godot/main
Pedro J. Estébanez e10a2e5999 Implement universal translation of touch to mouse
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.
2018-04-30 19:04:35 +02:00
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tests Fix typos in code and docs with codespell 2018-01-18 22:01:42 +01:00
SCsub fixed reference to splash file 2017-12-16 16:20:36 -03:00
app_icon.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
input_default.cpp Implement universal translation of touch to mouse 2018-04-30 19:04:35 +02:00
input_default.h Implement universal translation of touch to mouse 2018-04-30 19:04:35 +02:00
main.cpp Implement universal translation of touch to mouse 2018-04-30 19:04:35 +02:00
main.h Makes project manager never initialize mono debug. 2018-02-19 22:32:17 +01:00
performance.cpp Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
performance.h Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
splash.png New splash screen. 2017-10-13 16:40:22 -05:00
splash_editor.png Added custom editor splash (including sponsor logo). 2017-12-16 16:11:13 -03:00