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* fix: replace "Godot" to "Redot"Muhannad Elbolaky2024-10-151-3/+3
| | | | Trying to change "Godot" to "Redot" in the doc while acknowledging the reference to previous Godot versions like Godot 3.X.
* Merge pull request #95749 from Mickeon/documentation-example-pruningRémi Verschelde2024-08-261-1/+0
|\ | | | | | | Remove empty `[b]Example:[/b]` lines from the class reference
| * Remove empty `[b]Example:[/b]` lines from the class referenceMicky2024-08-191-1/+0
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* | docs: highlight lack of joystick info on majority of platformsJoanna May2024-08-181-0/+1
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* Fix description for `Input.vibrate_handheld()`Haoyu Qiu2024-06-121-1/+1
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* Implement `amplitude` to Input.vibrate_handheldRadiant2024-05-021-0/+3
| | | | | Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
* Update links to outdated asset library demosskyace652024-04-071-2/+2
| | | | | | Update links to outdated asset library demos Co-authored-by: Max Hilbrunner <m.hilbrunner@gmail.com>
* [Doc] Fix some incorrect uses of `a/an`A Thousand Ships2024-03-131-1/+1
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* Merge pull request #89036 from Mickeon/documentation-uncommon-words-2Rémi Verschelde2024-03-011-2/+2
|\ | | | | | | Overhaul some "uncommon" wording in class reference
| * Overhaul some "uncommon" wording in class referenceMicky2024-03-011-2/+2
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* | Document that `parse_input_event` doesn't influence the OSMarkus Sauermann2024-02-291-0/+1
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* Improve cursor_set_custom_image() methodkobewi2024-02-281-1/+1
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* Add keywords to improve search in the class referenceHugo Locurcio2024-02-221-2/+2
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* Migrate macos controller API to GameController.hJezer Mejía2024-02-201-0/+1
| | | | | | | | | | This should fix a lot of issues regarding to old controller API, such as vibration Haptics (vibrations) are only available in macOS 11+, so haptics are now processed in macOS 11+ only. Also, this doesn't interfere with controller's input as controller support is available in macOS 10.9+. Added a Note for macOS regarding vibration support
* Add screen-related attributes to mouse input eventsMarkus Sauermann2024-02-051-0/+6
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* Add bindings for setting and getting emulation mouse from touch and touch ↵CaTaTo2023-12-131-0/+6
| | | | from mouse in input
* Document that `Input.is_action_*` should not be used during input-handlingMarkus Sauermann2023-11-101-0/+2
| | | | In most cases `InputEvent.is_action*` is more appropriate during input-handling.
* Fixed a missing wordEmily2023-10-051-1/+1
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* UWP: Remove platform port, needs to be redone from scratch for 4.xRémi Verschelde2023-09-071-2/+2
| | | | | | | | | | | 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.
* Fix action state when multiple events are assignedkobewi2023-08-251-1/+1
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* Add the ability to get per-platform information for joypads.Álex Román Núñez2023-08-021-0/+14
| | | | | | 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.
* Merge pull request #76045 from Eoin-ONeill-Yokai/steaminput-fixYuri Sizov2023-07-121-0/+9
|\ | | | | | | Prevent double input events on gamepad when running through steam input
| * Prevent double input events on gamepad when running through steam inputEoin O'Neill2023-07-101-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | | | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* | Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
|/ | | | Keep on waitin'
* Display `BitField[Enum]` in docs to distinguish from `Enum`Danil Alexeev2023-06-151-1/+1
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* Input - fix just pressed and released with short presseslawnjelly2023-06-121-2/+4
| | | | | | 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.
* Document the database for `Input.get_joy_name()` and `Input.get_joy_guid()`Hugo Locurcio2023-06-021-2/+2
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* Overhaul the top sections of the class reference (Core classes)VolTer2023-05-191-3/+3
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* Clarify that event handling does not affect `Input`Ninni Pipping2023-05-091-0/+1
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* Merge pull request #76309 from Calinou/custom-mouse-cursor-error-compressedRémi Verschelde2023-04-221-1/+1
|\ | | | | | | Add support for VRAM-compressed custom mouse cursor images
| * Add support for VRAM-compressed custom mouse cursor imagesHugo Locurcio2023-04-211-1/+1
| | | | | | | | | | No memory is actually saved when using this, so lossless modes are still recommended as they look better and load faster.
* | Document custom mouse cursors larger than 128×128 potentially having issuesHugo Locurcio2023-04-211-1/+1
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Silence `warp_mouse()` warning in favor of documentationHugo Locurcio2023-01-251-0/+1
| | | | | | This warning was spammed in the Android editor when using the navigation joysticks in the 3D viewport when the finger slid over the viewport's edges.
* Cleanup and unify keyboard input.bruvzg2023-01-231-1/+8
| | | | | | | | | | - Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes. - Unify IME behaviour, add inline composition string display on Windows and X11. - Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events. - Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS. - Add support for media key handling on macOS. Co-authored-by: Raul Santos <raulsntos@gmail.com>
* Document image size restrictions for custom mouse cursors in HTML5Hugo Locurcio2023-01-201-0/+1
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* Merge pull request #71022 from Sauermann/fix-captured-position-docRémi Verschelde2023-01-101-1/+1
|\ | | | | | | Fix doc for position of captured mouse
| * Fix doc for position of captured mouseMarkus Sauermann2023-01-101-1/+1
| | | | | | | | The position is not at the center of the screen but of the window.
* | Use BitField<> in core type masksJuan Linietsky2023-01-081-1/+1
|/ | | | | | | | * All core types masks are now correctly marked as bitfields. * The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks. * Most bitmask operations replaced by functions in BitField<> * Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is. * Documentation and API dump updated to reflect bitfields in core types.
* Silence `Input.vibrate_handheld()` warning as it's already documentedHugo Locurcio2022-12-161-7/+7
| | | | | | | | | | The warning causes messages to be spammed if you are calling this method in a game that runs on both desktop and mobile platforms, unless you guard all calls to `Input.vibrate_handheld()` with `OS.has_feature("mobile") or OS.has_feature("web")`. Since the limitation is already documented (and is obvious enough given the method's name), the warning message is redundant.
* Style: Misc docs and comment style and language fixesRémi Verschelde2022-11-021-2/+2
| | | | | | | | | | - Removed empty paragraphs in XML. - Consistently use bold style for "Example:", on a new line. - Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`). - Fix invalid usage of backticks for inline code in BBCode. - Fix some American/British English spelling inconsistencies. - Other minor fixes spotted along the way, including typo fixes with codespell. - Don't specify `@GlobalScope` for `enum` and `constant`.
* Document the DisplayServer classHugo Locurcio2022-10-271-1/+1
| | | | | | This also adds a link to the Command line tutorial on pages that reference command line arguments, as the page covers some general usage tips for CLI arguments (especially on macOS).
* [Web] Rename JavaScript platform to Web.Fabio Alessandrelli2022-08-291-1/+1
| | | | Also rename export name from "HTML5" to "Web".
* [doc] Use "param" instead of "code" to refer to parameters (6)Andy Maloney2022-08-121-8/+8
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* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-53/+53
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* HTML5: Add support for `Input.vibrate_handheld()`pattlebass2022-07-271-1/+3
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* Input: Re-enable input accumulation by defaultRémi Verschelde2022-07-031-0/+1
| | | | | I turned it off by mistake in #38697. See also #62664 for details on this boolean's complex history :)
* Merge pull request #61669 from fire-forge/inputRémi Verschelde2022-06-041-22/+10
|\ | | | | Make Input `mouse_mode` and `use_accumulated_input` properties
| * Make Input mouse_mode and use_accumulated_input propertiesFireForge2022-06-031-22/+10
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