godot/core/input
Sam Lantinga 313815f818 Fixed event spam when using the Nintendo Switch controller
There is no filtering on the Nintendo Switch Pro controller thumbstick, so there will frequently be events with very slight change. These are turned into "not pressed" events, which cancel "pressed" events from keys and buttons.

This change filters out up to 5% jitter, but it might be worth revisiting whether "not pressed" events should cancel "pressed" events.
2021-12-16 09:04:58 -08:00
..
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 2021-12-10 10:59:30 +01:00
godotcontrollerdb.txt [HTML5] Add 2 controllers to the godot database. 2021-07-17 23:51:48 +02:00
input_builders.py Parse SDL game controller half axis and inverted axis entries. 2020-05-13 10:33:19 +01:00
input_enums.h Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
input_event.cpp Replace String comparisons with "", String() to is_empty() 2021-12-09 04:48:38 -06:00
input_event.h Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
input_map.cpp Replace String comparisons with "", String() to is_empty() 2021-12-09 04:48:38 -06:00
input_map.h clang-format: Various fixes to comments alignment from clang-format 13 2021-10-28 15:43:36 +02:00
input.cpp Fixed event spam when using the Nintendo Switch controller 2021-12-16 09:04:58 -08:00
input.h Add Input.is_physical_key_pressed method. 2021-11-23 11:14:19 +02:00
SCsub SCons: List .gen.cpp sources explicitly to avoid globbing errors 2021-10-15 22:14:11 +02:00
shortcut.cpp Allow shortcuts to have any number of bindings. Updated UI as required. 2021-10-01 18:04:28 +10:00
shortcut.h Allow shortcuts to have any number of bindings. Updated UI as required. 2021-10-01 18:04:28 +10:00