Commit Graph

490 Commits

Author SHA1 Message Date
Bastien Bouclet
8dd2b7ca39 EVENTS: Expose the primary global keymap builder 2020-01-26 23:09:08 +02:00
Cameron Cawley
9fc24522d7 BACKENDS: Add more keycodes 2020-01-21 03:28:22 +02:00
Bastien Bouclet
feaf9dc365 ALL: Sync with ScummVM rev. 55dba55056 2019-12-08 17:06:42 +01:00
Cameron Cawley
d84ce7e4d5 OPENPANDORA: Fix compilation failures 2019-11-30 23:04:35 +00:00
Cameron Cawley
00fecbb6e6 GPH/OPENPANDORA: Move ToggleTapMode() into the event manager 2019-11-30 20:50:27 +00:00
Cameron Cawley
54e6cf4cda GPH/OPENPANDORA: Remove global variable BUTTON_STATE_L 2019-11-30 20:50:27 +00:00
Cameron Cawley
f2b9f7bb76 BACKENDS: Remove the Windows CE port 2019-11-17 22:33:56 +01:00
D G Turner
690370554f SDL: Fix Missing Default Switch Cases in Events Class
These are flagged by GCC if -Wswitch-default is enabled.
2019-10-16 23:24:05 +01:00
D G Turner
7b247bad4c SWITCH: Remove Set But Unused Variables from Events Code
These were causing compiler warnings for the porter.
2019-10-05 01:49:21 +01:00
Cameron Cawley
7bf22fa996 BACKENDS: Add EVENT_CLIPBOARD_UPDATE event 2019-09-21 22:16:01 +03:00
rsn8887
afd360703e VITA: Use activeArea rectangle also on Vita 2019-08-13 20:54:59 -05:00
Bastien Bouclet
accb1df2c7 SDL: Fix mouse cursor wrapping on hi-res screens
Fixes #1562.
2019-07-13 10:05:15 +02:00
Cameron Cawley
6e690c5a8b MAEMO: Minor cleanup 2019-07-08 11:11:45 -05:00
Cameron Cawley
52e7ba5e54 SDL: Support joystick hat input 2019-07-08 01:24:55 +03:00
Cameron Cawley
30109816fe SDL: Initial implementation of joystick events 2019-07-08 01:24:55 +03:00
Bastien Bouclet
d474e3f94f ALL: Sync with ScummVM - rev. ea3f8f2e33 2019-06-29 19:08:44 +02:00
Bastien Bouclet
0a8049e30c SDL: Fix gamepad mouse cursor wrapping on hi-res screens
The cursor position was overflowing a signed 16-bits integer once
multiplied with MULTIPLIER when using a resolution such as 2560x1440.

It would be nice changing this code to make more sense, sadly it is
thightly coupled with platform specific subclasses.

Fixes #10996.
2019-06-27 20:12:52 +02:00
rsn8887
536521d356 SWITCH: Enable touchpad mouse mode option in controls 2019-06-13 15:38:10 -05:00
Bastien Bouclet
4c9a5cd1d6 SDL: Fix compiler warning 2019-06-02 20:10:46 +02:00
Le Philousophe
dc0bfbc724 COMMON: Fix button state desynchronization when warping mouse 2019-05-22 00:14:56 +02:00
Cpasjuste
488bbb267a SWITCH: add nintendo switch support 2019-05-12 11:59:44 +03:00
Cameron Cawley
fb0b63ba66 RISCOS: Add Drag and Drop support 2019-04-30 22:17:04 +01:00
Cameron Cawley
d7b2b1b8f9 GUI: Support adding games via Drag and Drop 2019-04-30 22:17:04 +01:00
Cameron Cawley
bcef809e61 WINCE: Fix compilation 2019-04-15 08:06:39 +03:00
Hubert Maier
ce8227323b AmigaOS4: Exclude platform from a SDL1/2 keyboard fix that breaks numpad usage (#1551)
SDL1/2: Exclude AmigaOS4 from returning 0 for .ascii

*reset .ascii to 0, when Num-Lock is NOT enabled and keypad directional keys are pressed* (original description) is causing the numpad to play dead completely on AmigaOS4 (no matter if numlock is active or not). This is a workaround for the SCUMM engine, where keycodes are mixed with ASCII codes.

Check commit f5ed14e93d for reference. 

Fixes bug #10558. Tested with both SDL1 and 2 on AmigaOS4 and with both Indiana Jones games.
2019-04-11 01:28:18 +03:00
Laurent Merckx
fc16b30bbf SDL/GRIM: Improve game controller support
- Use back button to open virtual keyboard (managed by resvm-sdl-events)
- Map controller buttons to corresponding actions (in grim engine)
- Solve bug on RPI with Myst3 (view stuck on top when using joystick)
2019-02-24 07:46:09 +01:00
Bastien Bouclet
66654cb376 ALL: Sync with ScummVM - rev. cd37d510f9 2019-01-26 20:47:55 +01:00
Cameron Cawley
79a4e3f813 BACKENDS: Remove references to the GP32 backend 2018-11-04 21:38:45 +00:00
Cameron Cawley
885b8e9efe BACKENDS: Mark resetQuit and getKeymapper as override 2018-08-15 20:25:06 +02:00
Bastien Bouclet
53759fe53a ALL: Sync with ScummVM - rev. 2586ca2345 2018-07-31 21:09:37 +02:00
rsn8887
eb49ef0626 PSP2: Improve pointer response to slow finger motion 2018-07-15 03:30:42 -05:00
LMerckx
f0dfc19f29 SDL: Allow to load a custom game controller mapping file
And add a specific joystick button to open virtual keyboard
2018-04-04 20:40:16 +02:00
Eugene Sandulenko
d6b5e3f611 BAKCENDS: Mark methods as override 2018-03-28 11:58:35 +02:00
rsn8887
880081aa2c PSP2: make touch mouse clicks longer so all games receive them
Some games such as Gobliins or Dreamweb did not react to the
simulated touch mouse clicks because the clicks were too short.
This change ensures all games see the simulated clicks by
giving each click a minimum duration of 50 ms instead of being
as fast as possible.
2018-03-28 00:13:32 -05:00
rsn8887
ece8dedcf4 PSP2: prevent accidental clicks when moving pointer using touch 2018-03-23 18:11:13 -05:00
rsn8887
9af2b5ca3a PSP2: fix touch sometimes not directly under finger 2018-03-20 03:14:11 -05:00
Bastien Bouclet
2e875a768d SDL: Split joystick mouse event generation into two functions
That way it is easier to implement relative mouse movement in
ResidualVM.
2018-03-18 13:09:00 +01:00
Laurent Merckx
7731737623 SDL: Improve joystick usage
- configuration of engines natively supporting joystick or not
- for engines not supporting joystick input (Myst3, TLJ), reuse the ScummVM code to emulate mouse from joystick.
  A modification was also needed to support relative movements (needed in Myst3 to support camera movements)
2018-03-18 13:06:48 +01:00
Bastien Bouclet
1b3592b60e SDL: Split joystick mouse event generation into two functions
That way it is easier to implement relative mouse movement in
ResidualVM.
2018-03-18 13:06:23 +01:00
Bastien Bouclet
4914eb0002 SDL: Add game controller API support 2018-03-18 08:25:34 +01:00
Bastien Bouclet
455a409cab ALL: Sync with ScummVM - rev. b272701834 2018-03-17 16:25:28 +01:00
rsn8887
bfef3da347 PSP2: Implement three-finger drag as right-mouse button drag 2018-02-13 13:32:04 -06:00
rsn8887
86b1e74b28 PSP2: allow 'frontpanel_touchpad_mode=true' option in ScummVM.ini
Can change option to 'true' manually in scummvm.ini to force front
panel into indirect touchpad mode where the pointer doesn't jump
to finger.
2018-02-08 00:19:41 -06:00
rsn8887
d80ddcc246 PSP2: Prevent jumping touch cursor on right click 2018-01-28 19:49:16 -06:00
rsn8887
195d1f5dee PSP2: Add 2-finger drag-and-drop touch motion 2018-01-28 18:29:17 -06:00
rsn8887
68274d1cc6 PSP2: Improve direct touch accuracy 2018-01-27 19:02:59 -06:00
Bastien Bouclet
1b0ffaf311
Merge pull request #1111 from bgK/gamepad-scale-mouse-speed-with-resolution
SDL: Scale the joystick mouse speed with the vertical window size
2018-01-27 18:20:47 +01:00
rsn8887
3cc12c3da2 PSP2: Always use direct touch on front touch panel 2018-01-25 11:57:31 -06:00
rsn8887
5de0a8b3a0 PSP2: Enable rear touch only when Touchpad Mouse Mode is on 2018-01-24 20:06:46 -06:00
rsn8887
690d39cc29 PSP2: Increase direct touch accuracy 2018-01-24 19:06:22 -06:00
rsn8887
5551241c51 PSP2: More settings for touch (direct touch on/off, pointer speed) 2018-01-24 04:16:49 -06:00
rsn8887
5189dbb7ba PSP2: Implement touch controls (front and back panel) 2018-01-23 07:27:11 -06:00
Fiodar Stryzhniou
c0c186d001 SYMBIAN: Add missed brace 2018-01-14 06:49:54 +00:00
Bastien Bouclet
49a48cedea SDL: Scale the joystick mouse speed with the vertical window size
The mouse cursor now moves across the screen in a similar amount of time
irrespective of the display resolution.
2018-01-13 10:29:10 +01:00
Bastien Bouclet
bb5e8d3a11
Merge pull request #1090 from bgK/remove-zaurus-yopy
PORTS: Remove the Zaurus and Yopy ports
2018-01-03 06:40:49 +01:00
Bastien Bouclet
1fa80ea3a3 SDL: Add debug traces for joystick hotplug 2017-12-27 07:30:53 +01:00
Bastien Bouclet
6437ca1ede PS3: Stop using SDL mouse focus events to detect the XMB
Mouse focus events are also sent by SDL when the mouse is warped outside
of the window area. App suspended / resumed are now used. These are only
sent by SDL when opening / closing the XMB on the PS3.

Fixes #10340.
2017-12-26 21:29:30 +01:00
rsn8887
dafadbc8c7 PSP2: Add controller config, remove joystick event handling 2017-12-26 21:11:05 +01:00
Bastien Bouclet
1522fc8e2f SDL: Add support for joystick hotplug
Fixes #10366.
2017-12-26 21:11:05 +01:00
Bastien Bouclet
5838894f24 PSP2: Remove identical to base class joystick axis event handling 2017-12-26 21:11:04 +01:00
Bastien Bouclet
ee4ff8ca08 SDL: Cleanup joystick deadzone handling 2017-12-26 21:11:04 +01:00
Bastien Bouclet
1fb748e974 SDL: Move the non analog joystick code to the Symbian port
Symbian was the only user of that code.
2017-12-26 21:11:04 +01:00
Bastien Bouclet
6fb50d562f PS3: Remove gamepad button mapping
SDL_PSL1GHT now supports the GameController API. ScummVM's default
mapping is now used.
2017-12-26 21:11:04 +01:00
Bastien Bouclet
ac78058fcd SDL: Initial support for game controllers
The button mapping is that of the Vita port

Co-Authored-By: rsn8887 <rsn8887@users.noreply.github.com>
2017-12-26 21:11:04 +01:00
Bastien Bouclet
60a1100beb PORTS: Remove the Zaurus port
There was never an official release. The last unofficial release of ScummVM was 0.6.0.
Production ceased in 2007.
2017-12-19 07:42:22 +01:00
Bastien Bouclet
ca469f728b PORTS: Remove the Yopy PDA port
No official release was ever done for that platform. Production ceased
in 2005.
2017-12-19 07:37:08 +01:00
Bastien Bouclet
3ec01653c3 ALL: Merge from ScummVM rev 3a933138ce 2017-12-06 21:41:03 +01:00
Bastien Bouclet
6eb9a48bbd EVENTS: Delay initializing the virtual keyboard
The virtual keyboard requires the backend to be fully initialized
because it needs the display size.

Fixes #10338.
2017-11-28 05:49:45 +01:00
Bastien Bouclet
bc5ac6440c EVENTS: Fix one ms error in repeat event generation time check 2017-11-19 20:07:51 +01:00
Bastien Bouclet
8fc70ce37f SDL: Improve handling of SDL2 keyboard repeat events
- Flag them as repeat events
- Disable ScummVM's own repeat event generation

This fixes keyboard repeat events not being flagged as such with SDL2,
and complies with the user's operating system preferences regarding key
repeat timings.
2017-11-19 16:12:50 +01:00
Bastien Bouclet
7d811d356e EVENTS: Allow disabling repeat event generation 2017-11-19 16:12:50 +01:00
Bastien Bouclet
7539a77eeb EVENTS: Move key repeat handling to its own method 2017-11-19 16:12:50 +01:00
Bastien Bouclet
8beb519c5e EVENTS: Rename synthetic to kbdRepeat 2017-11-19 16:12:50 +01:00
Colin Snover
d1b77d4b68 BACKENDS: Fix missing mouse events when system cursor cannot be moved
Normally with SDL, a mouse motion event will be sent after the
system mouse cursor has been moved by a call to
SDL_WarpMouseInWindow, but if the system cursor cannot be moved
(e.g. because the window does not have mouse focus), games still
need to receive these mouse events so they can successfully update
the mouse position internally. Otherwise, games continue to think
the mouse is still in the original position and will continue to
try to perform whatever action is associated with that mouse
position.

Refs Trac#9689.
2017-10-15 13:24:21 -05:00
Colin Snover
cd538ffffa BACKENDS: Do not send mouse events to games occurring outside the game draw rect 2017-10-15 13:24:21 -05:00
Colin Snover
de2bbe3b97 BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.

Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.

The biggest behavioral change here is with the coordinate
system mapping:

Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.

Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.

This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:

* Nullipotent operations (getWidth, getHeight, etc.) of the
  PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
  been de-virtualized
* Extra unnecessary calculations of hardware height in
  SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
  (setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
  overridden virtual methods in subclasses (primarily to avoid
  myself accidentally creating new methods in the subclasses
  by changing types/names during refactoring)

Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-10-15 13:24:20 -05:00
Colin Snover
b53020f704 BACKENDS: Fix some comment typos 2017-10-15 13:24:20 -05:00
Bastien Bouclet
84e62b6c8d ALL: Sync with ScummVM - rev. 87ebc7140c 2017-09-02 15:04:07 +02:00
Thierry Crozat
00bbb73ce5 SDL: Make sure we get the correct window size with SDL2
When updating or recreating the window, if we changed the window
size at the same time we also toggle between OpenGL and non
OpenGL mode, or toggle fullscreen mode, we may have a pending
SDL resize event with the wrong size. So we need to make sure to
append another one with the correct size to end up with the correct
size. This fixes bug #9971.
2017-07-27 21:05:44 +01:00
Thierry Crozat
a20d2172fa SDL: Respect OS setting for wheel scroll direction on SDL 2.0.4+
The setting was already respected on SDL < 2.0.4 (such as SDL1).
If the OS inverts the scrolling direction, this is reflected on the sign
of the y value of the SDL event. Since version 2.0.4 the SDL event
also had a flag to indicate if the direction is flipped and we were
using it to change back the y sign. That means the OS scrolling
direction setting was not respected. With this commit we now have
a consistent behaviour with all SDL versions (the OS scroll direction
setting is respected).

If our wheel events are used for something other than scrolling
however, we might want to get the actually wheel move direction
(i.e. use a Common::EVENT_WHEELDOWN when moving the wheel
down even if the OS scroll setting is to flip it). In such a case we
might want to revert this change and instead add an additional flag
to the event so that we know the scroll direction should be flipped
and use it in places where the event is used for scrolling.
2017-03-21 21:06:35 +00:00
Eugene Sandulenko
547e5846a1 Merge pull request #915 from rsn8887/vita
PSP2: Add Playstation Vita support
2017-03-04 22:45:01 +01:00
cpasjuste
70988527c6 PSP2: Add Playstation Vita (PSP2) support 2017-03-04 15:42:19 -06:00
rsn8887
12e226922d SDL: Always use sub-pixel joystick pointer resolution 2017-03-01 09:55:20 -06:00
rsn8887
58bbc0e887 SDL: fix pointer speed setting 8 (was too slow) 2017-02-27 19:59:18 -06:00
rsn8887
45bd7a8b75 SDL: Fix erratic analog pointer + control options
Fixes erratic speeds in analog pointer motion
Implemented option to set analog/keyboard pointer speed
and control the analog joystick deadzone. The deadzone option appears
only if the build supports analog joystick (via JOY_ANALOG define)
2017-02-22 16:52:09 -06:00
Eugene Sandulenko
8458e3deb7 Merge pull request #905 from lubomyr/master
ANDROIDSDL: added tab Control in main Options menu for switching some features
2017-02-21 23:29:51 +01:00
rsn8887
86c6c7c903 SDL: increase resolution of slow analog pointer motion 2017-02-18 19:22:04 -06:00
rsn8887
c0b095d793 SDL: Cleanup, replaced _km.multiplier with #define 2017-02-18 18:20:10 -06:00
rsn8887
75004c429c SDL: improved internal joystick event handling 2017-02-18 12:00:22 -06:00
rsn8887
09a6029781 SDL: slow analog ('modifier'+stick) made slower 2017-02-18 11:59:16 -06:00
lubomyr
75a08488f9 ANDROIDSDL: code refactoring and optimization 2017-02-18 17:58:47 +02:00
rsn8887
613c6f4f7f SDL: More fixes to jerky analog joystick pointer
For some engines such as Dreamweb that a previous fix did not apply
to, this fixes bug 6996: Android: Mouse pointer control with
analog joystick is unusable
2017-02-17 17:55:09 -06:00
rsn8887
fb50d5934d SDL: Fix jerky/laggy analog joystick mouse control
This fixes bug 6996: Android: Mouse pointer control with
analog joystick is unusable
2017-02-14 23:05:34 +00:00
lubomyr
2d7803c22f ANDROIDSDL: code optimization 2017-02-01 14:34:32 +02:00
Pawel Kolodziejski
19bcd1f3bc ALL: Sync with ScummVM 2016-11-12 12:59:06 +01:00
Pawel Kolodziejski
9ba9c69b3f ALL: Sync with ScummVM - rev. 823c2f899b 2016-11-12 08:49:29 +01:00
Eugene Sandulenko
641012a141 Merge pull request #777 from m-kiewitz/master
SDL: Fix keyboard on macOS, when using SDL2, fix directional keypad
2016-11-08 00:57:14 +01:00
lubomyr
a0c2fca8e4 ANDROIDSDL: back button re-mapped to F13 keycode. F13 keycode assigned to call scummvm in-game menu. CONTROL key now can be uses with games 2016-10-23 14:00:25 +03:00
Ori Avtalion
fc85eb461d SDL: Fix typo in function name 2016-10-18 19:24:51 +03:00
Eugene Sandulenko
355c4fa646 JANITORIAL: Remove more trailing spaces 2016-10-09 15:02:02 +02:00
lubomyr
a7ec02d887 ANDROIDSDL: fixed switching to capital letter 2016-09-21 14:09:00 +03:00
lubomyr
6ffc90412c SDL: mapKey changed as virtual function 2016-09-20 19:48:14 +03:00
Eugene Sandulenko
f9f55d1af3 ANDROIDSDL: Fix menu button 2016-08-29 19:37:25 +02:00
Bastien Bouclet
a6efdf6422 SDL: Disable keycode remapping when building for WinCE
WinCE does not have MapVirtualKey.
2016-07-25 23:09:32 +02:00
Bastien Bouclet
914996b5a6 SDL: Fix Windows SDL1 keycodes to use the active keyboard layout 2016-07-25 13:10:51 +02:00
Martin Kiewitz
f5ed14e93d SDL: Fix keyboard on macOS, when using SDL2, fix directional keypad
This will hopefully fully fix keyboard issues for macOS / SDL2,
for example when pressing "alt-x".

Also reset .ascii to 0, when Num-Lock is NOT enabled and keypad
directional keys are pressed. This was fixed inside AGI+SCI
previously.

The latter shouldn't cause issues, but in case it does, the
affected engine should get fixed and use keycodes instead.
2016-07-03 20:36:27 +02:00
Martin Kiewitz
29c31f8308 Revert "SDL: Fix keyboard on macOS, fix directional keypad"
This reverts commit 9aa7174218.

For now.
2016-07-03 19:43:56 +02:00
Martin Kiewitz
9aa7174218 SDL: Fix keyboard on macOS, when using SDL2, fix directional keypad
This will hopefully fully fix keyboard issues for macOS / SDL2,
for example when pressing "alt-x".

Also reset .ascii to 0, when Num-Lock is NOT enabled and keypad
directional keys are pressed. This was fixed inside AGI+SCI
previously.

The latter shouldn't cause issues, but in case it does, the
affected engine should get fixed and use keycodes instead.
2016-07-03 19:08:24 +02:00
Johannes Schickel
c925e5b35c SDL: Make TEXTINPUT handling more reliable for SDL2.
This reduces the likelihood of entering two characters per keypress in our guy
on Windows. In fact, during my brief testing with the filter widget in the
launcher I was not able to trigger the former behavior at all anymore.
2016-05-22 13:09:24 +02:00
lubomyr
961976f17e ANDROIDSDL: add androidsdl backend 2016-05-19 20:33:27 +02:00
Eugene Sandulenko
4411155869 GCW0: Trigger keyboard only on button down, not on up, otherwise it required holding 2016-02-24 23:31:37 +01:00
Eugene Sandulenko
39991ad4a5 GCW0: Fix virtual keyboard 2016-02-14 23:06:11 +01:00
Eugene Sandulenko
68ff933206 Merge pull request #657 from lordhoto/scumm-alt-x
ALL: Handle Alt-x internally in SCUMM.
2016-02-01 10:35:13 +01:00
Johannes Schickel
24c6d50301 SDL: Don't mix our key code with SDL's.
This case for F# keys was forgotten to update in 8530997fff.
2016-02-01 02:23:55 +01:00
Johannes Schickel
94cd15bb3e SDL: Do not quit on Alt-x.
This was originally added in cbd867329e to
support this LucasArts game hotkey. However, Alt-x is used by other
engines as hotkey. Most notably AGI's Leisure Suit Larry in the Land of the
Lounge Lizards uses it to skip the age protection. Since we handle Alt-x
internally in SCUMM now there is no need to keep this around in our backend
code.
2016-01-29 23:19:08 +01:00
Pawel Kolodziejski
2fadf2e466 ALL: Synced with ScummVM 2015-12-22 00:24:01 +01:00
Bastien Bouclet
b9a1074999 PS3: Make use of an updated SDL2 version
This version, available at https://bitbucket.org/bgK/sdl_psl1ght, is based on SDL 2.0.3.
2015-12-15 20:10:19 +01:00
Johannes Schickel
86db21467e SDL: Slight formatting fixes. 2015-12-13 23:53:27 +01:00
Pawel Kolodziejski
4fe80cd669 ALL: synced with ScummVM 2015-04-19 07:43:34 +02:00
Johannes Schickel
c4317a8da1 SDL: Fake key events for unassociated TEXTINPUT events. 2015-03-05 20:08:35 +01:00
Johannes Schickel
26fb7b2c8f SDL: Remove TEXTINPUT events we associate with KEYDOWN. 2015-03-05 20:08:34 +01:00
Johannes Schickel
627d766325 SDL: Add basic abstraction class for the SDL window. 2015-02-16 01:03:29 +01:00
Johannes Schickel
8530997fff SDL: Add experimental support for SDL2.
This is based upon skristiansson's change set to make ScummVM work with SDL2.
2015-01-25 20:23:25 +01:00
Johannes Schickel
3a2db0135d SDL: Refactor WM specific functionality into SdlGraphicsManager. 2015-01-25 18:57:38 +01:00
Pawel Kolodziejski
a8d4f76f37 ALL: drop SamsungTV port, it will never be fast enough to be playable 2015-01-17 07:57:45 +01:00
Pawel Kolodziejski
a4fc7ea3b2 ALL: synced with scummvm 2015-01-12 23:50:20 +01:00
Ingo van Lil
3d39e63da7 GRIM/EMI: Add Joystick/gamepad support 2015-01-12 19:45:18 +01:00
Joel Teichroeb
ee9b60676a SDL: Warn if the selected joystick does not exist 2015-01-04 09:39:55 -08:00
Eugene Sandulenko
238b3e1ac2 GCW0: Hardcoded (for now) GCW0 controls 2014-10-27 00:03:32 +01:00
Pawel Kolodziejski
88b93b36dd ALL: sync with ScummVM 2014-07-02 01:02:35 +02:00
D G Turner
aafc17ed1e SAMSUNGTV: Use virtual keyboard event directly, rather than using keycode.
As the virtual keyboard trigger has been moved to CTRL-F7, the previous
code which generates a unmodified F7 event to do this will not work.

Rather than just adding the CTRL modifier, this code changes the
backend to directly generate the virtual keyboard trigger event
directly. This avoids any future breakage if the key combination is
changed again.
2014-04-29 00:27:56 +01:00
D G Turner
dd92fa45b4 PS3: Use virtual keyboard event directly, rather than using keycode.
As the virtual keyboard trigger has been moved to CTRL-F7, the previous
code which generates a unmodified F7 event to do this will not work.

Rather than just adding the CTRL modifier, this code changes the
backend to directly generate the virtual keyboard trigger event
directly. This avoids any future breakage if the key combination is
changed again.
2014-04-29 00:26:35 +01:00
D G Turner
1544feb02c MAEMO: Use virtual keyboard event directly, rather than using keycode.
As the virtual keyboard trigger has been moved to CTRL-F7, the previous
code which generates a unmodified F7 event to do this will not work.

Rather than just adding the CTRL modifier, this code changes the
backend to directly generate the virtual keyboard trigger event
directly. This avoids any future breakage if the key combination is
changed again.
2014-04-29 00:24:47 +01:00
D G Turner
4ebbdaa59b LINUXMOTO: Use virtual keyboard event directly, rather than using keycode.
As the virtual keyboard trigger has been moved to CTRL-F7, the previous
code which generates a unmodified F7 event to do this will not work.

Rather than just adding the CTRL modifier, this code changes the
backend to directly generate the virtual keyboard trigger event
directly. This avoids any future breakage if the key combination is
changed again.
2014-04-29 00:22:54 +01:00
D G Turner
3ae0908967 GPH: Use virtual keyboard event directly, rather than using keycode.
As the virtual keyboard trigger has been moved to CTRL-F7, the previous
code which generates a unmodified F7 event to do this will not work.

Rather than just adding the CTRL modifier, this code changes the
backend to directly generate the virtual keyboard trigger event
directly. This avoids any future breakage if the key combination is
changed again.
2014-04-29 00:21:46 +01:00
D G Turner
dc0c7bce4c DINGUX: Use virtual keyboard event directly, rather than using keycode.
As the virtual keyboard trigger has been moved to CTRL-F7, the previous
code which generates a unmodified F7 event to do this will not work.

Rather than just adding the CTRL modifier, this code changes the
backend to directly generate the virtual keyboard trigger event
directly. This avoids any future breakage if the key combination is
changed again.
2014-04-29 00:13:49 +01:00
Pawel Kolodziejski
8759900b6a ALL: synced with ScummVM 2014-04-05 18:18:42 +02:00
Johannes Schickel
224cec46a7 WINCE: Make GPL headers consistent in themselves. 2014-02-18 02:39:40 +01:00
Johannes Schickel
5c27f7b04f WEBOS: Make GPL headers consistent in themselves. 2014-02-18 02:39:40 +01:00
Johannes Schickel
1b5c324811 SYMBIAN: Make GPL headers consistent in themselves. 2014-02-18 02:39:38 +01:00
Johannes Schickel
63304ee9ec SDL: Make GPL headers consistent in themselves. 2014-02-18 02:39:38 +01:00
Johannes Schickel
a3d012357e SAMSUNGTV: Make GPL headers consistent in themselves. 2014-02-18 02:39:37 +01:00
Johannes Schickel
6909a8e29a PS3: Make GPL headers consistent in themselves. 2014-02-18 02:39:37 +01:00
Johannes Schickel
cc2f3e23a4 OPENPANDORA: Make GPL headers consistent in themselves. 2014-02-18 02:39:36 +01:00
Johannes Schickel
4f34f44fbf MAEMO: Make GPL headers consistent in themselves. 2014-02-18 02:39:36 +01:00
Johannes Schickel
872b5fdf41 LINUXMOTO: Make GPL headers consistent in themselves. 2014-02-18 02:39:36 +01:00
Johannes Schickel
96564e95b4 GPH: Make GPL headers consistent in themselves. 2014-02-18 02:39:34 +01:00
Johannes Schickel
7803ce2fa4 DINGUX: Make GPL headers consistent in themselves. 2014-02-18 02:39:34 +01:00
Johannes Schickel
121687d2ed BACKENDS: Make GPL headers consistent in themselves. 2014-02-18 02:39:32 +01:00
Johannes Schickel
ce383aca1e MAEMO: Get rid of superfluous cast. 2014-01-24 03:28:45 +01:00