| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes #81758
DisplayServerWeb::process_joypads handles buttons 6 and 7 of the
HTML5 Standard Gamepad as a special case by doing:
`input->joy_axis(idx, (JoyAxis)b, s_btns[b]);`
This doesn't work because there is no JoyAxis 6 or 7 in the enum
To fix this we use JoyAxis::TRIGGER_LEFT and TRIGGER_RIGHT for button 6
and 7
However since we are now lying to input->joy_axis we also need to lie in
the mappings for the standard gamepad in godotcontrollersdb.txt,
otherwise input->joy_axis will try to find a mapping to axis 4(LT) and
axis 5(RT) that's not defined.
Therefore we set lefttrigger to +a4 and righttrigger to +a5 in the
mapping, to match what we are actually sending.
A cleaner, and more involved fix to this would be modifying
input->joy_button so that it can handle analog buttons and map them to
axes preserving their value instead of converting to boolean
(cherry picked from commit 9dd372f3164f3daf01c02d1f4ba304ffde47f394)
|
|\
| |
| |
| | |
Fix physics tick count in `Input.action_press` and `Input.action_release`
|
| |
| |
| |
| | |
The physics tick count was not yet updated there.
|
|\ \
| |/
|/|
| | |
Cleanup Android input on render thread settings
|
| |
| |
| |
| |
| |
| |
| | |
Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.
Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
|
| | |
|
|/
|
|
|
|
| |
The counter is now incremented at the start of a physics tick rather than at the end.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
|
|
|
|
|
|
|
| |
uninitialized scalar variable
- Fixes #88630.
- Fixes #92578.
|
|\
| |
| |
| | |
Clean `Input::frame_parsed_events` before de-initialising scripting languages to ensure no script created events exist at the exit.
|
| |
| |
| |
| | |
to ensure no script created events exist at the exit.
|
|/ |
|
| |
|
|\
| |
| |
| | |
Handle warped mouse motion as floating point
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Fixes certain issues where sub-pixel motions would get discarded while
the mouse is captured, such as when free look is enabled in the editor
(at least when turned on while holding right click).
Very slightly compat breaking, as actual public APIs are changed,
although with "compatible" types (Point2i->Point2).
|
| |
| |
| |
| |
| | |
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
|
| |
| |
| |
| | |
Synced with mdqinc/SDL_GameControllerDB@5b4efa3a2015552cec4cb809169d29615202e9f2
|
| |
| |
| |
| | |
Synced with mdqinc/SDL_GameControllerDB@4c9b8dace8378e22474556e0259d02b59ea55484
|
| |
| |
| |
| |
| |
| |
| | |
Changed Input.action_press() treatment of strength parameter to match
behavior of InputEventAction and documentation, by clamping between 0
and 1. Fixes Input.get_action_strength() returning values over 1 when
large values are passed to Input.action_press().
|
|\ \
| | |
| | |
| | | |
Add 'Skip to next (text) occurrence' feature to text editor
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Adds `ui_text_skip_selection_for_next_occurrence` action and related implementation to text editor.
This action is bound `Ctrl+Alt+D` shorcut.
Used in conjonction with `ui_add_skip_selection_for_next_occurrence`, it gives the user the ability to select many occurrences of a selection
and avoid some of them.
Used without a previous selection, the action jumps to the next occurrence of the current word under the caret.
|
|/ / |
|
| |
| |
| |
| | |
This also improves the documentation related to emulated InputEvents.
|
| | |
|
| | |
|
| |
| |
| |
| | |
• Ensure utf-8 encoding if previously unspecified
|
| | |
|
| | |
|
| | |
|
|/ |
|
| |
|
|
|
|
| |
Synced with gabomdq/SDL_GameControllerDB@232c738ce0948eb86b6b1b6ba7bcdc92d10faef0
|
|
|
|
|
|
|
|
|
|
| |
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.
It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
|
|\
| |
| |
| | |
Check action exists in `Input.action_press` and `action_release`
|
| | |
|
|/
|
|
| |
Co-authored-by: Caroline Joy Bell <halotroop2288@proton.me>
|
|\
| |
| |
| | |
Add const references detected by clang-tidy
|
| | |
|
|/ |
|
|
|
|
| |
from mouse in input
|
| |
|
| |
|
|
|
|
|
|
| |
Synced with gabomdq/SDL_GameControllerDB@eb831f75abb5c796fb2f2843c3e055d2b8cba29b
Fixes #83552.
|
|\
| |
| |
| | |
Android: Fix joypad trigger value range
|
| |
| |
| |
| |
| |
| | |
`Input::joy_axis` converts trigger values to be between 0.0f to 1.0f by default. This is not needed for Android, as values are already within that range, as per Android documentation: https://developer.android.com/reference/android/view/MotionEvent#AXIS_RTRIGGER
This patch prevents this conversion on Android, which caused L2 and R2 triggers to get stuck pressed. https://github.com/godotengine/godot/issues/79263
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Pressed tick assignments were in the wrong scope, resulting in updating
`pressed_frame` even when it shouldn't and therefore the `just_pressed`
would return true every time that the strength changes and not only when
there's a new valid press.
Fixes #81975.
|
|\ \
| | |
| | |
| | | |
Make InputEventShortcut always pressed
|
| | | |
|
|/ /
| |
| |
| | |
Synced with gabomdq/SDL_GameControllerDB@fc4b33c87239865487a3d956f7540a8d420066f5
|
|\ \
| | |
| | |
| | | |
Prevent axis-based actions from getting stuck
|
| |/ |
|