Fixes#81758
DisplayServerWeb::process_joypads handles buttons 6 and 7 of the
HTML5 Standard Gamepad as a special case by doing:
`input->joy_axis(idx, (JoyAxis)b, s_btns[b]);`
This doesn't work because there is no JoyAxis 6 or 7 in the enum
To fix this we use JoyAxis::TRIGGER_LEFT and TRIGGER_RIGHT for button 6
and 7
However since we are now lying to input->joy_axis we also need to lie in
the mappings for the standard gamepad in godotcontrollersdb.txt,
otherwise input->joy_axis will try to find a mapping to axis 4(LT) and
axis 5(RT) that's not defined.
Therefore we set lefttrigger to +a4 and righttrigger to +a5 in the
mapping, to match what we are actually sending.
A cleaner, and more involved fix to this would be modifying
input->joy_button so that it can handle analog buttons and map them to
axes preserving their value instead of converting to boolean
(cherry picked from commit 9dd372f316)
Changed Input.action_press() treatment of strength parameter to match
behavior of InputEventAction and documentation, by clamping between 0
and 1. Fixes Input.get_action_strength() returning values over 1 when
large values are passed to Input.action_press().
Adds `ui_text_skip_selection_for_next_occurrence` action and related implementation to text editor.
This action is bound `Ctrl+Alt+D` shorcut.
Used in conjonction with `ui_add_skip_selection_for_next_occurrence`, it gives the user the ability to select many occurrences of a selection
and avoid some of them.
Used without a previous selection, the action jumps to the next occurrence of the current word under the caret.
Fixes certain issues where sub-pixel motions would get discarded while
the mouse is captured, such as when free look is enabled in the editor
(at least when turned on while holding right click).
Very slightly compat breaking, as actual public APIs are changed,
although with "compatible" types (Point2i->Point2).
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.
It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
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.
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.