virtualx-engine/core/input
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
..
default_controller_mappings.h Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
gamecontrollerdb.txt Apply upstream gamecontrollerdb patch 391. 2020-10-26 16:47:48 +00:00
godotcontrollerdb.txt Input: Readd 'Default Android Gamepad' magic binding 2020-05-11 11:07:04 +02:00
input.cpp Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
input.h Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
input_builders.py Parse SDL game controller half axis and inverted axis entries. 2020-05-13 10:33:19 +01:00
input_event.cpp Made serialization of Command toggleable when saving InputEvents. 2020-11-19 21:05:45 +10:00
input_event.h Made serialization of Command toggleable when saving InputEvents. 2020-11-19 21:05:45 +10:00
input_map.cpp Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
input_map.h Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
SCsub Remove unused Python imports. 2020-09-10 11:38:52 +01:00