godot/core/input
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
..
default_controller_mappings.h Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
gamecontrollerdb.txt Sync controller mappings DB with SDL2 community repo 2020-06-04 15:52:27 +02:00
godotcontrollerdb.txt Input: Readd 'Default Android Gamepad' magic binding 2020-05-11 11:07:04 +02:00
input.cpp Style: Remove unnecessary semicolons from core 2020-05-19 15:57:56 +02:00
input.h Add override keywords. 2020-07-10 13:56:54 +01:00
input_builders.py Parse SDL game controller half axis and inverted axis entries. 2020-05-13 10:33:19 +01:00
input_event.cpp Style: Enforce braces around if blocks and loops 2020-05-14 21:57:34 +02:00
input_event.h Add override keywords. 2020-07-10 13:56:54 +01:00
input_map.cpp Renamed InputMap.get_action_list to InputMap.get_action_events 2020-06-15 14:01:53 +02:00
input_map.h Renamed InputMap.get_action_list to InputMap.get_action_events 2020-06-15 14:01:53 +02:00
SCsub SCons: Refactor running commands through builders 2020-07-28 00:09:21 +03:00