Commit Graph
200 Commits
Author SHA1 Message Date
Chris Danford 68756648bd Use constructors for input types instead of initialization lists to get rid of weird iterating and end markers. Allow joystick automappings from file (Data/AutoMappings/) so that a recompile is not necessary to a new controller. 2008-04-25 05:58:52 +00:00
Chris Danford c13a36e948 FOREACH_ENUM cleanup 2008-04-24 09:34:01 +00:00
Chris Danford b0f3b21b57 automapping for rock band drums 2008-03-25 06:18:34 +00:00
Chris Danford 0d73e41e81 automapping for rock band drums 2008-03-25 06:16:05 +00:00
Chris Danford ecbe89179e fix compile 2008-03-12 17:59:00 +00:00
Chris Danford 82e7612828 adapters from DDRGame 2008-03-12 10:02:15 +00:00
Chris Danford c676b810a3 change default Select mapping to question mark key for UK English keyboards 2008-02-20 04:48:08 +00:00
Chris Danford e59bea7d90 change default Select mapping to question mark key for UK English keyboards 2008-02-20 04:47:46 +00:00
Chris Danford 06212434a5 rename MultiPlayer_1 -> MultiPlayer_P1 for consistency with Lua 2007-08-24 20:49:53 +00:00
Glenn Maynard 5aadb602f2 handle GameButton_Invalid 2007-08-23 05:17:18 +00:00
Chris Danford e334a5bb2e mapping fix for GamePad Pro in pump 2007-08-21 01:35:47 +00:00
Chris Danford 84c966a79b default mapping for Gravis gamepad 2007-07-12 11:02:32 +00:00
Glenn Maynard 8eb381968a add GAME_BUTTON_EFFECT_UP, GAME_BUTTON_EFFECT_DOWN 2007-01-16 00:58:24 +00:00
Glenn Maynard 5bc8fc0ad2 add InputMapper::GetLevel 2007-01-13 06:55:47 +00:00
Glenn Maynard 4b16146370 remove typedef 2007-01-13 06:44:16 +00:00
Glenn Maynard badbe3ddd6 Previously, each GameButton had a SecondaryFunction; MenuButtons
mapped to each corresponding GameButton, and to each GameButton
with a matching SecondaryFunction.

Simplify.  Now, MenuButtons map to each GameButton with a matching
SecondaryFunction.  Merged GetMenuButtonSecondaryFunction and
GameButtonToMenuButton.

("MenuButtons" and "SecondaryFunction" are confusing legacy
terminology now.  Changing it once I figure out what to change
it to ...)
2007-01-13 06:36:55 +00:00
Glenn Maynard d7d4470f09 use GetGameButtonInfo 2007-01-13 05:45:40 +00:00
Glenn Maynard 8b279db97f cleaner, more consistent SecondaryFunction handling 2007-01-13 05:41:40 +00:00
Glenn Maynard 58065fa455 MenuButton -> GameButton 2007-01-13 03:47:36 +00:00
Glenn Maynard a4cf344876 make GameButton an enum 2007-01-13 03:13:22 +00:00
Glenn Maynard ebcf1e0235 unify GameButton and MenuButton 2007-01-13 02:40:10 +00:00
Glenn Maynard 095b6f5ba0 GameToMenu -> GameButtonToMenuButton 2007-01-13 01:16:00 +00:00
Glenn Maynard f5d285e51b GameInputToMenuButton -> GameButtonToMenuButton 2007-01-13 01:13:20 +00:00
Glenn Maynard f8e9574f1e merge m_SecondaryMenuButton into GameButtonInfo 2007-01-13 00:12:08 +00:00
Glenn Maynard 59e880e760 invert m_SecondaryMenuButton. This way, it only has as many
entries as that game has buttons; adding global GAME_BUTTONs
doesn't need adding dummy entries to each one of these.
2007-01-12 23:44:14 +00:00
Glenn Maynard 369a060afa Don't duplicate the data for common GameButtons.
InputScheme separates the generic, low-level engine data
from the Game*-specific high-level data.  GameButtonType
is a high-level distinction; in fact, it's only needed
for custom GameButtons (eg. DANCE_BUTTON_*), since the
function of generic GameButtons (GAME_BUTTON_*) can simply
be identified by their value--that's why, for example, we
don't have GameButtonType for GAME_BUTTON_COIN.
2007-01-12 22:57:55 +00:00
Glenn Maynard 4d761d588e Define keyboard mappings with InputMapping. Add a
default keyboard mapping, so we don't have to define
mappings for common keys in every game.
2007-01-12 08:00:31 +00:00
Glenn Maynard 24d5d5220c move out InputMapper::Mapping 2007-01-12 06:03:08 +00:00
Glenn Maynard 3ff773e575 handle slot indexes automatically 2007-01-12 01:42:35 +00:00
Glenn Maynard 59da84966f merge code for common GameButtons 2007-01-11 06:31:48 +00:00
Glenn Maynard c129a5f6dd merge code for common GameButtons (buttons in every game) 2007-01-11 06:10:18 +00:00
Glenn Maynard 91ee16754f move GetMenuButtonSecondaryFunction into InputScheme 2006-11-21 07:16:19 +00:00
Glenn Maynard 5bfcb8b1c1 if button is GameButton_Invalid, don't set controller either 2006-11-21 06:57:07 +00:00
Glenn Maynard 67433f7f83 add FOREACH_GameButtonInScheme 2006-11-21 05:39:56 +00:00
Chris Danford 5216992b26 change InputScheme for easier maintenance of game definitions 2006-10-23 06:47:54 +00:00
Glenn Maynard 9b0c213a03 fix inconsistent behavior because of out of date cache 2006-10-09 02:12:55 +00:00
Glenn Maynard 2ce839e4eb Invalid 2006-10-07 04:25:28 +00:00
Glenn Maynard cb746be4c3 Invalid 2006-10-07 03:43:41 +00:00
Glenn Maynard 1a89ddfccd pointer to attributes 2006-10-03 00:07:01 +00:00
Glenn Maynard 83defce27b XML update 2006-10-02 22:52:57 +00:00
Glenn Maynard 56d3ecf83d move InputScheme code into InputMapper 2006-09-30 22:36:01 +00:00
Glenn Maynard ecef158b06 eliminate InputMapper dependency on GameState. GameState
now tells InputMapper if it should join players.
2006-09-30 22:29:03 +00:00
Steve Checkoway c404b1ccb3 Initialize. 2006-09-30 09:27:34 +00:00
Glenn Maynard 928e950006 Most of Game is generic, but not all. Split the InputMapper-
specific stuff apart into InputScheme.
2006-09-30 08:18:36 +00:00
Glenn Maynard 85fc5a2dfb simplify (now InputMapper::ControllerToPlayerNumber logic is the
same as InputMapper::MenuToGame)
2006-09-30 05:52:06 +00:00
Glenn Maynard 13085923c5 simplify 2006-09-30 05:49:54 +00:00
Glenn Maynard 261849d895 move "merged input" test into InputMapper; this moves the GAMESTATE
dependency out of Game (doesn't belong in InputMapper either, working on
it ...)
2006-09-30 03:08:18 +00:00
Glenn Maynard 6e6ea7971d NUM_GameButton 2006-09-27 04:39:51 +00:00
Glenn Maynard 9e879c57a6 FOREACH_GameButton 2006-09-27 04:29:12 +00:00
Glenn Maynard 1641aec026 InputDevice_Invalid 2006-09-26 21:10:47 +00:00