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path: root/main/input_default.cpp
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2017-05-27Fix InputEvent actions.Andreas Haas
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.
2017-05-25Fix echo key event handling.Andreas Haas
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-10Fix joystick crash when mapping is -1darkoff9
2017-04-10Re-add ouya gamepad mapping.Andreas Haas
Also adds yet another type of ps4 controller.
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
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
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-03Fix warped mouse panning on LinuxPedro J. Estébanez
Fix/improve it also on certain edge cases for any platform
2017-04-02Input: Update Gamepad mappings.Andreas Haas
2017-03-31Initialize hat values for mapping and revert X360 mappings.Jordan Patterson
2017-03-26Input: Remove usage of platform dependent event IDs.Andreas Haas
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...
2017-03-24Merge pull request #8137 from Hinsbart/mbutton_posRémi Verschelde
Input: Update mouse position on mouse-button events.
2017-03-24Input: Update mouse position on mouse-button events.Andreas Haas
2017-03-22Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez
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
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
2017-02-26Better handling of joypad device IDs.Andreas Haas
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
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
2017-01-23Ability to delete, drag and drop audio buses!Juan Linietsky
2017-01-16Style: No break before list braceRémi Verschelde
clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-15Merge pull request #7127 from BastiaanOlij/ios_metersRémi Verschelde
Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
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.
2017-01-13rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky
2017-01-13Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky
2017-01-12Added support for getting gravity vector from iOSBastiaanOlij
2017-01-08More fixes to Joypad renaming.Andreas Haas
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^ I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad mappings.
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
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!
2016-11-11Merge pull request #6862 from Faless/fix_6388Rémi Verschelde
Fix Keyboard Input Hangs when using modifiers
2016-11-03Rename remaining WinRT references to UWPGeorge Marques
2016-11-03Rename WINRT_ENABLED to UWP_ENABLEDGeorge Marques
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.
2016-10-15Allow whitespace in Gamepad mappings.Andreas Haas
Previously, mappings that contained whitespace (most likely after a comma seperator) would not parse correctly. Consider the following mapping as an example: "_test_guid_, test controller, a:b0, b:b1, leftx:a0 ,"
2016-09-26Merge pull request #6568 from Hinsbart/joy_namesRémi Verschelde
Add functions to get readable names for joystick events
2016-09-20Add function to get readable names for joystick eventsAndreas Haas
Closes #6476
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.
2016-09-10Merge pull request #6363 from vnen/winrtJuan Linietsky
Fix the support for WinRT/UWP
2016-09-10Merge pull request #6442 from RandomShaper/fix-action-releaseGeorge Marques
Fix Input.action_release() marking action as pressed
2016-09-10Fix Input.action_release() marking action as pressedPedro J. Estébanez
2016-09-08x11: fix x360 wireless gamepad mapping.Andreas Haas
Uses hat values instead of buttons for the dpad now. Fixes #6419
2016-09-03Implement missing WinRT functionsGeorge Marques
- Fix buildsystem for WinRT/UWP platform. - Add audio driver and joystick mapping for WinRT. - Enable thread class for WinRT. - Refactor MSVC compiler architecture detection to methods.py, so it can be used by Windows and WinRT.
2016-09-02Update gamepad mappings from community db.Andreas Haas
2016-09-01-Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky
is_action_just_released()
2016-08-28Fix crash when trying to access the guid of an unavailable Gamepad.Andreas Haas
Throws an error now.
2016-08-05Fix steam controller gamepad mappingAndreas Haas
The left stick click was missing
2016-07-26Add gamepad mapping for the steam controller userspace driver.Andreas Haas
2016-07-16Added gyroscope support to Godot and AndroidJamil Halabi
2016-07-10Merge pull request #5559 from Hinsbart/connected_joystickspunto-
Input: add get_connected_joysticks() method.
2016-07-05Input: add get_connected_joysticks() method.Andreas Haas
fixes #5465
2016-07-03Can use AtlasTextures as custom mouse cursor.Andreas Haas
fixes #3957
2016-06-20Fix the joystick vibration timestampWilhem Barbier