Commit Graph

14 Commits

Author SHA1 Message Date
Chris Danford f46f9d70d7 human readable Keymaps.ini 2005-04-24 02:15:41 +00:00
Glenn Maynard 32f829d42c cleanup (never compare DeviceI.button against KEY_* unless you first check that it's a keyboard) 2005-02-02 05:57:26 +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 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
Glenn Maynard 9cf3f9b331 support 6 joysticks 2003-10-11 00:16:32 +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 42cfd6f98c stdafx -> global 2003-02-16 04:01:45 +00:00
Glenn Maynard 7578257a17 Use SDL events for keyboard and joystick input. It's simpler.
It's also the "preferred" way of doing it, according to the SDL
docs, so maybe it'll work better.

This will reliably queue events, so we can handle coin events during
loads.

It'll queue events a little too reliably; we might want to flush some events
when we load screens.
2003-02-16 01:35:48 +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