Commit Graph

352 Commits

Author SHA1 Message Date
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