Since https://github.com/godotengine/godot/pull/108704, the sentence
about Flatpak is fully obsolete:
1. All standard Flatpak runtimes contain libdbus;
2. With the addition of support for the XDG Inhibit portal, Godot is
able to inhibit idle without any sandboxing adjustments.
More generally, I don't think we need to mention that D-Bus is required
to inhibit idle, even outside Flatpak: practically speaking, all desktop
Linux systems have had libdbus available for 20+ years.
Remove the whole paragraph.
- Mention SDL 3 is now used for input on desktop platforms.
- Mention that mobile/web platforms may have less reliable controller
support as they don't use SDL yet, but it's planned.
GameControllerDB's upstream does not accept contributions from Godot
since it does not use SDL. Users can still create custom mappings,
but they should be submitted to Godot's controller database instead
of the SDL one.
This also adds a reference to `godotcontrollerdb.txt` which was missing
in the first place. This file is used as a complement to `gamecontrollerdb.txt`.
* Fix: Propagation of _gui_input()
_gui_input() calls only propagate up the scene tree for mouse events
with appropriate filter flags. Keyboard and controller events do not
propagate through _gui_input().
Places entire description of _gui_input() propagation in one location,
marks it as a note to separate it from surrounding input propagation,
and updates the description to include behavior of keyboard and
controller events.
- Add screenshots
- Document reading and writing settings
- Document manually editing project.godot
- Note that most settings are changed in different
classes at runtime
The `SetAction` and `SetPressed` are internal methods and can't be invoked directly outside of that assembly. However, the `Action` and `Pressed` property setters invoke them instead.
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.
GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.
User comments are intended to be used for the following purposes:
- Add a clarification or correct something in the documentation,
without having to open a pull request. Contributors are encouraged to
take a look at discussions from time to time, and see if there's information
worth incorporating in the pages themselves. Don't forget to reply to
the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
such as tutorials or add-ons.
User comments should *not* be used for technical support. Other community
platforms should be used for that.
Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.
See https://giscus.app for more information.
The reference to a custom mouse cursor demo project provided is outdated. I believe it should be removed until there's an up-to-date working demo project for custom mouse cursor that can be shared.
Update input event flow graphic based on recent changes.
Made some descriptions more precise.
Input Event table:
- Added missing InputEvents Gesture, MIDI and Shortcut
- Removed unused Type Index column
HTML5/Web moved to their own subfolder
Global Illumination moved to their own subfolder
UI, IO, Inputs sections titles adjusted
2D, 3D tutorials grouped to improve navigation
* Update some C# examples
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Other minor code fixes.
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Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>