summaryrefslogtreecommitdiffstats
path: root/core/os/input.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-157/+0
|
* Rename `scancode` to `keycode`.bruvzg2020-02-251-1/+1
| | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Support vibration for Android and iOSvolzhs2019-08-211-0/+1
|
* Merge pull request #24437 from mateusfccp/single_quotes_optionRémi Verschelde2019-04-301-1/+7
|\ | | | | Add settings for single-quotes on completion
| * Add settings for single-quotes on completionMateus Felipe C. C. Pinto2018-12-181-1/+7
| |
* | Add Input::get_current_cursor_shapeGuilherme Felipe2019-04-151-0/+1
| | | | | | | | [Clean up] Removed unused/unnecessary methods.
* | Add support for event accumlation (off by default, on for editor), fixes #26536Juan Linietsky2019-03-031-0/+1
| |
* | Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Fixed the default value for Input.action_press() from commit 8c45282Davide Baldo2018-11-171-1/+1
|
* Allow to specify a custom strength when calling Input.action_press(), this ↵Davide Baldo2018-11-101-1/+1
| | | | allows virtual axis, mainly for mobile.
* fix enum cast warnings on clangkarroffel2018-10-041-1/+1
|
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+5
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Merge pull request #16902 from groud/analog_action_systemJuan Linietsky2018-04-181-1/+2
|\ | | | | Allow actions to provide an analog value
| * Allow actions to provide an analog valueGilles Roudiere2018-04-161-1/+2
| |
* | Implement Input.set_default_cursor_shape to change the default shapeGuilherme Felipe2018-04-101-0/+1
|/ | | | Closes #18043
* Fixed signal input variable nameAndrea Catania2018-04-061-1/+1
|
* 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.
* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-1/+19
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-1/+19
| |
* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Input: expose joy_connection_changed()Andreas Haas2017-10-111-0/+1
|
* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-4/+4
|
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
|
* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+2
| | | | -Added system for feature overrides, it's pretty cool :)
* Add object type hint for docsPoommetee Ketson2017-07-191-1/+1
|
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | 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
|
* Input: bind parse_input_event()Andreas Haas2017-03-191-0/+1
| | | | | | | | | | When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-47/+43
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-34/+34
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Added focus tracking in X11 and Windows classes, added new confined mouse ↵Ilija Boshkov2017-01-251-1/+2
| | | | mode (#7162)
* Merge pull request #7127 from BastiaanOlij/ios_metersRémi Verschelde2017-01-151-0/+1
|\ | | | | Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
| * Added support for getting gravity vector from iOSBastiaanOlij2017-01-121-0/+1
| |
* | rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky2017-01-131-1/+1
|/
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
|
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-33/+33
| | | | | | | | 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!
* Code completion for is_action_just_{pressed, released}Andreas Haas2016-09-261-1/+1
| | | | fixes #6621
* Add function to get readable names for joystick eventsAndreas Haas2016-09-201-0/+4
| | | | Closes #6476
* -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-0/+2
| | | | is_action_just_released()
* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-0/+1
|
* Input: add get_connected_joysticks() method.Andreas Haas2016-07-051-0/+1
| | | | fixes #5465
* Set default duration parameter of joystick vibration to 0.Andreas Haas2016-06-211-1/+1
|
* Add joystick vibration support on Linux (#5043)Wilhem Barbier2016-06-151-0/+4
|