godot/platform
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
..
android -renamed globals.h to global_config.cpp (this seems to have caused a few modified files) 2017-02-21 00:06:30 -03:00
bb10 -renamed globals.h to global_config.cpp (this seems to have caused a few modified files) 2017-02-21 00:06:30 -03:00
haiku Adapt platforms to AudioServer refactoring 2017-01-16 19:19:45 +01:00
iphone -renamed globals.h to global_config.cpp (this seems to have caused a few modified files) 2017-02-21 00:06:30 -03:00
javascript -renamed globals.h to global_config.cpp (this seems to have caused a few modified files) 2017-02-21 00:06:30 -03:00
osx Better handling of joypad device IDs. 2017-02-26 21:01:31 +01:00
server Adapt platforms to AudioServer refactoring 2017-01-16 19:19:45 +01:00
uwp -renamed globals.h to global_config.cpp (this seems to have caused a few modified files) 2017-02-21 00:06:30 -03:00
windows Better handling of joypad device IDs. 2017-02-26 21:01:31 +01:00
x11 Better handling of joypad device IDs. 2017-02-26 21:01:31 +01:00