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16 commits

Author SHA1 Message Date
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
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
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
671d0ace1b Fix some regressions + improvements:
- 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
b438064517 Continue implementing support for multiple ActionSets 2016-07-16 03:09:44 +02:00
fgenesis
2fd181913e Preparations for multiple ActionSets support 2016-07-15 03:22:27 +02:00
fgenesis
a043dd852f Major input handling improvements (#28):
- 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
d1778a97b8 wip, temp commit 2016-07-03 18:07:13 +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
a7c2d054a2 Begin joystick code refactor; some related cleanups and unused code removal 2016-06-25 23:59:34 +02:00
Nicolas Braud-Santoni
eb128e65a4 Remove commented-out code 2016-05-05 19:57:50 +02:00
fgenesis
b320739684 Avoid sending an action multiple times in a row 2015-08-16 02:24:14 +02:00
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
e23a881bda fix ActionMapper crash (thx PL) 2011-08-11 23:43:55 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00