Commit Graph

282 Commits

Author SHA1 Message Date
Ricardo Subtil 1bb73b0689
Ensure `joy_connection_changed` is emitted on the main thread 2023-08-09 15:32:06 +01:00
Álex Román Núñez 3aa340d081 Add the ability to get per-platform information for joypads.
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.
2023-08-02 22:30:30 +02:00
Yuri Sizov 55b74c7cdf Merge pull request #76045 from Eoin-ONeill-Yokai/steaminput-fix
Prevent double input events on gamepad when running through steam input
2023-07-12 17:16:36 +02:00
Eoin O'Neill 8de98dbf21 Prevent double input events on gamepad when running through steam input
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.
2023-07-10 15:26:33 -07:00
Hugo Locurcio 1621b4e2b1
Mention Xbox menu button by name in Start button description
Microsoft officially calls it the Menu button:

https://support.xbox.com/en-US/help/hardware-network/controller/get-to-know-your-xbox-series-x-s-controller
2023-06-26 09:41:54 +02:00
Rémi Verschelde 6fb391bc23
Fix various typos with codespell
And ignore some false positives introduced by recent versions of codespell.
2023-06-16 08:45:35 +02:00
Rémi Verschelde 0b30785bca
Merge pull request #75438 from ronyeh/typo
Fix typo on "autoremapping".
2023-06-15 10:39:44 +02:00
Rémi Verschelde 35ff936b93
Merge pull request #77055 from lawnjelly/input_just_pressed_4
Input - fix just pressed and released with short presses
2023-06-12 14:13:52 +02:00
lawnjelly a3ef092f18 Input - fix just pressed and released with short presses
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.
2023-06-12 11:14:58 +01:00
Rémi Verschelde 91e2859cd3
Merge pull request #77748 from DevanOBoyle/fix/ignore_false_button_error
Skip error messages for buttons that don't exist
2023-06-12 11:38:43 +02:00
Devan OBoyle ed02d515e0 Skip error messages for buttons that don't exist 2023-06-11 21:25:29 -07:00
Rémi Verschelde f00c971b81
Merge pull request #63168 from Levrault/master
Fix: InputEventJoypadMotion should trigger only once on a vslider
2023-06-05 18:04:39 +02:00
Luc-Frédéric Langis 166ca77f20 feat(gamepad): improve gamepad behavior with slider and popup_menu 2023-06-05 10:20:46 -04:00
Rémi Verschelde b0f49266f9
Merge pull request #76719 from m4gr3d/add_input_event_cancelled_state_main
Augment the `InputEvent` class with a `CANCELED` state
2023-05-17 11:25:21 +02:00
Fredia Huya-Kouadio 250749fa79 Augment the `InputEvent` class with a `CANCELED` state
The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field.
This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled.
To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly.
2023-05-15 11:48:25 -07:00
Fredia Huya-Kouadio 367061cf9c Follow up to https://github.com/godotengine/godot/pull/76399 to fix input ANR in the Godot Android editor 2023-05-11 19:06:03 -07:00
RedworkDE 8e7afec479 Fix various errors when running the unit tests
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-05-09 18:40:56 +02:00
Pedro J. Estébanez f369ed9223 Allow concurrent buffering and dispatch of input events 2023-05-08 09:15:16 +02:00
bruvzg a5009f4d3c
[Web] Detect host OS and use macOS keys on mac hosts. 2023-04-11 10:58:54 +03:00
Rémi Verschelde 7aa224291b
Merge pull request #73200 from 0xafbf/fix-guide-button-win
Fix guide button detection with XInput and Xbox Series controllers
2023-04-03 15:58:36 +02:00
Ron B. Yeh 40ae917db8 Fix typo on "autoremapping".
Update warning strings to be consistent with the rest of the code base, which uses "Command or Control".
2023-03-28 16:48:18 -07:00
Rémi Verschelde d76c1c4f45
Merge pull request #73651 from hakro/editor-freelook-physical-shortcuts
Use physical shortcuts for freelook navigation in the editor
2023-03-03 11:02:53 +01:00
Rémi Verschelde 20d6a698c7
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@436c7e3d54
2023-02-27 15:59:50 +01:00
Hakim 52de40310a Use physical shortcuts for freelook navigation in the editor 2023-02-21 10:56:14 +01:00
bruvzg b3c64675cc
[macOS] Replace all `Alt/Option+Letter/Number` default shortcuts to avoid conflicts with special character input. 2023-02-20 22:02:47 +02:00
Michael Alexsander 9a25d56ed9 Revert `Input.get_vector()` back to checking raw strength 2023-02-19 22:52:35 -03:00
Rémi Verschelde be3e5c5b8c
Merge pull request #73254 from j8r/fix-standard-gamepad-triggers
Fix Standard Gamepad Mapping triggers
2023-02-19 01:01:52 +01:00
Rémi Verschelde b2584629c8
Merge pull request #73195 from timothyqiu/weblate-comments
Improvements and fixes based on Weblate comments
2023-02-17 09:55:39 +01:00
Andrés Botero f249a9ce19 Added guide button to controller db, changed to use secret XInput function. 2023-02-15 01:01:09 -05:00
Julien Reichardt 0cec4fcc65
Fix Standard Gamepad Mapping triggers 2023-02-13 23:44:43 +01:00
Ricardo Subtil e841f13cdc Change message of unknown joypad property from error to warning 2023-02-13 14:30:57 +00:00
Haoyu Qiu 84aee17901 Improvements and fixes based on Weblate comments
* Description of `ui_text_submit` action should be "Submit Text" instead of "Text Submitted".
* Spell out "Animation" instead of using "Anim.".
* Treat "Max" as regular word instead of writing "Max.".
* Use generic "Set %s" for action name instead of a dedicated "Set target_position".
* Add translator comment for:
    * "Inclusive" and "Self" in the profiler.
    * Places where it needs the context about being an editor progress label.
    * "Duplicated Animation Name" since it's refering to the new name of a duplicated animation.
    * Disambiguation of "View Plane Transform", "Paste Selects" and "Display Normal".
* Fix wrong undo action name for renaming an input action.
* Fix missing end quote in a shader error message.
* In class reference:
    * Fix duplicated "if" in the description of `signf()`.
    * Fix mismatched example output in `String.operator %()`.
    * Fix typo in the description of `Decal.texture_emission`.
    * Unify description of `String.match()` and `StringName.match()`.
2023-02-13 15:22:18 +08:00
Rémi Verschelde 27b2260460
Merge pull request #73179 from akien-mga/sync-gamecontrollerdb
Sync controller mappings DB with SDL2 community repo
2023-02-12 22:35:27 +01:00
Rémi Verschelde 99ae2d5212
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@2e7bc45a45
2023-02-12 22:28:03 +01:00
Julien Reichardt e926e1bb34
Add PS3 controller guide button 2023-02-12 16:46:11 +01:00
Haoyu Qiu 26581ca574 Add some missing translatable editor strings 2023-02-10 16:55:50 +08:00
Ninni Pipping 29031700ba Perform early exit in Input::is_anything_pressed 2023-02-09 11:43:23 +01:00
Markus Sauermann 39d79ce217 Fix mouse-button-mask on button release in unit test
On mouse-button release, the mask is 0.
2023-02-08 01:17:40 +01:00
Markus Sauermann 8748f4dcaa Fix mouse/drag/touch InputEvents having no device id
Some internally created emulated/instantiated events didn't have a
device id. This PR sets for these cases a device id.

Also rename `DEVICE_ID_TOUCH_MOUSE` to the more generic
`DEVICE_ID_EMULATION`.
2023-02-06 22:49:42 +01:00
Rémi Verschelde 394bb0ee2b
Fix various typos with codespell
Finally do the childs -> children rename too.
2023-02-01 08:45:41 +01:00
Rémi Verschelde 534369d267
Merge pull request #64423 from RandomShaper/safe_input_synth
Warn users about unsafe usage of `InputEvent`
2023-01-31 15:56:43 +01:00
Pedro J. Estébanez a2af839a59 Warn users about unsafe usage of InputEvent 2023-01-31 14:39:51 +01:00
Rémi Verschelde e92393d295
Merge pull request #67783 from EricEzaM/67715-input-event-action-as-text
Make InputEventAction as_text() return the text of the first valid event for the action.
2023-01-27 10:30:00 +01:00
Rémi Verschelde 93c650c10d
Merge pull request #69028 from YeldhamDev/its_raw_you_donkey
Make `Input.get_vector()` check for plain `strength` instead of the raw one
2023-01-25 09:15:45 +01:00
bruvzg 57b5d112f7
[Input] Do not add key labels to the default actions, to display it correctly in the UI. 2023-01-24 14:49:11 +02:00
bruvzg daad4aed62
Cleanup and unify keyboard input.
- 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>
2023-01-23 15:08:12 +02:00
Rémi Verschelde 91a54cdbc1
Linux/BSD: Add LINUXBSD_ENABLED define for non X11-related checks 2023-01-16 17:01:35 +01:00
Eric M 7b66806dd3 Make InputEventAction as_text() return the text of the first valid event for the action. 2023-01-12 00:10:44 +10:00
Juan Linietsky 2b815df3c1 Use BitField<> in core type masks
* 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.
2023-01-08 22:17:40 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00