Commit Graph

251 Commits

Author SHA1 Message Date
Haoyu Qiu
e061b1cc3c Use %s for bool value in vformat 2022-08-07 09:57:09 +08:00
Rémi Verschelde
86647c9e42 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@4896d2de6b
2022-08-05 02:59:03 +02:00
Fabio Alessandrelli
55845bac26 Fix some array size function definition mismatch. 2022-08-04 13:06:17 +02:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Rémi Verschelde
b70e4fc0f3 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@880abd09c9
2022-07-18 15:42:48 +02:00
Emmanouil Papadeas
38b51942d6 Fix InputEventAction's is_action method ignoring exact_match parameter 2022-07-17 17:20:37 +03:00
Rémi Verschelde
344b42703b
Merge pull request #62212 from hansemro/eraser-detect-4
Add inversion/eraser-end property for tablet pens
2022-07-04 21:48:19 +02:00
Hansem Ro
6dcc9d1131 [macOS, Windows, X11] Add stylus inverted/eraser support to
InputEventMouseMotion event
2022-07-04 10:36:53 -07:00
Rémi Verschelde
00b3822306 Input: Re-enable input accumulation by default
I turned it off by mistake in #38697.
See also #62664 for details on this boolean's complex history :)
2022-07-03 12:16:16 +02:00
Marco F
0efa5d4cbd Input: Make get_action_raw_strength print error when the action doesn't exist 2022-06-28 15:58:26 +02:00
FireForge
4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
Rémi Verschelde
ecde7ce834
Merge pull request #61669 from fire-forge/input
Make Input `mouse_mode` and `use_accumulated_input` properties
2022-06-04 15:52:34 +02:00
FireForge
f16c33fff6 Make Input mouse_mode and use_accumulated_input properties 2022-06-03 14:19:38 -05:00
Raul Santos
3e53afd52c
Add array element type to get_connected_joypads 2022-06-03 20:37:46 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
reduz
8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
Rémi Verschelde
30fbb8964d Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@b7d126eb71
2022-05-05 14:12:55 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Rémi Verschelde
c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Paulb23
5e4e4967fe Use Input::push_input for tests plus extra mouse testing 2022-04-22 17:39:12 +01:00
Rémi Verschelde
bd9ba4bd10
Merge pull request #60208 from Magorx/input-set-custom-mouse-cursor-fix
Added p_shape check to avoid engine crash in DisplayServer
2022-04-14 00:12:51 +02:00
KingCakeTheFruity
29a2809d21 Added p_shape check to avoid engine crush 2022-04-13 14:50:30 +03:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
7119d355eb String: Remove TTR and DTR defines in non-tools build
This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
Markus Sauermann
0494e024d8 Rename warp mouse functions to warp_mouse 2022-03-27 14:12:01 +02:00
Marcel Admiraal
ea20049afc Ensure minimum modifiers are pressed when matching actions 2022-03-20 08:02:54 +00:00
Haoyu Qiu
d1ca29cd8c Remove TTRC() with empty string
Fixes "duplicate message definition" when extracting messages.
2022-03-02 17:02:10 +08:00
Rémi Verschelde
e3d89a76f7 Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@94b76208bc
2022-02-20 12:20:17 +01:00
Powerbyte7
b8a7ea034c
[HTML5] Add Stadia controller to database
Add web support for the Stadia controller.
2022-02-19 23:01:41 +01:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Rémi Verschelde
bf0253bab9
Merge pull request #56764 from madmiraal/fix-45592-2 2022-02-03 18:10:30 +01:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
Rémi Verschelde
d74d4cbdff
Merge pull request #54173 from nathanfranke/fix-exact-match 2022-01-26 13:35:36 +01:00
Nathan Franke
dc1c4cfbfa
Fix action exact match 2022-01-24 05:55:37 -06:00
Rémi Verschelde
57a057f7ff
Merge pull request #56754 from madmiraal/fix-45592 2022-01-24 10:05:42 +01:00
Andrii Doroshenko (Xrayez)
5d17fe7d0f Add Input.is_anything_pressed method 2022-01-20 20:55:14 +02:00
Marcel Admiraal
f41c72c538 Fix Actions mapped to triggers not using the full range 2022-01-14 15:36:20 +00:00
Marcel Admiraal
5c3600b29f Fix mouse velocity not changing fast enough
- Uses all accumulated movements when calculating velocity
- Discards old accumulated movements
- Sets last mouse velocity to zero when there is no movement
2022-01-13 18:51:34 +00:00
Marcel Admiraal
5250cdd150 Use mouse event relative motion to calculate mouse velocity 2022-01-13 15:23:21 +00:00
Rémi Verschelde
46624388d4
Merge pull request #56322 from madmiraal/fix-42450 2022-01-11 11:33:59 +01:00
bruvzg
61ea8f8337
Add joystick button index boundary check. Increase max. button number to 128 (max. buttons supported by DirectInput). 2022-01-10 14:39:05 +02:00
Aaron Franke
de9adcf045
Document InputEventMIDI and add some missing 0xF MIDI messages 2022-01-04 05:30:43 -08:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Marcel Admiraal
3105d9b1f3 Rename speed to velocity when it's a directional Vector 2021-12-29 15:35:26 +00:00
Marcel Admiraal
39136ce3e0
Revert "Fixed event spam when using the Nintendo Switch controller" 2021-12-17 17:14:07 +00:00
Rémi Verschelde
ed395c6b99
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@265b43b789.
2021-12-17 00:14:44 +01:00
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
Rémi Verschelde
03e105f677
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@348cfa347f.
2021-12-10 10:59:30 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
kobewi
cb2bdcd286 Unexpose joy_connection_changed method 2021-12-06 13:10:17 +01:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
bruvzg
9877d91c4a
Add Input.is_physical_key_pressed method. 2021-11-23 11:14:19 +02:00
Hugo Locurcio
8fb7e622a6
Rename built-in SGN() macro to SIGN()
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
Aaron Franke
3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Rémi Verschelde
4b247e7ffa
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@322aac4bb7.

Also improve parser errors to allow identifying the problematic mappings.
2021-11-03 19:55:52 +01:00
Rémi Verschelde
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Rémi Verschelde
6c35e74228
Merge pull request #53812 from RandomShaper/expose_flush_input 2021-10-22 17:20:33 +02:00
Pedro J. Estébanez
6dc3fae201 Expose Input::flush_buffered_events() 2021-10-22 14:28:48 +02:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
bruvzg
a975682ef6 Fix handling multiple "physical key" events in the single input map action. 2021-10-19 22:19:41 +03:00
Rémi Verschelde
f4d9749e23
Merge pull request #53741 from DmitriySalnikov/exposed_sensor_setters_master 2021-10-18 23:00:56 +02:00
Rémi Verschelde
c133480531
SCons: List .gen.cpp sources explicitly to avoid globbing errors
Whenever we change the name (or remove) generated cpp files with the `.gen.cpp`
extension, users run into build issues when switching between branches (i.e.
switching before and after the name change/removal). This is because we glob
`*.cpp` so if a now-obsolete file from a previous build is present, we'll
include it too, potentially leading to bugs or compilation failure (due to
missing headers or invalid code).

So globbing patterns in `add_source_files` will now skip files ending with
`.gen.cpp`, which should instead be passed explicitly where they're used.
2021-10-15 22:14:11 +02:00
Дмитрий Сальников
9b38e04fff Exposed setters for sensor values in Input class 2021-10-12 23:26:03 +03:00
Rémi Verschelde
b85dfd990e
GDScript completion: Handle quote style ad-hoc to remove editor dependency
`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.

Also cleans up a couple extra unused invalid includes in `core`.
2021-10-04 16:16:05 +02:00
Eric M
ad30b0a8dd Allow shortcuts to have any number of bindings. Updated UI as required. 2021-10-01 18:04:28 +10:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
LATRio
41c1cfe28e InputEventJoypadMotion::set_axis - reject invalid axis 2021-09-30 19:32:21 +09:00
fabriceci
e4cfcfc424 Replace auto completion shortcut for mac 2021-09-28 11:25:11 +02:00
LATRio
eae7f1c1ae validate 'shortcut' in InputEventShortcut 2021-09-26 11:06:16 +09:00
Eric M
28b7c1be80 Improve implementation of builtin action overrides 2021-09-21 22:25:31 +10:00
Rémi Verschelde
07a58230ea
InputMap: Fixup macos feature tag overrides after #52291
Fixes #52691.
2021-09-15 11:48:54 +02:00
Hugo Locurcio
9b1986fb9c
Rename osx to macos in input map feature tag handling
This follows the general feature tag rename for 4.0.
2021-09-15 03:12:18 +02:00
Rémi Verschelde
70ba366743
Merge pull request #50375 from Paulb23/code_edit_unit_tests 2021-09-13 21:51:20 +02:00
Paulb23
d186862338 Fix InputMap and display server not nulling singleton on free 2021-09-01 16:46:04 +01:00
Hugo Locurcio
2daaf0fdc3
Make platform feature tag names lowercase
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.

- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
2021-08-31 20:34:44 +02:00
Max Hilbrunner
ae306665d3
Merge pull request #51750 from jmb462/inputmap_action_suggestions
Adding InputMap action error suggestions for Input singleton (Fix #51634)
2021-08-23 15:19:20 +02:00
reduz
5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
jmb462
a3b9842616 Adding InputMap action error suggestion for Input singleton 2021-08-16 20:54:37 +02:00
Mai Lavelle
ce43781cb3 Fix input methods returning zero strength when pressed status not requested
Fixes behavior of these methods:

`InputMap::event_get_action_status`
`InputEvent*::action_match`

Previously when `p_pressed` was `nullptr`, `p_strength` would be set to
`0.0f` regardless of event strength. This affected `InputEventAction` events
processed by `Input.parse_input_event` for example.

Regression found in afa89c9eea
2021-08-16 00:53:01 -04:00
Rémi Verschelde
81512a3732
Style: Cleanup code using text_editor/completion/use_single_quotes 2021-08-13 21:27:57 +02:00
Pedro J. Estébanez
dc187324be Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13 11:19:19 +02:00
Pedro J. Estébanez
7c864d41c9 Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-13 11:19:19 +02:00
Aaron Franke
fa3a32a2d6
Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
Bhuvan Vemula
a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30
Julien Nguyen
daee3c316f Fix action_get_events returning booleans instead of InputKey entries 2021-08-07 21:17:55 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Aaron Franke
4147c67bb0
Fix Input get_action_raw_strength 2021-07-22 21:05:44 -04:00
Rémi Verschelde
a98677181b
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@241fed0a44.
2021-07-20 13:08:50 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
Fabio Alessandrelli
5717118bcc [HTML5] Add 2 controllers to the godot database.
Sony PlayStation DualShock 4 (054c:05c4 first gen).
Unofficial Switch controller.
2021-07-17 23:51:48 +02:00
Eric M
c2ba7464b6 Added EditorInspectorPlugin to aid in editing InputEvents in resources and shortcuts 2021-07-06 23:50:33 +10:00
Nick H
c6f28ed62b Add get_dead_zone() method to InputMap
This commit adds a new method to the `InputMap`, allowing the user to get the value of an action's dead zone as a float.
2021-07-02 03:07:37 -04:00
Aaron Franke
0ce49800ac
Use mouse and joypad enums instead of plain integers
Also MIDIMessage
2021-06-20 11:54:24 -04:00
Aaron Franke
e919d894f8
Move many input enums to their own file 2021-06-20 11:53:01 -04:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde
4effadc0ba
Merge pull request #48696 from madmiraal/fix-48692
Fix `InputMap.action_erase_event()` failing to erase events correctly.
2021-06-20 00:29:42 +02:00