| Commit message (Collapse) | Author | Age | Files | Lines |
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Add const references detected by clang-tidy
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from mouse in input
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Synced with gabomdq/SDL_GameControllerDB@eb831f75abb5c796fb2f2843c3e055d2b8cba29b
Fixes #83552.
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Android: Fix joypad trigger value range
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`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
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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.
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Make InputEventShortcut always pressed
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Synced with gabomdq/SDL_GameControllerDB@fc4b33c87239865487a3d956f7540a8d420066f5
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Prevent axis-based actions from getting stuck
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The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
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Fix action state when multiple events are assigned
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This adds the ability for games to obtain platform-specific information about joypads such as their vendor/product ID, their XInput gamepad index or the real name of the device before it gets swapped out by the gamecontrollerdb's name.
This PR also includes a rebased version of #76045, this is because this PR is intended to be mainly to help people implementing Steam Input, as having the gamepad index is essential.
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Prevent double input events on gamepad when running through steam input
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During GDC and general testing on Steam Deck units, we found that single
gamepads would often register inputs twice under certain circumstances.
This was caused by SteamInput creating a new virtual device, which Godot
registers as a second gamepad. This resulted in two gamepad devices
reporting the same button presses, often leading to buggy input response
on games with no multi-device logic and other-wise could cause intended
Steam rebindings to not work as intended (for example, swapping o and x
on a playstation pad if that feature isn't supported by the game.)
SDL gets around this by taking in a list of devices that are to be
ignored. When valve sees a controller that wants to be rebound via
SteamInput, they push a new VID/PID entry onto the environment
variable `SDL_GAMECONTROLLER_IGNORE_DEVICES` for the original gamepad
so that all game inputs can be read from the virtual gamepad instead.
This leverages the same logic as we are already using SDL gamepad
related HID mappings.
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Microsoft officially calls it the Menu button:
https://support.xbox.com/en-US/help/hardware-network/controller/get-to-know-your-xbox-series-x-s-controller
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And ignore some false positives introduced by recent versions of codespell.
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Fix typo on "autoremapping".
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Update warning strings to be consistent with the rest of the code base, which uses "Command or Control".
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Input - fix just pressed and released with short presses
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Previously if an action was both pressed and released on the same tick or frame, `is_action_just_pressed()` would return false, resulting in missed input.
This PR separately the timestamp for pressing and releasing so each can be tested independently.
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Skip error messages for buttons that don't exist
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Fix: InputEventJoypadMotion should trigger only once on a vslider
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Augment the `InputEvent` class with a `CANCELED` state
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The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field.
This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled.
To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly.
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ANR in the Godot Android editor
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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Fix guide button detection with XInput and Xbox Series controllers
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Use physical shortcuts for freelook navigation in the editor
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Synced with gabomdq/SDL_GameControllerDB@436c7e3d54a57189ea0ab44d05f36b7cc7ea496c
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conflicts with special character input.
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Fix Standard Gamepad Mapping triggers
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Improvements and fixes based on Weblate comments
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