Commit Graph

71 Commits

Author SHA1 Message Date
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
Rémi Verschelde 9d4e596c69 doc: Sync classref with current source
Fix incomplete binding.
2019-11-08 16:00:01 +01:00
Rémi Verschelde 31f327a4a9
Merge pull request #33052 from KoBeWi/naughty_sliders
Fix analog input in sliders
2019-11-08 09:55:11 +01:00
Tomasz Chabora a7b202ef18 Fix analog input in sliders 2019-11-07 16:39:14 +01:00
bruvzg f675621725
[macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to InputEventMouseMotion event. 2019-10-30 14:42:21 +02:00
Tomasz Chabora e21cc3cc8d Don't transform global position of mouse input 2019-09-03 00:58:10 +02:00
qarmin 4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Gilles Roudiere f247832832 Add configurable strength value to InputEventAction 2019-06-02 14:31:34 +02:00
Gilles Roudière 3bfa080c9c Fix NaN with get_action_strength 2019-05-15 11:21:10 +02:00
Pedro J. Estébanez f757460ec8 Fix fake null-motion mouse event flood
This commit also improves a bit the code quality by making the intent of fake events (and themselves) more explicit.

Fixes #26460.
2019-03-09 22:04:17 +01:00
Juan Linietsky a1e73dcc94 Add support for event accumlation (off by default, on for editor), fixes #26536 2019-03-03 19:53:13 -03:00
Hugo Locurcio b54910eb05
Make Button shortcuts triggerable by gamepads
This closes #25741.
2019-02-16 00:29:23 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde c9df3fbfdb
Merge pull request #21954 from isaacremnant/fix_inputs
Fix is_action_pressed for InputEventActions
2018-09-14 18:06:11 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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.
2018-09-12 09:52:22 +02:00
isaacremnant bf16f89a30 Fix is_action_pressed for InputEventAction. 2018-09-10 15:15:06 -04:00
Rémi Verschelde e6aec27428
Merge pull request #20511 from maksloboda/InputEventActionFix
Fixed shortcuts not working with InputEventActions
2018-07-28 09:48:44 +02:00
Max c2be1a75a0 Fixed shortcuts not working with InputEventActions 2018-07-27 15:09:41 +03:00
Marcelo Fernandez 7a5f9fc08e Added a new MIDIDriver class 2018-07-21 09:09:42 -03:00
unknown 9cc41a59ac Added support for extra mouse buttons. 2018-07-09 14:34:19 +03:00
groud 0aa8b35ee6 Fixing input strength and the impossibility to erase action events 2018-04-25 22:32:09 +02:00
Gilles Roudiere 7e89dc432c Fixes left/up axis not mappable as actions 2018-04-18 21:38:52 +02:00
Gilles Roudiere ebfa731012 Allow actions to provide an analog value 2018-04-16 23:20:43 +02:00
Poommetee Ketson 67e20dc2b6 (Magnify|Pan)Gesture: implement as_text 2018-02-24 10:35:25 +07:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky 4a2eef4ad8 Removed the InputEvent ID field, which was unused and can cause bugs. 2017-12-26 09:49:31 -03:00
Andreas Haas c76a9b99b0
Core: Bind InputEventGesture events. 2017-11-24 19:23:04 +01:00
Juan Linietsky 30dadb1228
Merge pull request #11933 from cxong/master
Use "Command" instead of "Meta" for macOS (#1619)
2017-11-21 14:25:09 -03:00
Bernhard Liebl 80ad8afc85 Native pan and zoom for macOS 2017-11-21 09:11:39 +01:00
Patrick Yates c433d83d81 Fix InputEventJoypadMotion::action_match for 0 axis values.
Make action_match ignore the sign if axis value is 0.
This means that an axis value of 0 will match actions defined for both positive and negative values, as expected.

Fixes #12223
2017-10-21 16:06:24 +11:00
Cong dd684eaaa0 Use "Command" instead of "Meta" for macOS (#1619) 2017-10-08 17:23:05 +10:00
letheed 5ad9be4c24 Rename pos to position in user facing methods and variables
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.
2017-09-20 13:11:10 +02:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
volzhs 62bb600b5c Show proper string with InputEvent.as_text() 2017-08-25 01:14:36 +09:00
Andreas Haas 5052cb2b91
InputEventJoypadMotion: Add missing is_pressed() method. 2017-08-12 13:04:14 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Juan Linietsky 25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Bojidar Marinov 7542896046
Make the InputEvent device property get saved
Fixes #9299
2017-06-24 16:28:19 +03:00
Juan Linietsky 3f2cd75c6f Fix shortcuts, make them visible again and work. 2017-06-22 19:57:59 -03:00
Rémi Verschelde b52466f793 Merge pull request #9002 from Hinsbart/key_action_match
InputEvent: Restore old behaviour for matching key events to actions.
2017-06-08 07:43:18 +02:00
Andreas Haas 9bc5348961
InputEvent: Renamed "pos" property to "position"
Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
Andreas Haas c218390864
InputEvent: Restore old behaviour for matching key events to actions.
Original code in 9100db7
2017-05-30 22:27:55 +02:00
Andreas Haas 3204befd1e
Fix InputEvent actions.
The `InputEvent::is_action(pressed|released)` methods weren't implemented yet.
Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
2017-05-27 10:52:57 +02:00
Andreas Haas 3744d9fd55
Fix virtual methods in InputEventKey.
This fixes a lot of problems with key input in the engine.
2017-05-25 21:56:54 +02:00
Martin Capitanio 29c5b4c7e6 Fix 2D-editor mouse wheel zoom (x11).
Fixes #8888
2017-05-24 10:02:43 +02:00
Juan Linietsky afcce9eb12 -Fix the "set_val" call deferred, it was the only one.. closes #8742
-Removed redundant bind in input_event
2017-05-23 09:06:22 -03:00