godot/core/input
Juan Linietsky 2b815df3c1 Use BitField<> in core type masks
* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
2023-01-08 22:17:40 +01:00
..
default_controller_mappings.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
gamecontrollerdb.txt Sync controller mappings DB with SDL2 community repo 2022-12-12 13:43:15 +01:00
godotcontrollerdb.txt [Web] Add PS3 gamepad mapping for FF+Linux. 2022-10-03 13:06:50 +02:00
input_builders.py
input_enums.h Use BitField<> in core type masks 2023-01-08 22:17:40 +01:00
input_event.cpp Use BitField<> in core type masks 2023-01-08 22:17:40 +01:00
input_event.h Use BitField<> in core type masks 2023-01-08 22:17:40 +01:00
input_map.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
input_map.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
input.cpp Use BitField<> in core type masks 2023-01-08 22:17:40 +01:00
input.h Use BitField<> in core type masks 2023-01-08 22:17:40 +01:00
SCsub
shortcut.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
shortcut.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00