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path: root/editor/input_event_configuration_dialog.cpp
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2023-01-27Fix typos in input action editor key type namesHugo Locurcio
This also makes those strings localizable.
2023-01-23Cleanup and unify keyboard input.bruvzg
- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes. - Unify IME behaviour, add inline composition string display on Windows and X11. - Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events. - Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS. - Add support for media key handling on macOS. Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-01-23Convert en_GB spelling to en_US with codespellRémi Verschelde
2023-01-10Propagate allowed input types to `event_listener` when setting them on ↵Eric M
`InputEventConfigurationDialog`
2023-01-05One Copyright Update to rule them allRémi Verschelde
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".
2022-11-18Refactor `get_event_text` to a static method, remove high deadzone from ↵Eric M
event configuration. * `get_event_text` and `get_device_string` are now static methods (they always could have been) * Applied 90% deadzone on joypad motion inputs in the configurator had the effect of ignoring most joypad motion inputs. Low ones do not need to be filtered out as JoypadMotion is only considered 'pressed' if it as above 50% strength - and that works well.
2022-10-14Focus EventListener when InputEventConfigurationDialog is opened.Eric M
2022-10-06Split `action_map_editor` file into one file per class it contained.Eric M
* ActionMapEditor * EventListenerLineEdit * InputEventConfigurationDialog