godot/main
Pedro J. Estébanez 9692549c34 Track screen drag speed
Following the universal input handling effort, this works the same for every platform, as long as the touch move event coming from it contains the relative movement.

The same tracking algorithm used to track the mouse speed is used here, but tracking separately each touch index.

Fixes #3623.
2018-10-14 18:01:06 +02:00
..
tests Add testcase whether OAHashMap loses keys 2018-10-11 09:57:35 +02:00
app_icon.png
default_controller_mappings.h
gamecontrollerdb_204.txt Sync controller mappings DB with SDL2 community repo 2018-09-27 09:54:21 +02:00
gamecontrollerdb_205.txt Sync controller mappings DB with SDL2 community repo 2018-09-27 09:54:21 +02:00
gamecontrollerdb.txt Sync controller mappings DB with SDL2 community repo 2018-09-27 09:54:21 +02:00
godotcontrollerdb.txt Input: Add mapping for X-Box One S controller on Linux 2018-10-02 09:14:47 +02:00
input_default.cpp Track screen drag speed 2018-10-14 18:01:06 +02:00
input_default.h Track screen drag speed 2018-10-14 18:01:06 +02:00
main_builders.py Make core/ includes absolute, remove subfolders from include path 2018-09-12 09:52:22 +02:00
main.cpp Fix some more warnings reported by CI 2018-10-03 14:13:42 +02:00
main.h Main: Group static members and add some docs 2018-09-20 14:38:40 +02:00
performance.cpp Make core/ includes absolute, remove subfolders from include path 2018-09-12 09:52:22 +02:00
performance.h Make core/ includes absolute, remove subfolders from include path 2018-09-12 09:52:22 +02:00
SCsub SCons: Build thirdparty code in own env, disable warnings 2018-09-28 14:07:39 +02:00
splash_editor.png Donors: Add GameDev.tv as platinum sponsor 2018-08-28 12:55:07 +02:00
splash.png
timer_sync.cpp Misc. typos 2018-09-12 21:39:17 -04:00
timer_sync.h