Allows the SavegameManager to destroy all saves related to the current UUID session so hardcore mods can enforce this safely instead of needing to go nuclear.
* Cleanup: Alignment, long lines, Replace 0 with SDLK_UNKNOWN
* Gamecontroller api analogue input
* Added some button handling
* Added mapping for other buttons
* Added trigger events
* Added force_joystick flag
* Removed force_joystick flag
Rationale:
1. It was actually broken lol
2. I cannot think of a case where enabling this would be a useful thing for
gzdoom. If the user is using a gamecontroller, it is pointless. If they are
not using a gamecontroller, it will just default to using the joystick api.
If they are not using a gamecontroller, but SDL thinks they are, it is an
SDL bug, and will be reported and fixed
* Modified default mapping
* Added analogue to digital threshold
* Added analogue response curve
* Per axis settings
* Fixed controller reconnect
* Added threshold and curve to IJoystickConfig
Enabled saving of settings
* Added stubs
* Cleanup
Constants are no longer defines.
Constants are mostly shared between backends.
Moved some logic to m_joy
* Implemented xinput stubs
* Implemented dinput stubs
* Implemented ps2 stubs (untested)
* Fixed inclusive check
* Implemented osx stubs (untested)
* Fixed curve implementation
No longer savable, I screwed the curve function up.
I though it needed 2 control points, but it needs 4.
Need to re-do controller settings :(
* Now using CubicBezier struct
* Fixed SetDefaultConfig to match xinput behavior
* Expanded gamepad CCMD
* Rename enum JoyResponseCurve to EJoyCurve
* Initial menu implementation
* Fixed SDL controller setting saving
* SDL gamepads can now actually be disabled
* Fixed initial controller connect of some versions of SDL
* Spelling error
* Enable gamepad by default
* Fixed segfault on some versions of SDL
* Only block keydown
By default allow only settings controllers to save the game. Use actual file names to help prevent possible save file overriding as savexx is unreliable online. Prevent quicksave behavior from working with the rotator. Force a unique netgame subfolder for multiplayer saves to remove the ability to override singleplayer saves. Send over the host's -loadgame argument to make loading easier (will not override the guest's -loadgame in case they need a special file name).
cleaned up function interface to avoid referencing the file system in the worker functions.
replaced StringTable's operators with functions.. The main reason is that these are far easier to look up when browsing the source.
This also fixes a premature translation in SBARINFO that was done in the parsing stage, not the printing stage.
* making all members protected (but adding friend overrides for the classes which still need it)
* allowing to read data without retrieving the FResourceLump object.
* take I_BuildMIDIMenuList out of it
* pass the command line state to disable music from the init call.
* don't declare internal 'nomusic' variable in the header.
*Added Font and TextureID types to Option and Image Scroller items (List items already have these)
*Added "Class" instruction for Image Scrollers
*Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this)
*Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden
This is mainly for new games which have been designed for hardware rendering.
Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
* use a different subfolder for each IWAD's saves.
* do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
* unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
* -loadgame will also use the designated savegame folder now.