Commit Graph

6 Commits

Author SHA1 Message Date
Unknown W. Brackets
b641ced7e0 Poll controllers on a separate thread on Windows.
This means controllers will sample more than the game fps, and will work
whenever keyboards do.
2014-03-23 23:46:10 -07:00
Henrik Rydgard
cc58e34cf8 Remove legacy key mapping and associate devices with keys (DInput has been left behind for now, will be fixed up soon). Saving is broken, will be fixed soon. 2013-07-06 20:45:44 +02:00
Unknown W. Brackets
1218db02f5 Skip pads if their analog is not set.
Not sure if a deadzone is needed... or if some pads may do a constant
bottom left or something...
2013-04-06 20:17:36 -07:00
Henrik Rydgard
09d1f3c1fa win: Fix X360 button problems by skipping DInput if there's a 360 pad available. 2013-04-01 20:15:16 +02:00
CrazyMax
6d2abe95b4 Windows: add support DirectInput gamepads (devices); 2013-04-01 04:55:38 +03:00
Diogo Franco (Kovensky)
7e7e9a0452 Add a class for keyboard input
Removes the windows-specific hack from sceCtrl
to read keyboard input and instead add a hack to
PPSSPPWindows.

The input mapping is still hardcoded and is the same
as it was in sceCtrl.

Add an std::list to WindowsHost that, curretly, contains
a hardcoded list of preferred `InputDevice`s. Devices
are tried in-order until one of them reports success.
Xinput is preferred over Keyboard. Keyboard always
returns success. Pointers are stored in the std::list
for polymorphism.

Change XinputDevice to report failure as soon as a
device can't be queried, instead of only a frame later.
2012-11-12 17:49:40 +00:00