|
|
|
|
|
|
|
|
|
|
|
Whenever we change the name (or remove) generated cpp files with the `.gen.cpp`
extension, users run into build issues when switching between branches (i.e.
switching before and after the name change/removal). This is because we glob
`*.cpp` so if a now-obsolete file from a previous build is present, we'll
include it too, potentially leading to bugs or compilation failure (due to
missing headers or invalid code).
So globbing patterns in `add_source_files` will now skip files ending with
`.gen.cpp`, which should instead be passed explicitly where they're used.
|
|
|
|
`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`.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fixes #52691.
|
|
This follows the general feature tag rename for 4.0.
|
|
|
|
|
|
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
|
|
Adding InputMap action error suggestions for Input singleton (Fix #51634)
|
|
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
|
|
|
|
Fixes behavior of these methods:
`InputMap::event_get_action_status`
`InputEvent*::action_match`
Previously when `p_pressed` was `nullptr`, `p_strength` would be set to
`0.0f` regardless of event strength. This affected `InputEventAction` events
processed by `Input.parse_input_event` for example.
Regression found in afa89c9eea5c99
|
|
|
|
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).
|
|
- 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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Synced with gabomdq/SDL_GameControllerDB@241fed0a4425d1b7679e3d3d7abdd2a2cd7fa57c.
|
|
* 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.
|
|
Sony PlayStation DualShock 4 (054c:05c4 first gen).
Unofficial Switch controller.
|