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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-3/+3
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+1
| | | | | | | | | 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).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-2/+2
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-12/+12
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Fix Keyboard Input Hangs when using modifiersFabio Alessandrelli2016-10-191-3/+3
| | | | | | | | 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.
* Fix input action pressed state not changing for quick joystick movements.Andreas Haas2016-09-151-58/+0
| | | | | fixes #6488 Also removes a bunch of dead code related to checking if a joystick axis is pressed.
* -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-0/+4
| | | | is_action_just_released()
* fix ui_* input events in EditorAndreas Haas2016-06-051-24/+24
| | | | | `input/` is the category for these in globals ^^ fixes #5050
* Make Input Actions config not affect the editorJuan Linietsky2016-06-051-0/+62
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* Added InputMap.get_actions()J08nY2016-06-041-0/+30
| | | | get_actions() lists all actions in the InputMap.
* add sign comparison for joystick axis events in InputMap::_find_eventHinsbart2016-04-221-1/+1
| | | | fixes #4400
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* fix InputMap::action_erase_event()hondres2016-03-071-4/+1
| | | | fixes #3976
* -make signals throw an error when target method is not found, fixes #2036Juan Linietsky2016-01-041-1/+1
| | | | | -removed 4 arguments limit for emit_signal() from script -remvoed 4 arguments limit for call_deferred() from script
* proper joy axis support as actions, can be configured and inquired, fixes #2317Juan Linietsky2016-01-021-0/+58
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* fix a compile errorJuan Linietsky2015-05-181-2/+2
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* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-1/+17
| | | | -Added function to retrieve list of actions fron InputMap
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* added bindings for InputMapDana Olson2014-04-231-0/+18
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+209