Commit graph

176 commits

Author SHA1 Message Date
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
Gregory Basile
8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
SpaghettiCoder01
5b81af09dc Added Input_Map entry for backspacing using Shift+Backspace 2021-06-15 04:30:49 +01:00
Haoyu Qiu
c727d40507 Fix InputEventJoypadButton::as_text crash for invalid button index 2021-06-13 13:53:11 +08:00
Aaron Franke
98aa3b669e
Add MOUSE_MODE_CONFINED_HIDDEN
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-03 11:44:28 -04:00
Paulb23
1c16673798 Move and expose AutoComplete in CodeEdit 2021-06-01 15:38:45 +01:00
Hugo Locurcio
80f4e407b2
Add a keyboard shortcut to select the word under cursor in TextEdit
This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.

This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.

The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
2021-05-22 23:47:43 +02:00
Tomasz Chabora
b1859510ab Change behavior of String.right 2021-05-20 23:07:57 +02:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Marcel Admiraal
7104229a85 Fix InputMap.action_erase_event() failing to erase events correctly. 2021-05-19 11:43:02 +01:00
Rémi Verschelde
6c367f8e0d
Merge pull request #48168 from LightningAA/control-to-ctrl-4.0 2021-05-17 17:38:02 +02:00
fox
df52f5de75 Fix typo in InputEventMIDI string 2021-05-17 09:54:28 -04:00
Marcel Admiraal
5cdf167dcc Make printing of InputEvents consistent
- Removes the undesired spaces before the colon
- Adds missing commas between parameters
- Adds quotes or brackets to strings
- Removes brackets around single values
2021-05-15 13:55:22 +01:00
Lightning_A
97fecd1b69 Rename "Control" key to "Ctrl" and add "_pressed" suffix to all InputEventWithModifiers properties/methods 2021-05-07 14:00:50 -06:00
Aaron Franke
0de9a7d803
Rename doubleclick to double_click 2021-05-04 04:38:08 -04:00
kobewi
76903d2c44 Add Enter as alternate key to complete code 2021-05-03 19:28:59 +02:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde
7e215a4b54
Merge pull request #35666 from Calinou/inputmap-nonexistent-suggestions
Print suggestions when requesting a nonexistent InputMap action
2021-04-18 11:39:12 +02:00
Hugo Locurcio
71b254f68e
Print suggestions when requesting a nonexistent InputMap action
Co-authored-by: Marc Gilleron <marc.gilleron@gmail.com>
2021-04-18 02:38:42 +02:00
Marcel Admiraal
0fb4dbf1bd Avoid creating joy_names map entries when using Map operator[] 2021-04-17 20:29:04 +01:00
Rémi Verschelde
f83486b430
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@01dce71403.
2021-04-06 22:39:35 +02:00
Rémi Verschelde
cde67f0315
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@807ac1fbf9.
2021-03-23 13:18:43 +01:00
Aaron Franke
a5324787c8
Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
Aaron Franke
10d7fccb54
Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
Fabio Alessandrelli
70d5f652a2 [HTML5] Logitech Dual Action Gamepad FF/Linux 2021-03-21 15:59:31 +01:00
Anshul7sp1
91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rémi Verschelde
65305ea001
Merge pull request #46371 from EricEzaM/PR/fix-osx-inputmap-spammed-errors
Fixed 'nonexistent action' errors spammed at startup on OSX
2021-02-24 16:52:52 +01:00
Eric M
d91e915d79 Fixed 'nonexistent action' errors spammed at startup on OSX 2021-02-24 23:16:22 +10:00
Liz Haas
2aee71d52d Input: Throw error if action doesn't exist
Thow errors if requesting an unexisting InputMap action.
Makes `Input.is_action_*` methods consistents with `Event.is_action_*` which already throw errors.

fixes #33303
2021-02-24 13:49:21 +01:00
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
Rémi Verschelde
0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Eric M
49714b0963 Removed hardcoded shortcuts from /scene and converted to input actions
This removes hardcoded actions from things like LineEdit and TextEdit.

Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18 16:22:51 +01:00
Eric M
074f53563d Added ability to override built-in actions for the editor
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
2021-02-18 16:22:50 +01:00
Eric M
ca1abc7352 Added convenience create_reference methods for Key and JoyButton inputs 2021-02-18 16:22:39 +01:00
Rémi Verschelde
52964fdd3f
Merge pull request #44355 from EricEzaM/PR/fix-action-false-positives-and-allow-checking-exact-matches
Allow checking for exact matches with Action events.
2021-02-15 14:52:17 +01:00
Rémi Verschelde
5eb46ab616
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@f72b68b8b0.

Partial revert of #45790.
2021-02-08 16:16:29 +01:00
Rémi Verschelde
c31bceb5f5
Merge pull request #45797 from madmiraal/add-new-sdl-keywords
Add support for new SDL gamecontroller keywords.
2021-02-08 13:47:01 +01:00
Marcel Admiraal
3d479d086c Add support for new SDL gamecontroller keywords. 2021-02-07 16:09:32 +00:00
Rémi Verschelde
4956d93ce6
Fix issues in last GameControllerDB sync
We don't support 'misc1' as an output string yet (seems used for PS5 controller).
Yet another broken CSV line with 'CO.,LTD'.
2021-02-07 11:47:40 +01:00
Rémi Verschelde
c843efa5b7
Merge pull request #45756 from Faless/js/4.x_gamepads_db
Add some HTML5 controllers mapping.
2021-02-06 13:33:35 +01:00
Fabio Alessandrelli
27b78f13b9 Add some HTML5 controllers mapping. 2021-02-06 11:08:32 +01:00
Rémi Verschelde
2c2fffcb02
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@c7cf1397c1.
2021-02-06 01:06:57 +01:00
Fabio Alessandrelli
bab20c6e09 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 12:30:38 +01:00
Fabio Alessandrelli
a1533f2c44 Better gamepad axis event injection.
In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.

The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.

This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
2021-01-18 12:30:38 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
e4c0572385
Merge pull request #44593 from madmiraal/rename-mainloop-methods
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal
d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
EricEzaM
b2f032e1a5 Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.

Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True

Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.

Usage:

```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)

InputMap.event_is_action(p_event, "my_action", true)

func _input(event: InputEvent):
  event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
  event.is_action("my_action", true)
```
2020-12-15 09:14:18 +10:00
EricEzaM
5c15461df2 Fixed mistakes in InputEvent as_text and to_string implementations. 2020-12-14 12:42:42 +10:00
Rémi Verschelde
df53bf6397
Merge pull request #43660 from EricEzaM/PR/INP1-inputevent_as_text_and_to_string
InputEvent as_text now returns readable string. Added to_string for debug strings
2020-12-03 13:28:29 +01:00
Marcel Admiraal
e887ebf817 Ignore hint entries in game controller mapping 2020-12-03 09:06:40 +00:00
Eric M
dfe4c5f8e1 InputEvent as_text now returns readable string. Added to_string for debug strings
Made InputEvent as_text() return a readable and presentable string. Added to_string() overrides for each which returns a 'debug-friendly' version which is not as presentable but provides more information and in a more structured fashion. Use as_text() for UI display scenarions and to_string() for debug cases
2020-11-27 00:42:16 +10:00
Rémi Verschelde
6a683f8016
Merge pull request #43591 from madmiraal/fix-43520
Update joy button and stick names, enums and documentation
2020-11-19 20:43:44 +01:00
Marcel Admiraal
20f2b71e21 Update joy button and stick names, enums and documentation 2020-11-19 15:28:31 +00:00
Rémi Verschelde
b4f81e7b88
Merge pull request #43662 from EricEzaM/PR/INP3-command_serialization_optional
Made serialization of Command toggleable when saving InputEvents.
2020-11-19 13:38:55 +01:00
Eric M
c92f83d3ca Made serialization of Command toggleable when saving InputEvents.
Made serialization of Command optional. If command is serialized, Control (On Win/Linux) or Meta (on Mac) are not.
Example use case: You are on Windows and you set a shortcut to be Control + E. This would serialize as Command=true and Control=true. If you then run this project on Mac, you would need to press Command AND Control to activate the shortcut - which is not what is intended. Now, you can set store_command to true, and it will only serialize to Command = true (no Control serialized). On Windows, this means Control. On Mac, it means only command.
2020-11-19 21:05:45 +10:00
Rémi Verschelde
2ca1c17a5c
Merge pull request #43661 from EricEzaM/PR/INP2-rename_load_from_globals
load_from_globals() -> load_from_project_settings()
2020-11-19 07:40:21 +01:00
Eric M
e5376fb129 load_from_globals() -> load_from_project_settings() 2020-11-19 09:21:21 +10:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde
fbe0386c65
Merge pull request #43233 from madmiraal/fix-42876
Remove unneeded filter on joy_axis()
2020-11-16 22:41:14 +01:00
Rémi Verschelde
19f27ab486
Merge pull request #42976 from aaronfranke/input-get-axis
Allow getting Input "axis" and "vector" values by specifying multiple actions
2020-11-16 09:30:34 +01:00
Tomasz Chabora
b7c612bd54 Release pressed action if event is removed 2020-11-12 16:54:16 +01:00
Aaron Franke
4abf189e36
Allow getting Input axis/vector values by specifying multiple actions
For get_vector, use raw values and handle deadzones appropriately
2020-11-11 06:02:44 -05:00
Aaron Franke
195d58be0f
Add raw strength value for internal use 2020-11-11 05:58:21 -05:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Marcel Admiraal
f9bb8de3fc Remove unneeded filter on joy_axis() 2020-10-31 09:13:17 +00:00
Marcel Admiraal
afc9e5923e Apply upstream gamecontrollerdb patch 391.
Co-authored-by: SalvoB <salvob41@users.noreply.github.com>
2020-10-26 16:47:48 +00:00
Marcel Admiraal
0c0c36be44 Provide support for buttons and D-pads mapped to half axes, and
fix axes mapped to buttons and D-pads.
2020-10-26 07:52:24 +00:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
Craig-Stoneham
46519ba52c Removed unnecessary keyword, fix comment style
The privacy here is already private
2020-09-29 10:30:02 +02:00
Tomasz Chabora
f4e34ac353 Check for null in InputMap::_find_event 2020-09-23 15:39:06 +02:00
Marcel Admiraal
e3d698dae9 Remove unused Python imports. 2020-09-10 11:38:52 +01:00
Rémi Verschelde
1e49a86884
Fix invalid CSV in SDL2 controller mappings DB
Follow-up to a61cae1469.
2020-09-01 20:53:51 +02:00
Rémi Verschelde
a61cae1469
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@d148c6ce49.
2020-09-01 10:23:16 +02:00
Andrii Doroshenko (Xrayez)
d86de6c98e SCons: Refactor running commands through builders
A new `env.Run` method is added which allows to control the verbosity
of builders output automatically depending on whether the "verbose"
option is set. It also allows to optionally run any SCons commands in a
subprocess using the existing `run_in_subprocess` method, unifying
the interface. `Action` objects wrap all builder functions to include a
short build message associated with any action.

Notably, this removes quite verbose output generated by `make_doc_header`
and `make_editor_icons_action` builders.
2020-07-28 00:09:21 +03:00