godot/core/input
Rémi Verschelde 12cc660d7d Input: Swap events for ui_redo to favor Shift+Ctrl+Z over Ctrl+Y
That's the most common one we've been using for the general editor, and while the script editor
also supports Ctrl+Y, it should have lower priority.

In theory this code should make both be supported the same but for some reason the general editor
only seems to use the first entry (the script editor does support both).
2021-02-22 15:04:09 +01:00
..
default_controller_mappings.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
gamecontrollerdb.txt Sync controller mappings DB with SDL2 community repo 2021-02-08 16:16:29 +01:00
godotcontrollerdb.txt Add some HTML5 controllers mapping. 2021-02-06 11:08:32 +01:00
input_builders.py Parse SDL game controller half axis and inverted axis entries. 2020-05-13 10:33:19 +01:00
input_event.cpp Added convenience create_reference methods for Key and JoyButton inputs 2021-02-18 16:22:39 +01:00
input_event.h Added convenience create_reference methods for Key and JoyButton inputs 2021-02-18 16:22:39 +01:00
input_map.cpp Input: Swap events for ui_redo to favor Shift+Ctrl+Z over Ctrl+Y 2021-02-22 15:04:09 +01:00
input_map.h Added ability to override built-in actions for the editor 2021-02-18 16:22:50 +01:00
input.cpp doc: Sync classref with current source 2021-02-19 14:39:14 +01:00
input.h Merge pull request #44355 from EricEzaM/PR/fix-action-false-positives-and-allow-checking-exact-matches 2021-02-15 14:52:17 +01:00
SCsub Remove unused Python imports. 2020-09-10 11:38:52 +01:00