Cameron Cawley
a730e8775b
SDL: Clean up keycode usage
2020-02-22 22:11:34 +02:00
Bastien Bouclet
22c75c644a
EVENTS: Change DefaultEventManager to be the owner of the keymapper
2020-02-22 13:14:04 +02:00
Paul Gilbert
30d34fa63d
ENGINES: Implement autosaving in the Engine base class
2020-02-16 15:44:28 -08:00
Paul Gilbert
818d9bab27
ENGINES: Change debugger trigger to Ctrl+Alt+D using keymapper
2020-02-16 13:07:19 +02:00
Paul Gilbert
98f9c4f254
ENGINES: Create a default debugger when needed if none is yet set
2020-02-16 13:07:19 +02:00
Paul Gilbert
7b721eaac1
ENGINES: Adding debugger to base Engine class
2020-02-16 13:07:19 +02:00
Bastien Bouclet
2177e685b7
KEYMAPPER: Allow joystick half axes to be remapped
2020-02-09 08:34:16 -06:00
rsn8887
eea70a3c8c
BACKEND: Allow SDL2 mapping of L2/R2, fix psp2/switch mapping
2020-02-09 08:34:16 -06:00
Bastien Bouclet
43184657e9
EVENTS: Disable ScummVM's source of keyboard repeat events by default
...
Backends can still (and do) generate such events. This works around an
issue with the keymapper where the "DOWN" event would be mapped to a
key, but the corresponding "UP" event would be mapped to another one due
to a keymap change. The keyboard repeat generation system would believe
the key to be still pressed and send a continuous stream of repeat
events.
Ideally the keymapper should be fixed to always generate matching event
pairs. However this source of an infinite stream of events still looks
like trouble waiting to happen to me. Hence disabling it by default.
2020-01-29 08:51:30 +01:00
Bastien Bouclet
7ecccd3b30
MOHAWK: RIVEN: Add default joystick action mappings
2020-01-29 08:51:29 +01:00
Bastien Bouclet
426867f4bc
KEYMAPPER: Give human readable descriptions to the keymaps
2020-01-29 08:51:29 +01:00
Bastien Bouclet
32174c9067
KEYMAPPER: Actions can now be bound to joystick buttons
2020-01-29 08:51:29 +01:00
Bastien Bouclet
be49fc4b9a
SDL: Add a keymap for the graphics manager
2020-01-29 08:51:29 +01:00
Bastien Bouclet
c131e8f5b9
EVENTS: Use the keymapper for some previously hard-coded key bindings
2020-01-29 08:51:29 +01:00
Bastien Bouclet
14663c4790
KEYMAPPER: Make the keymapper mandatory
2020-01-29 08:51:29 +01:00
Bastien Bouclet
cc336635a1
KEYMAPPER: Change custom backend action events not to be instant
...
Allows action consumers to choose if they want to react on the start or
on the end of an user interaction.
2020-01-29 08:51:29 +01:00
Bastien Bouclet
511d138bbc
KEYMAPPER: Move the remap dialog to an option dialog tab
...
The aim is to make it easy to discover, and possible to use without a
keyboard.
2020-01-26 23:09:08 +02:00
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
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
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
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
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
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
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
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