| Commit message (Collapse) | Author | Age | Files | Lines |
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(cherry picked from commit 1c419531a009f48aa074f9b5f93b98d387c33723)
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(cherry picked from commit d71d968987055473bbd1ab263f7d9386cc6a2614)
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Implement universal translation of touch to mouse (3.0)
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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.
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Matches the change for 2.1 in #18626, and the new requirements from Google
for new apps starting with August 2018 (targetSdkVersion 26 or higher):
https://android-developers.googleblog.com/2017/12/improving-app-security-and-performance.html
(cherry picked from commit a6552819b1d357c0ee1afdbec7485afafa544793)
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(cherry picked from commit d3182248c4ab29ab20decabe17066018298a8073)
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(cherry picked from commit c8884ce3bddfeb2dead4208047edb27f97a7e78d)
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Input source types are not pure bit flags, they are combinations of
flags, so != 0 check was incorrect and resulted in crashes later, when
trying to obtain the device.
(cherry picked from commit 5dffa506dc3168e96b4a03d1defbf34661cdff05)
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It is possible that input comes before the engine is fully initialized.
This fixes the crashes that ocurred when that happens.
(cherry picked from commit 995724b762fd86e46eb9c5e61aa42303f2b48086)
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Fix #17644
(cherry picked from commit 4e378aeeb874b596fa08d079d9e107b2863f1144)
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(cherry picked from commit 61e8f8a86689bcac91382f993b7b0f9803222b68)
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set_pause can be called before the driver is initialized, and there
already is a check for that. The problem is that the 'active' field
was not initialied in the constructor, which lead to it having an
undefined value.
(cherry picked from commit c10749d51f2b77eb1b38909d790e7d3895a97364)
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Fixes #17076.
(cherry picked from commit 7d09e6540afdf69d3610661145d13090a3d9d18a)
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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
```
(cherry picked from commit 612ab4bbc6f2396f4dcd68c3f142f7dfa2f5f0a5)
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Command line options were refactored for 3.0 to follow the common usage
of double-dashed long options, but `--main-pack` went through the cracks.
Fixes #16533.
(cherry picked from commit e3658a6464b4473b7cca1d41f9315cd6bfd255d4)
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(cherry picked from commit 853b1daa499cf3add4014cf4d825c01603e2d1ea)
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As it turns out, onTextChanged supplies a mutable CharSequence, which
lead to crashes or unexpected behaviour when input was coming faster
than it was processed.
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Make remote FS work with GDNative on Android
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.so files are added to the .apk when remote FS is used.
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Fix #15603
Fix #15513
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Fix Android multi touch
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Fix #11798
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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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Update android build tool to latest
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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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Remove debug logs that are of no use to end users
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Increase sleep time for android export thread
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Fix crash on Android export
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Caused by a zero-length command-line segment.
Fixes #14343.
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Only those from org/godotengine/godot though, not the thirdparty ones.
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Update Android compileSdkVersion to 26
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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