fgenesis
7b702673fe
Fix some things/typos that were overlooked
2016-08-07 05:20:04 +02:00
fgenesis
21d4b43c29
Fix more opengl linkage problems on windows
2016-08-06 21:00:48 +02:00
fgenesis
916c3214d2
Make SDL2 the default
2016-08-06 20:03:51 +02:00
fgenesis
93ac73179f
Support vs15
2016-08-06 19:50:07 +02:00
fgenesis
812dc7dd7f
Reject joystick axes for Swim[Up|Down|Left|Right] actions.
...
This avoids confusion since the axes are always used, analog, and allow nice control.
If the axes were additionally mapped to Sim* actions, the movement would
no longer be analog as soon as the (digital) action state is enabled.
2016-08-04 02:22:05 +02:00
fgenesis
844ee748e6
Make InGameMenu catch some more actions.
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Not sure if this is really necessary, but can't hurt
2016-08-04 01:56:19 +02:00
fgenesis
15c78dd2e4
Rix mouse button emulation that broke somewhere along the way
2016-08-04 01:55:32 +02:00
fgenesis
d49531f486
Replace DebugButton in the key config menu with a nicer and UI-focusable button
2016-08-02 04:15:04 +02:00
fgenesis
cd17e34094
Fix typo that broke bone lock orientation
2016-08-02 03:36:06 +02:00
fgenesis
00900a9dfb
Fix bone particles broken in 8472718fb7
2016-08-02 02:44:50 +02:00
fgenesis
2d47b4a7b3
Tiny header cleanup
2016-07-19 02:59:30 +02:00
fgenesis
3de004262b
Attempt to fix joystick enabled/disabled state
2016-07-19 02:45:56 +02:00
fgenesis
bff072039a
Addition to prev. commit: Fix this in a better way.
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This also gets rid of a 1-frame delay in DSQ action handling.
Hope this doesn't cause any problems, as i'm not sure.
2016-07-18 23:22:42 +02:00
fgenesis
335b26d1e0
Fix resuming paused cutscene
2016-07-18 23:14:20 +02:00
fgenesis
e8f1129c24
Fix startup crash and linking error in release mode
2016-07-18 03:21:24 +02:00
fgenesis
e44ebfaa9f
Forgot stringbank.txt update
2016-07-18 01:35:32 +02:00
fgenesis
619d3d531b
Remove some now unused/unneeded leftovers
2016-07-18 01:34:43 +02:00
fgenesis
ab959bc6d6
Use sentinel that captures most of the input for sourceID -1
2016-07-18 01:27:58 +02:00
fgenesis
c943759ce1
Getting closer to mutliple inputs actually working
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Split logic and state from ActionMapper into another class,
of which one exists per input set.
2016-07-17 22:25:24 +02:00
fgenesis
dcf09343b5
Correctly distinguish between action sources when evaluating ActionMapper
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I'm not quite happy with the hackishness of this change;
hope it doesn't incur too much runtime overhead with all these checks...
2016-07-17 17:50:27 +02:00
fgenesis
77e4bfd292
Various improvements and fixes
2016-07-17 05:54:09 +02:00
fgenesis
411f8950e5
Fix possible fatal error, and jostick not accepting esc
2016-07-17 03:05:26 +02:00
fgenesis
4ee2abda06
Fix key config menu being visible and messed up when it shouldn't, under some circumstances
2016-07-17 02:47:19 +02:00
fgenesis
671d0ace1b
Fix some regressions + improvements:
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- ACTION_MENU* not sent
- allow using the game UI with keyboard only
- allow mapping ACTION_MENU to controller inputs
- fix joystick axis (-) not working due to typo
2016-07-17 02:34:34 +02:00
fgenesis
bf94d541cd
More WIP towards multiple input sets
2016-07-16 22:08:39 +02:00
fgenesis
b438064517
Continue implementing support for multiple ActionSets
2016-07-16 03:09:44 +02:00
fgenesis
520239a845
Fix possible crash on startup & disable newly added ActionSets by default
2016-07-15 03:28:36 +02:00
fgenesis
2fd181913e
Preparations for multiple ActionSets support
2016-07-15 03:22:27 +02:00
fgenesis
95fd453a99
Save "Flip Input Buttons" setting
2016-07-14 05:09:50 +02:00
fgenesis
881226fe43
Minor cosmetic fixes + prevent heap overflow after on taking more than 99999999 screenshots
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Gotta be correct!!11
2016-07-14 05:01:30 +02:00
fgenesis
dcd4fe6c86
Implement configurable screenshot key
2016-07-14 04:59:08 +02:00
fgenesis
a043dd852f
Major input handling improvements ( #28 ):
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- Support joystick hotplugging
- Support axes as buttons (means xbox360 shoulder triggers can be used as buttons)
- Show pretty joystick axis & button names if possible
- Tabify input actions UI
- Add 'mouse' column to input actions UI
- Allow to configure form hotkeys
- Allow ALL keys, get rid of internal key remapping
- SDL2: Use scancodes instead of keycodes since they are layout independent
- Allow extra mouse buttons (if present)
- Remove "lmbd" & "lmbu" actions in favor of "PrimaryAction" & "SecondaryAction"
Makes the configuration less redundant and doesn't send each action twice,
which happened if both were set to the same key.
- Fix Regressions from prev commits (menu not opening on Esc)
Still has a few minor bugs/issues that need to be fixed,
but pushing this now before the commit gets too large again.
2016-07-13 05:00:19 +02:00
fgenesis
082dcacad8
whoops
2016-07-10 01:11:06 +02:00
fgenesis
2efc227ad9
Improve input menu a bit, accept Esc in the designated field, remove "Mic" section from config
2016-07-09 19:42:33 +02:00
fgenesis
798e4c6619
Remove support for input key config locking.
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Wasn't useful, isn't useful, and confused me to no end.
Better to have this gone.
2016-07-09 19:09:39 +02:00
fgenesis
4b0f45df73
Regression: Fix optionsOnly not being remembered
2016-07-09 15:23:30 +02:00
fgenesis
8472718fb7
Major include refactor; changes to pretty much everything
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This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.
Lots of cleanups on the way too. More dead/unused code removal.
Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00
fgenesis
d1778a97b8
wip, temp commit
2016-07-03 18:07:13 +02:00
fgenesis
4e37abd0f5
whoops forgot a file
2016-07-03 18:06:35 +02:00
fgenesis
34a1bcb70f
Really use scancode names + little more cleanup
2016-07-03 15:48:40 +02:00
fgenesis
9414be864a
Huge Game.cpp refactor and various other things
...
Started working on a tiny input/ActionMapper refactor,
then everything fell apart and i ended up doing this.
I'm sorry.
Pretty much untested because input mapping is broken right now,
will fix that next.
2016-06-30 02:58:55 +02:00
fgenesis
e2e7753226
Remove some more unused cruft
2016-06-26 00:39:48 +02:00
fgenesis
7494529bd0
Remove old pre-SDL2 rumble code for Linux
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SDL2 is now ubiquitous on linux, and there is no reason to keep this around
2016-06-26 00:03:10 +02:00
fgenesis
a7c2d054a2
Begin joystick code refactor; some related cleanups and unused code removal
2016-06-25 23:59:34 +02:00
fgenesis
4534b68fc5
Remove instant quit on Ctrl+Alt+Q, allow Alt+Enter for fullscreen switch on OSX
2016-06-25 19:43:20 +02:00
fgenesis
548da72632
Merge branch 'master' into experimental
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Conflicts:
BBGE/SoundManager.cpp
BBGE/SoundManager.h
2016-06-20 02:05:42 +02:00
fgenesis
84366ad533
hopefully fix build on gcc6, tiny cleanup
...
... in fact i forgot that much more cleanup was already done
on the experimental branch. whatever.
2016-06-20 01:56:27 +02:00
fgenesis
96206dd82a
Fix yet another oopsie RenderObject::setTexture()
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Didn't apply empty ("") texture when another texture was already set.
2016-06-19 00:42:13 +02:00
fgenesis
06963a8d6a
Implement loadXMLTable() Lua function
2016-06-10 02:26:43 +02:00
fgenesis
82c2122774
Do not restart DamageSprite scale interpolation when healed
2016-05-25 02:11:20 +02:00