Commit Graph

87 Commits

Author SHA1 Message Date
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
Corruptinator
c672ff80c9 Fixed OUYA Game Controller for 3.0
Input_default.cpp has been updated for the OUYA Game Controller to work
with fixed and functional mapping for Godot 3.0
2017-08-16 18:39:00 -07:00
Andreas Haas
3bea3256f5
InputDefault: Fix joypad actions when axis quickly changes direction.
The fix (inserting a fake event so actions get released properly) was already there but disregarded the case when the hardware sends values in the [0;1] range.
2017-08-12 20:46:36 +02:00
Juan Linietsky
539fbad919 Restored black bars and custom images instead of black bars, closes #1571 2017-08-07 18:09:13 -03:00
Corruptinator
a6b519fe71 OUYA Controller for Version 3.0 input_default.cpp
OUYA Game Controller for the Godot Game Engine version 3.0, allows the
controller to be implemented in the if (ANDROID) part within
input_default.cpp, hopefully fixing the problem that originated from
#9390 on version 2.1.4 BETA as well.
2017-07-11 19:17:28 -07:00
Marcelo Fernandez
2419a4e4ff Fix possible crash in joy_axis (fixes #4944). 2017-06-22 11:52:11 -03:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +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
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
dbba433b69
Fix echo key event handling. 2017-05-25 23:01:45 +02:00
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
darkoff9
200c84b6b2 Fix joystick crash when mapping is -1 2017-04-10 23:41:47 +02:00
Andreas Haas
31a80ded89
Re-add ouya gamepad mapping.
Also adds yet another type of ps4 controller.
2017-04-10 16:35:12 +02:00
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
58cd4461d1 Fix warped mouse panning on Linux
Fix/improve it also on certain edge cases for any platform
2017-04-03 02:56:14 +02:00
Andreas Haas
b9d606af71
Input: Update Gamepad mappings. 2017-04-02 09:43:37 +02:00
Jordan Patterson
86de80db89
Initialize hat values for mapping and revert X360 mappings. 2017-03-31 13:27:02 +02:00
Andreas Haas
c0b6756875
Input: Remove usage of platform dependent event IDs.
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...
2017-03-26 15:59:32 +02:00
Rémi Verschelde
4911555f6c Merge pull request #8137 from Hinsbart/mbutton_pos
Input: Update mouse position on mouse-button events.
2017-03-24 22:53:27 +01:00
Andreas Haas
468719c480
Input: Update mouse position on mouse-button events. 2017-03-24 21:56:39 +01:00
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
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
Andreas Haas
a175ac7032
Better handling of joypad device IDs.
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
2017-02-26 21:01:31 +01:00
Fabio Alessandrelli
9100db7b94 Keyboard Input modifiers do not block actions.
This means, if you press "F" while holding "shift" and there is and
action registered for "F" that action should be pressed.
This commit restore this behaviour, lost when implementing
is_action_just_pressed.
If you want "blocking modifiers" you should code it via script.

Fixes 6826
2017-01-25 21:21:19 +01:00
Juan Linietsky
3b019bf644 Ability to delete, drag and drop audio buses! 2017-01-23 23:12:41 -03:00
Rémi Verschelde
40323407df Style: No break before list brace
clang-format does not handle that well *at all*.

For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-16 08:48:24 +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
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
a97551902e rename Input.get_mouse_speed() to Input.get_last_mouse_speed() 2017-01-13 19:24:28 -03:00
Juan Linietsky
e53c247cb1 Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
BastiaanOlij
5e4dcb3b7f Added support for getting gravity vector from iOS 2017-01-12 16:37:27 +11:00
Andreas Haas
d963fa9a01
More fixes to Joypad renaming.
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^
I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad
mappings.
2017-01-08 23:52:49 +01:00
Juan Linietsky
547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -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
Rémi Verschelde
f0f04d5082 Merge pull request #6862 from Faless/fix_6388
Fix Keyboard Input Hangs when using modifiers
2016-11-11 10:47:10 +01:00
George Marques
411faaa6f4
Rename remaining WinRT references to UWP 2016-11-03 14:51:08 -02:00
George Marques
b113c7b7a3
Rename WINRT_ENABLED to UWP_ENABLED 2016-11-03 14:51:08 -02:00
Fabio Alessandrelli
17d7e6a142 Fix Keyboard Input Hangs when using modifiers
Main input parsing loop only update actions for keyboard if the state has changed.
`InputMap::event_is_action` now ignores keyboard modifiers if the event is not pressed.
Clarify difference between `InputMap::action_has_event` and `InputMap::event_is_action` in docs.

Fixes #6388.
2016-10-19 17:52:49 +02:00
Andreas Haas
fa502b7ccc
Allow whitespace in Gamepad mappings.
Previously, mappings that contained whitespace (most likely after a comma seperator) would not parse
correctly.
Consider the following mapping as an example:

"_test_guid_, test controller, a:b0, b:b1, leftx:a0 ,"
2016-10-15 17:55:15 +02:00
Rémi Verschelde
73a7b91459 Merge pull request #6568 from Hinsbart/joy_names
Add functions to get readable names for joystick events
2016-09-26 12:45:31 +02:00
Andreas Haas
e0fcd9331a
Add function to get readable names for joystick events
Closes #6476
2016-09-20 23:36:09 +02:00
Andreas Haas
84783fe77b
Fix input action pressed state not changing for quick joystick movements.
fixes #6488
Also removes a bunch of dead code related to checking if a joystick axis is pressed.
2016-09-15 19:30:35 +02:00
Juan Linietsky
7a27d5d9e7 Merge pull request #6363 from vnen/winrt
Fix the support for WinRT/UWP
2016-09-10 11:47:42 -03:00
George Marques
365f3d7a6e Merge pull request #6442 from RandomShaper/fix-action-release
Fix Input.action_release() marking action as pressed
2016-09-10 11:12:59 -03:00
Pedro J. Estébanez
fae6dbc7f3 Fix Input.action_release() marking action as pressed 2016-09-10 04:57:21 +02:00
Andreas Haas
20bad652ef
x11: fix x360 wireless gamepad mapping.
Uses hat values instead of buttons for the dpad now.
Fixes #6419
2016-09-08 13:54:41 +02:00
George Marques
e21702f764
Implement missing WinRT functions
- Fix buildsystem for WinRT/UWP platform.
- Add audio driver and joystick mapping for WinRT.
- Enable thread class for WinRT.
- Refactor MSVC compiler architecture detection to methods.py, so it can
  be used by Windows and WinRT.
2016-09-03 19:28:49 -03:00
Andreas Haas
808bd53934
Update gamepad mappings from community db. 2016-09-02 23:02:57 +02:00