* 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 |
||
|---|---|---|
| .. | ||
| ui | ||
| base.zs | ||
| dictionary.zs | ||
| dynarrays.zs | ||
| inputevents.zs | ||
| maps.zs | ||
| ppshader.zs | ||
| screenjob.zs | ||
| service.zs | ||