summaryrefslogtreecommitdiffstats
path: root/core/input_map.h
Commit message (Collapse)AuthorAgeFilesLines
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-10/+8
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-18/+17
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Keyboard Input modifiers do not block actions.Fabio Alessandrelli2017-01-251-1/+1
| | | | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* 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!
* Fix Keyboard Input Hangs when using modifiersFabio Alessandrelli2016-10-191-1/+1
| | | | | | | | 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.
* Fix input action pressed state not changing for quick joystick movements.Andreas Haas2016-09-151-1/+0
| | | | | fixes #6488 Also removes a bunch of dead code related to checking if a joystick axis is pressed.
* -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-3/+5
| | | | is_action_just_released()
* Make Input Actions config not affect the editorJuan Linietsky2016-06-051-0/+1
|
* Added InputMap.get_actions()J08nY2016-06-041-0/+2
| | | | get_actions() lists all actions in the InputMap.
* proper joy axis support as actions, can be configured and inquired, fixes #2317Juan Linietsky2016-01-021-0/+1
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-0/+2
| | | | -Added function to retrieve list of actions fron InputMap
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* added bindings for InputMapDana Olson2014-04-231-0/+3
|
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+73