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* Fix joystick crash when mapping is -1darkoff92017-04-101-0/+1
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* Re-add ouya gamepad mapping.Andreas Haas2017-04-101-0/+2
| | | | Also adds yet another type of ps4 controller.
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-5/+5
| | | | | | | | 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
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix warped mouse panning on LinuxPedro J. Estébanez2017-04-031-1/+16
| | | | Fix/improve it also on certain edge cases for any platform
* Input: Update Gamepad mappings.Andreas Haas2017-04-021-12/+34
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* Initialize hat values for mapping and revert X360 mappings.Jordan Patterson2017-03-311-2/+7
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* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-44/+41
| | | | | 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...
* Merge pull request #8137 from Hinsbart/mbutton_posRémi Verschelde2017-03-241-0/+5
|\ | | | | Input: Update mouse position on mouse-button events.
| * Input: Update mouse position on mouse-button events.Andreas Haas2017-03-241-0/+5
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* | Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez2017-03-221-0/+11
|/ | | | | 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
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-184/+163
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Better handling of joypad device IDs.Andreas Haas2017-02-261-0/+9
| | | | | | | 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
* Keyboard Input modifiers do not block actions.Fabio Alessandrelli2017-01-251-9/+6
| | | | | | | | | | 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
* Ability to delete, drag and drop audio buses!Juan Linietsky2017-01-231-1/+1
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* Style: No break before list braceRémi Verschelde2017-01-161-2/+1
| | | | | | | 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`
* Merge pull request #7127 from BastiaanOlij/ios_metersRémi Verschelde2017-01-151-0/+14
|\ | | | | Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
| * Added support for getting gravity vector from iOSBastiaanOlij2017-01-121-0/+14
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* | 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.
* | rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky2017-01-131-1/+1
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* | Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-12/+12
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* More fixes to Joypad renaming.Andreas Haas2017-01-081-6/+6
| | | | | | 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.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-20/+20
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* 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!
* Merge pull request #6862 from Faless/fix_6388Rémi Verschelde2016-11-111-7/+7
|\ | | | | Fix Keyboard Input Hangs when using modifiers
| * Fix Keyboard Input Hangs when using modifiersFabio Alessandrelli2016-10-191-7/+7
| | | | | | | | | | | | | | | | 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.
* | Rename remaining WinRT references to UWPGeorge Marques2016-11-031-1/+1
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* | Rename WINRT_ENABLED to UWP_ENABLEDGeorge Marques2016-11-031-1/+1
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* Allow whitespace in Gamepad mappings.Andreas Haas2016-10-151-2/+2
| | | | | | | | 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 ,"
* Merge pull request #6568 from Hinsbart/joy_namesRémi Verschelde2016-09-261-0/+58
|\ | | | | Add functions to get readable names for joystick events
| * Add function to get readable names for joystick eventsAndreas Haas2016-09-201-0/+58
| | | | | | | | Closes #6476
* | Fix input action pressed state not changing for quick joystick movements.Andreas Haas2016-09-151-0/+7
|/ | | | | fixes #6488 Also removes a bunch of dead code related to checking if a joystick axis is pressed.
* Merge pull request #6363 from vnen/winrtJuan Linietsky2016-09-101-0/+4
|\ | | | | Fix the support for WinRT/UWP
| * Implement missing WinRT functionsGeorge Marques2016-09-031-0/+4
| | | | | | | | | | | | | | | | - 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.
* | Merge pull request #6442 from RandomShaper/fix-action-releaseGeorge Marques2016-09-101-1/+1
|\ \ | | | | | | Fix Input.action_release() marking action as pressed
| * | Fix Input.action_release() marking action as pressedPedro J. Estébanez2016-09-101-1/+1
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* | | x11: fix x360 wireless gamepad mapping.Andreas Haas2016-09-081-1/+1
|/ / | | | | | | | | Uses hat values instead of buttons for the dpad now. Fixes #6419
* | Update gamepad mappings from community db.Andreas Haas2016-09-021-1/+28
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* | -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-18/+69
|/ | | | is_action_just_released()
* Fix crash when trying to access the guid of an unavailable Gamepad.Andreas Haas2016-08-281-0/+1
| | | | Throws an error now.
* Fix steam controller gamepad mappingAndreas Haas2016-08-051-1/+1
| | | | The left stick click was missing
* Add gamepad mapping for the steam controller userspace driver.Andreas Haas2016-07-261-0/+1
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* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+14
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* Merge pull request #5559 from Hinsbart/connected_joystickspunto-2016-07-101-3/+15
|\ | | | | Input: add get_connected_joysticks() method.
| * Input: add get_connected_joysticks() method.Andreas Haas2016-07-051-3/+15
| | | | | | | | fixes #5465
* | Can use AtlasTextures as custom mouse cursor.Andreas Haas2016-07-031-1/+4
|/ | | | fixes #3957
* Fix the joystick vibration timestampWilhem Barbier2016-06-201-1/+1
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* Merge pull request #5225 from Hinsbart/x_rumbleRémi Verschelde2016-06-191-1/+1
|\ | | | | Windows: Support gamepad vibration using XInput.
| * Windows: Support gamepad vibration using XInput.Andreas Haas2016-06-151-1/+1
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* | Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
|/ | | Also removes a couple wrong Godot headers from third-party source files.