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path: root/core/input_map.cpp
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2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-06Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTERBojidar Marinov
Closes #7695
2017-07-30Style: Apply clang-format on all filesRémi Verschelde
Thus fixing some invalid changes that had still made it to the master branch.
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-19Merge pull request #9703 from Noshyaar/docsRémi Verschelde
Add object type hint for docs
2017-07-19Fix errors with global config names no more sorrys pleasegeequlim
2017-07-19Add object type hint for docsPoommetee Ketson
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-01-25Keyboard Input modifiers do not block actions.Fabio Alessandrelli
This means, if you press "F" while holding "shift" and there is and action registered for "F" that action should be pressed. This commit restore this behaviour, lost when implementing is_action_just_pressed. If you want "blocking modifiers" you should code it via script. Fixes 6826
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-10-19Fix Keyboard Input Hangs when using modifiersFabio Alessandrelli
Main input parsing loop only update actions for keyboard if the state has changed. `InputMap::event_is_action` now ignores keyboard modifiers if the event is not pressed. Clarify difference between `InputMap::action_has_event` and `InputMap::event_is_action` in docs. Fixes #6388.
2016-09-15Fix input action pressed state not changing for quick joystick movements.Andreas Haas
fixes #6488 Also removes a bunch of dead code related to checking if a joystick axis is pressed.
2016-09-01-Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky
is_action_just_released()
2016-06-05fix ui_* input events in EditorAndreas Haas
`input/` is the category for these in globals ^^ fixes #5050
2016-06-05Make Input Actions config not affect the editorJuan Linietsky
2016-06-04Added InputMap.get_actions()J08nY
get_actions() lists all actions in the InputMap.
2016-04-22add sign comparison for joystick axis events in InputMap::_find_eventHinsbart
fixes #4400
2016-03-09remove trailing whitespaceHubert Jarosz
2016-03-07fix InputMap::action_erase_event()hondres
fixes #3976
2016-01-04-make signals throw an error when target method is not found, fixes #2036Juan Linietsky
-removed 4 arguments limit for emit_signal() from script -remvoed 4 arguments limit for call_deferred() from script
2016-01-02proper joy axis support as actions, can be configured and inquired, fixes #2317Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-05-18fix a compile errorJuan Linietsky
2015-05-18-Rename unexisting by nonexistant, closes #1940Juan Linietsky
-Added function to retrieve list of actions fron InputMap
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-04-23added bindings for InputMapDana Olson
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky