Commit Graph
27 Commits
Author SHA1 Message Date
Chris Danford e389ba6191 convert the rest to use Preference 2005-05-16 09:36:32 +00:00
Chris Danford f46f9d70d7 human readable Keymaps.ini 2005-04-24 02:15:41 +00:00
Glenn Maynard 0e8b4b8371 comments, cleanup 2005-02-13 03:21:22 +00:00
Chris Danford 28e4249b34 increase NUM_JOYSTICKS 2004-12-22 08:01:21 +00:00
Glenn Maynard f9bd7e3829 remove NUM_JOYSTICK_HATS 2004-09-28 05:52:03 +00:00
Glenn Maynard b89e424951 cleanup 2004-09-17 05:38:56 +00:00
Glenn Maynard 846c8d7e34 fix warnings? 2004-09-10 08:43:40 +00:00
Glenn Maynard 60e1cc4ada fix warnings 2004-09-10 08:19:48 +00:00
Glenn Maynard a643146a54 Okay, the SDL input driver changing display preferences finally got to
me, so I'm cleaning it up.

Add "level" parameter to DeviceInput, indicating the degree the axis
or button is depressed.  If it's < 0, it's not an analog input; otherwise,
IET_LEVEL_CHANGED events will come in when the level changes.

Add secondary stick axis inputs, so there's a correct place to put them.

Handle these inputs in ScreenCenterImage.  Inputs mapped to gameplay
inputs are always a primary input; otherwise, the first stick is translate
and the secondary is scale.  Input is analog when possible; holding shift
reverses the map, so keyboard input works roughly the same as before.

Do away with the special Xbox-specific centering code; use the standard
centering matrix.  If this doesn't work, any special cases to fix it should be
hidden away in RageDisplay_D3D.

The input maps are likely to work on the Xbox as is, since the SDL driver
maps axes in order, but I can't test it.

This won't work with PS2 converters, since #1: those things map the
secondary axis to seemingly random places (on mine, JOY_Z_UP,
JOY_Z_DOWN, JOY_ROT_Z_UP, JOY_ROT_Z_DOWN), and #2: they
don't identify themselves uniquely.  Unless there's a pattern in how they're
mapping that I can't see (since I don't have many converters), this just
can't be done reliably.  (No big deal; PCs have keyboards.)
2004-09-09 22:10:21 +00:00
Glenn Maynard aee0166436 remove COMPAT_KEYSYMS 2004-09-09 17:58:52 +00:00
Glenn Maynard 2852b1e6ed cleanup 2004-06-20 01:30:27 +00:00
Glenn Maynard d89d883e9f KEY_KP_EQUAL 2004-06-16 20:33:10 +00:00
Glenn Maynard 98ecd82db5 phasing out SDL_keysym.h 2004-06-16 20:26:45 +00:00
Glenn Maynard f9f10e2372 more license updates 2004-05-06 02:40:33 +00:00
Chris Danford 945441d0f8 add Para input handler (not quite working yet) 2003-12-17 09:33:39 +00:00
Glenn Maynard 9cf3f9b331 support 6 joysticks 2003-10-11 00:16:32 +00:00
Chris Danford 8c3db31ba7 optimize InputFilter::Update 2003-10-07 05:59:58 +00:00
Glenn Maynard 65e44b1f86 Optimize: remove spurious RageTimer construction 2003-09-07 22:39:04 +00:00
Glenn Maynard 315d225724 Add DeviceInput::IsJoystick. 2003-09-03 22:28:46 +00:00
Glenn Maynard 7483a249b4 add a ctor 2003-07-14 06:21:30 +00:00
Glenn Maynard 58847998a6 Zero out DeviceInput timestamps by default. 2003-07-13 01:34:57 +00:00
Glenn Maynard 6fb42b9bab Add a timestamp to DeviceInput. (Until this is implemented, it'll default
to the time the class is constructed.)
2003-07-13 00:33:06 +00:00
Glenn Maynard b3f91f52e9 support up to 32 buttons 2003-07-08 21:13:43 +00:00
Glenn Maynard c99ef6f2b4 add aux joystick axes 2003-06-18 17:48:40 +00:00
Glenn Maynard e96cb79c5f support more axes 2003-06-17 06:05:10 +00:00
Glenn Maynard 7122b233b6 add Pump button constants 2003-05-28 04:20:31 +00:00
Glenn Maynard 93632078c5 split InputDevice into a separate file (so RageInput.h can be edited
without recompiling everything)
2003-02-15 18:49:18 +00:00