Glenn Maynard
58065fa455
MenuButton -> GameButton
2007-01-13 03:47:36 +00:00
Glenn Maynard
434e603026
MenuButton -> GameButton
2007-01-13 03:44:16 +00:00
Glenn Maynard
ebcf1e0235
unify GameButton and MenuButton
2007-01-13 02:40:10 +00:00
Glenn Maynard
91ee16754f
move GetMenuButtonSecondaryFunction into InputScheme
2006-11-21 07:16:19 +00:00
Glenn Maynard
02b52b8c71
clean up format string
2006-11-21 05:44:52 +00:00
Glenn Maynard
f4583be663
header cleanup
2006-11-21 05:22:05 +00:00
Chris Danford
fec2d3628b
only accept start/back on IET_REPEAT so that Start can be tested without exiting the screen.
2006-10-20 08:46:39 +00:00
Glenn Maynard
cd3f228338
covariant Copy()
2006-10-20 00:17:51 +00:00
Glenn Maynard
2ce839e4eb
Invalid
2006-10-07 04:25:28 +00:00
Glenn Maynard
3f315b0464
InputScheme
2006-09-30 08:24:05 +00:00
Steve Checkoway
944a913790
PlayerNumber -> IEP.
2006-09-15 01:47:24 +00:00
Glenn Maynard
c71d8f7425
IET_SLOW_REPEAT -> IET_REPEAT
2006-09-13 02:59:05 +00:00
Glenn Maynard
07ddb97215
fix Update
2006-03-19 02:32:51 +00:00
Glenn Maynard
4c1e9ed6bb
split out ScreenTestInput components
2006-03-19 02:06:31 +00:00
Chris Danford
62833f56cb
show input device list on mapping screen
2006-01-26 06:17:57 +00:00
Glenn Maynard
7e6d70e6b1
space out more (don't want to metric-ize this just now)
2006-01-24 01:13:15 +00:00
Glenn Maynard
63368f99da
cleanup
2006-01-24 01:00:49 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
a87993bcb1
finish ctor transition
2006-01-15 20:46:15 +00:00
Glenn Maynard
ced8fd4561
Transition away from Screen(sName).
2006-01-15 19:04:34 +00:00
Glenn Maynard
9056419cf5
remove logs (this stuff predates the crash handler and has been copied
...
and pasted around since)
2006-01-15 08:51:03 +00:00
Chris Danford
9122e2f935
localize more strings
2006-01-08 19:38:33 +00:00
Glenn Maynard
3193f1b774
fix slow STestInput
2005-12-28 20:41:51 +00:00
Glenn Maynard
7039cafa9a
Merge input symbols: any device can have any input key.
...
- This reduces the number of types associated with input; adding a
distinct input type doesn't introduce a whole new enumerated type
and related functions.
- Special handling for different devices is needed less often. If you
want to respond to an F1 press, simply check for KEY_F1; the device
type doesn't really matter (though it'll usually be a keyboard).
- This allows cleaner support for generalized USB devices. While they're
usually of the traditional classes (keyboard, joystick) with associated
inputs, they don't have to be.
- Forced casts between parallel types can be removed, and weakly-specified
variables (ints instead of the enum type) can be fixed.
Some things that might have been merged havn't; for example, arrow keys
on a keyboard (KEY_UP) are still distinct from axes on a joystick (JOY_UP).
These may or may not be merged in the future.
Some were: removed PUMP_ symbols. Treat them as generic buttons, and just
give them names with GetDeviceSpecificInputString. It's not worth
introducing more special names for something only used in one place.
2005-12-28 08:52:20 +00:00
Chris Danford
d0d5798568
update device names on the fly
2005-12-19 10:00:47 +00:00
Chris Danford
37f82b43f7
remove CStringArray #define
2005-12-09 21:36:22 +00:00
Glenn Maynard
cfe76dd96e
cleanup
2005-12-09 01:48:20 +00:00
Glenn Maynard
5b88cd2f4d
'<' : signed/unsigned mismatch
2005-12-08 23:47:02 +00:00
Chris Danford
ca7da4b531
show InputDevice name next to description
2005-12-08 05:22:40 +00:00
Glenn Maynard
b3d5f2390e
cleanup
2005-10-17 06:37:59 +00:00
Glenn Maynard
dfc67cd84d
ScreenWithMenuElements::StartTransitioning -> StartTransitioningScreen, to make searching
...
for it easier (vs. Transition::StartTransitioning). (Trying to simplify tweening; this
may go back later.)
2005-10-13 22:17:13 +00:00
Chris Danford
bb10c7c21f
pass around InputEventPlus in Screen::Input instead of multiple input structures
2005-09-05 02:26:50 +00:00
Chris Danford
365e564939
allow InputDeviceHandlers to provide a device-specific input string for displaying
2005-08-17 05:56:59 +00:00
Chris Danford
c12b9f504f
broadcast button presses so that overlays can do something tricky
2005-08-15 15:59:49 +00:00
Glenn Maynard
6e8747d0b6
cleanup
2005-07-12 02:21:28 +00:00
Glenn Maynard
28133ca105
cleanup
2005-07-07 10:29:04 +00:00
Chris Danford
b03a55d199
show input devices in TestInput
2005-06-03 19:03:13 +00:00
Glenn Maynard
fb3baf752b
update screen
2005-05-09 04:17:17 +00:00
Glenn Maynard
ed1c6ff32f
add input button comments
2005-05-08 09:19:35 +00:00
Glenn Maynard
e67ab7877d
simplify
2005-05-08 08:54:35 +00:00
Chris Danford
f46f9d70d7
human readable Keymaps.ini
2005-04-24 02:15:41 +00:00
Chris Danford
a29ac7a5fc
prettier test input
...
don't show secondary mappings if OnlyDedicatedMenuButtons is on
2005-04-23 22:50:13 +00:00
Glenn Maynard
b51b0cfb4c
Use Init() for all screens, so we can set state before the base class
...
members are loaded--they'll see resets, score finalization, etc. It
also results in smaller code, due to a g++ bug that causes constructors
to be emitted several times.
2005-02-23 06:29:05 +00:00
Chris Danford
4223e09cc8
GetPathTo -> GetPath
2005-02-06 03:32:53 +00:00
Glenn Maynard
783e492b0b
GetSecondaryMenuButtonName -> GetMenuButtonSecondaryFunction
2004-12-04 04:50:18 +00:00
Glenn Maynard
36d462ffd6
figure out secondary button names dynamically
2004-12-04 04:39:51 +00:00
Chris Danford
7f336c2ce6
self-registering screen classes
2004-11-26 17:28:47 +00:00
Chris Danford
72bd480883
CENTER_* -> SCREEN_CENTER
2004-11-05 06:35:10 +00:00
Glenn Maynard
f7e215e914
cleanup
2004-09-28 05:51:10 +00:00
Chris Danford
807d892f4f
allow theme to specify logical screen dimensions
2004-09-21 06:07:12 +00:00