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* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-554/+0
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* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-11/+11
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* issue-37239 add relaxation to conditions in the joystick check routine for ↵m6c7l2020-03-241-1/+4
| | | | being identified as joystick
* Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez2020-02-261-15/+13
| | | | | | | | | | | | | | | | Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
* 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.
* Fix some code found by Coverity Scan and PVS Studioqarmin2019-07-231-0/+2
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* Some code changed with Clang-Tidyqarmin2019-06-261-1/+0
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* Linux: Check return values of posix read/writeMartin Capitanio2019-06-191-1/+3
| | | | Fixes #29849, for real this time.
* Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin2019-06-031-3/+3
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* Replace usage of __bswap_16 with BSWAP16 (#25714).marxin2019-03-051-4/+4
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* Fix all -Wtype-limits warnings.marxin2019-02-211-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* X11: Fix gamepads not being added whith udev.Andreas Haas2017-09-141-1/+0
| | | | | Seems like this property isn't present on some gamepads... Fixes #10958
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Input: Remove usage of platform dependent event IDs.Andreas Haas2017-03-261-8/+7
| | | | | The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-78/+78
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Better handling of joypad device IDs.Andreas Haas2017-02-261-10/+1
| | | | | | | Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
* Rename "joypad_linux" class to "JoypadLinux"Andreas Haas2017-01-081-21/+20
| | | | Named this class in GodotCase, so it fits with the rest of the codebase.
* Finish replacement of joystick by joypadRémi Verschelde2017-01-081-0/+561
Some parts were forgotten in 547a577.