Age | Commit message (Collapse) | Author |
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We're not formally using C++11 yet so those trigger compilation warnings
(at least with GCC 5):
./main/input_default.h:122:30: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
CursorShape default_shape = CURSOR_ARROW;
^
Note: We may allow those eventually (especially for non-int static const),
but most of current occurrences were inconsistent with all other classes.
See also http://www.stroustrup.com/C++11FAQ.html#member-init
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Do not call `set_cursor_shape` when the cursor is inside the `Control` node.
Make it work for x11 in MOUSE_MODE_CONFINED.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Implement universal translation of touch to mouse (3.1)
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
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Allow actions to provide an analog value
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Closes #18043
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Custom hardware-accelerated mouse cursor
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Happy new year to the wonderful Godot community!
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Fixes #14639
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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interpolation.
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Input_default.cpp has been updated for the OUYA Game Controller to work
with fixed and functional mapping for Godot 3.0
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The fix (inserting a fake event so actions get released properly) was already there but disregarded the case when the hardware sends values in the [0;1] range.
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OUYA Game Controller for the Godot Game Engine version 3.0, allows the
controller to be implemented in the if (ANDROID) part within
input_default.cpp, hopefully fixing the problem that originated from
#9390 on version 2.1.4 BETA as well.
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Make the naming consistent with other classes.
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The `InputEvent::is_action(pressed|released)` methods weren't implemented yet.
Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
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this might cause bugs I haven't found yet..
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Also adds yet another type of ps4 controller.
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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Fix/improve it also on certain edge cases for any platform
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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Input: Update mouse position on mouse-button events.
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Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
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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
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Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
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