Age | Commit message (Collapse) | Author |
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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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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<>
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Synced with gabomdq/SDL_GameControllerDB@b7d126eb71fe9354a2b7cf04085a5fff58ed3815
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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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Added p_shape check to avoid engine crash in DisplayServer
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This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
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Fixes "duplicate message definition" when extracting messages.
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Synced with gabomdq/SDL_GameControllerDB@94b76208bc07a62a63575bc16da99411d325aac8
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Add web support for the Stadia controller.
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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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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(max. buttons supported by DirectInput).
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Happy new year to the wonderful Godot community!
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Synced with gabomdq/SDL_GameControllerDB@265b43b7895bc5cd5eaf498414e9c62b5152b0fb.
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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.
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Synced with gabomdq/SDL_GameControllerDB@348cfa347f21825e922493e3d15ed1bb3836e6c4.
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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This matches the name of the GDScript function (except it's uppercase
here).
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Synced with gabomdq/SDL_GameControllerDB@322aac4bb71d8c62ec7dcd4eb627a9d338b37684.
Also improve parser errors to allow identifying the problematic mappings.
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All reviewed manually and occasionally rewritten to avoid bad auto formatting.
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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`.
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