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path: root/editor/action_map_editor.h
AgeCommit message (Collapse)Author
2022-09-07Fix key mapping changes when moving from macOS to other platformbruvzg
Removes separate `Command` key (use `Meta` instead). Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-05-21Add the button pressed to some signals in Treetrollodel
2022-05-04Disable add button when action name is invalidAaron Record
2022-04-12Redesign InputEvent editor pluginFireForge
- Use vertical layout and add text wrapping - Fix Window.popup_centered() rect calculation
2022-04-11Merge pull request #59514 from EricEzaM/input-editor-fixesRémi Verschelde
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-04-01Action Map Editor fixes and improvementsEric M
Multiple fixes: * Fixed device not being updated correctly (changing the device dropdown did not actually change the underlying event's device) * Device selection now defaults to `All Devices` * Device is now displayed in the text shown in the input event editor, and in the action list. * There was code running twice previously because of the following interaction: 1) input via "Listen for Input" tab. 2) `_set_event` gets called. 3) input list tree selection gets updated to match the listened event. 4) tree "item_selection" signal is emitted. 5) eventually `_set_event` is called again. * The only reason this was not an infinite loop is because reselection is disabled on the tree. So, the code runs twice - not a big deal, but it is unnecessary processing and it could cause an issue in the future. If someone turns on reselection on the tree, the whole thing comes crashing down. This should prevent that scenario and make the code a bit safer and more robust.
2022-03-12Initialize bools in the headers in editorAaron Franke
2022-02-15Editor: Cleanup some includes dependenciesRémi Verschelde
Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-01-12Check if action name exists before adding it or renaming an action to itMarcel Admiraal
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-09-20Allow mouse button event detection in Action Map Editorjmb462
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-05Improve ActionMapEditorDanil Alexeev
- CheckBox replaced with CheckButton. - Removed unnecessary code.
2021-02-19New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.Eric M
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required. This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.