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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Add function to get readable names for joystick eventsAndreas Haas2016-10-091-0/+4
| | | | | | Closes #6476 (cherry picked from commit e0fcd9331a7ce0e3afd7240a65ecf3e8c59ef9a3)
* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+1
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* Input: add get_connected_joysticks() method.Andreas Haas2016-07-051-0/+1
| | | | fixes #5465
* Set default duration parameter of joystick vibration to 0.Andreas Haas2016-06-211-1/+1
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* Add joystick vibration support on Linux (#5043)Wilhem Barbier2016-06-151-0/+4
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* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-0/+1
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* Add some joystick functions to input. Enables manipulation of mappings at ↵hondres2016-01-081-0/+4
| | | | runtime
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-2/+2
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky2015-09-241-306/+1
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* -display/emulate_touchscreen now really emulates a touchscreenJuan Linietsky2015-08-291-0/+43
| | | | -icons to show node menus
* -Fixed android export options (screen sizes, orientation should work)Juan Linietsky2015-05-011-1/+1
| | | | -added functions to get mouse position in CanvasItem
* -removed get_mouse_pos from Input, as it only caused problemsJuan Linietsky2015-05-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Add InputEvent::ACTION get/set support for variantsanikoyes2015-01-201-0/+2
| | | | Add action_press/action_release method bind
* -added new code completion guess locations, closes #1032Juan Linietsky2015-01-031-0/+25
| | | | -moved commandline fix to mingw-only, should fix #1064
* - more fixes on #672 on windowsJuan Linietsky2014-09-191-0/+6
| | | | | | - added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () )
* Small Issues & MaintenanceJuan Linietsky2014-08-011-0/+16
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+2
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* Fixing compile error related to missing return value from input.cppSamuel Batista2014-03-141-1/+1
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* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-0/+7
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+311