Commit Graph

33 Commits

Author SHA1 Message Date
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Sergey Pusnei 8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
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
2017-04-10 08:27:34 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Pedro J. Estébanez f5004b78d0 Implement warped mouse panning for 2D & 3D editors
Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-22 21:36:52 +01:00
Andreas Haas a69e449782
Input: bind parse_input_event()
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.
2017-03-19 09:20:44 +01:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Ilija Boshkov 1005a56e5a Added focus tracking in X11 and Windows classes, added new confined mouse mode (#7162) 2017-01-25 19:21:41 +01:00
Rémi Verschelde d4eb8ec884 Merge pull request #7127 from BastiaanOlij/ios_meters
Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
2017-01-15 00:08:46 +01:00
Juan Linietsky a97551902e rename Input.get_mouse_speed() to Input.get_last_mouse_speed() 2017-01-13 19:24:28 -03:00
BastiaanOlij 5e4dcb3b7f Added support for getting gravity vector from iOS 2017-01-12 16:37:27 +11:00
Juan Linietsky 547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Andreas Haas e0fcd9331a
Add function to get readable names for joystick events
Closes #6476
2016-09-20 23:36:09 +02:00
Juan Linietsky 5b96c3a552 -Modified Input and added is_action_just_pressed() as well as is_action_just_released() 2016-09-01 18:59:46 -03:00
Jamil Halabi 370ae3512d Added gyroscope support to Godot and Android 2016-07-16 01:43:32 +08:00
Andreas Haas 45cfd199a4
Input: add get_connected_joysticks() method.
fixes #5465
2016-07-05 14:08:02 +02:00
Andreas Haas 6d09183c44 Set default duration parameter of joystick vibration to 0. 2016-06-21 17:06:41 +02:00
Wilhem Barbier f665200df7 Add joystick vibration support on Linux (#5043) 2016-06-15 07:25:35 +02:00
fluffrabbit 4877b714b3
Add magnetometer sensor support for Android 2016-05-27 14:36:55 -03:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
hondres c632c13c66 Add some joystick functions to input. Enables manipulation of mappings at runtime 2016-01-08 00:40:41 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
hondres af633c7941 Better gamepad support 2015-12-18 06:12:53 +01:00
Juan Linietsky 82a3304458 Added ability to set custom mouse cursors. Not hardware accelerated yet. 2015-09-24 18:06:15 -03:00
Juan Linietsky b4acd18f32 -display/emulate_touchscreen now really emulates a touchscreen
-icons to show node menus
2015-08-29 17:16:11 -03:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky 6b5b95bb4e -added new code completion guess locations, closes #1032
-moved commandline fix to mingw-only, should fix #1064
2015-01-03 13:03:13 -03:00
Juan Linietsky 0a557f3bf5 - more fixes on #672 on windows
- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
2014-09-19 21:01:41 -03:00
Juan Linietsky 678948068b Small Issues & Maintenance
-=-=-=-=-=-=-=-=-=-=-=-=-=

-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
2014-08-01 22:10:38 -03:00
Juan Linietsky 31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
Juan Linietsky 58cda02a38 -fixed export templates not loading/exporting on Windows
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
2014-02-13 18:03:28 -03:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00