godot/core/input
Mel Collins 8406e60522 Add InputEventKey.location to tell left from right
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.

It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
2024-01-26 14:42:28 +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 2023-10-23 16:11:38 +02:00
godotcontrollerdb.txt UWP: Remove platform port, needs to be redone from scratch for 4.x 2023-09-07 15:01:59 +02:00
input_builders.py Fix #if *_ENABLED inconsistencies, should check if defined 2024-01-17 10:30:15 +01:00
input_enums.h Fix mouse-button-mask on button release in unit test 2023-02-08 01:17:40 +01:00
input_event.cpp Add InputEventKey.location to tell left from right 2024-01-26 14:42:28 +01:00
input_event.h Add InputEventKey.location to tell left from right 2024-01-26 14:42:28 +01:00
input_map.cpp Add const references detected by clang-tidy 2023-12-16 13:36:44 -05:00
input_map.h Rework input actions to be reliable 2023-11-10 15:24:04 +01:00
input.cpp Check action exists in Input.action_press and action_release 2024-01-18 16:18:16 +08:00
input.h Rework action pressed state to support multiple controllers 2023-12-04 18:02:51 +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