Commit graph

13 commits

Author SHA1 Message Date
Biel Bestué de Luna
3504e693bf added a simple printing of the key/button pressed (#567)
added a simple helper print method to know what key/button is being pressed,
controlled via a bool cvar "in_namePressed" 1 or 0.
I tested it and it works with keyboard, mouse and gamepad.
2024-03-25 02:39:12 +01:00
Daniel Gibson
e7eb7d17fe Improve Nintendo Pro Controller support
and some general gamepad support improvements, like logging the
detected gamepad name and type
2024-01-18 06:09:33 +01:00
Daniel Gibson
6eac0540bf Various gamepad improvements
- treat DPad as 4 regular buttons (was already the case mostly, but now
  the code is simpler)
- rename in_invertLook to joy_invertLook and in_useJoystick to
  in_useGamepad and remove unused CVars
- make controller Start button generate K_ESCAPE events, so it can
  always be used to open/close the menu (similar to D3BFG)
- move mousecursor with sticks, A button (south) for left-click,
  B button (east) for right-click (doesn't work in PDA yet)
- removed special handling of K_JOY_BTN_* in idWindow::HandleEvent()
  by generating fake mouse button events for gamepad A/B
  in idUserInterfaceLocal::HandleEvent()
2024-01-16 17:29:30 +01:00
Daniel Gibson
700b3ee558 Clean up gamepad code a bit, rename buttons
- renamed gamepad/joystick actions and keys to have some meaning
  for buttons (instead of just JOY1, JOY2 etc)
- compiles with SDL1.2 again (there gamepads aren't supported though)
- shorter names for gamepad keys/axis in the key bindings menu
2024-01-08 05:26:27 +01:00
Daniel Gibson
ab53e9aa13 Merge GameController support from Quadrilateral Cowboy
https://github.com/blendogames/quadrilateralcowboy

pretty much as it is there, with only minimal changes required to work
with dhewm3
2024-01-07 01:26:45 +01:00
Daniel Gibson
78ab625edd Improve handling of "console key", add in_ignoreConsoleKey CVar
If in_ignoreConsoleKey is set, the console can only be opened with
Shift+Esc, not `/^/whatever, so you can easily type whatever character
is on your "console key" into the game, or even bind that key.
Otherwise, with SDL2, that key (KEY_SCANCODE_GRAVE) always generates the
newly added K_CONSOLE.
in_kbd has a new (SDL2-only) "auto" mode which tries to detect the
keyboard layout based on SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE ).
Wherever Sys_GetConsoleKey() is called, I now take the current state of
Shift into account, so we don't discard more chars than necessary, esp.
when they keyboard-layout (in_kbd) is *not* correctly set.

(TBH the only reason besides SDL1.2 to keep in_kbd around is to ignore
 the char generated by the "console key" in the console..)
2021-07-15 07:00:18 +02:00
Daniel Gibson
24a6643a60 Add explicit support for Right Ctrl and Right Shift keys, #323
so far they were handled the same as their Left counterparts
2021-07-15 07:00:18 +02:00
Daniel Gibson
ae2d3a7e99 Support (hopefully) all keyboard keys via scancodes, #323
If a key is pressed whichs SDL_Keycode isn't known to Doom3 (has no
corresponding K_* constant), its SDL_Scancode is mapped to the
corresponding newly added K_SC_* scancode constant.
I think I have K_SC_* constants for all keys that differ between
keyboard layouts (which is mostly printable characters; F1-F12, Ctrl,
Shift, ... should be the same on all layouts, which means that e.g.
SDL_SCANCODE_F1 always belongs to SDLK_F1 which the old code already
maps to Doom3's K_F1).
What's extra nice (IMO) is that when Doom3 requests a *localized* name
of the key (like for showing in the bindings menu), we actually use the
name of the SDL_Keycode that *currently* belongs to the scancode, and
esp. the "Western High-ASCII characters" (ISO-8859-1) supported by Doom3
like Ä or Ñ are displayed correctly.

(I already implemented a very similar hack in Yamagi Quake II and
 reused the list of scancodes)

This should fix most of the problems reported in #323
2021-07-15 07:00:18 +02:00
Daniel Gibson
04a50e1927 Recreate s_scantokey_* tables in win_input.cpp to fix MinGW build
the tables contain character constants like ('ä') that are supposed to
be interpreted as ISO8859-1 or WINDOWS-1252 or sth, but that doesn't
seem to work with MinGW (anymore) - seems like it assumes UTF-8 by
default, and for some reason -finput-charset=ISO8859-1 doesn't help
either, it complains about multichar character constants then..

Anyway, now the table entries are represented as the corresponding
integer constants which seems to work as intended.

Fixes #238
2019-06-17 03:50:07 +02:00
dhewg
736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00
dhewg
79ad905e05 Fix all whitespace errors
Excluding 3rd party files.
2011-12-10 15:35:54 +01:00
dhewg
ff493f6847 Fix quoting in GPL headers 2011-12-10 15:34:48 +01:00
Timothee 'TTimo' Besset
fb1609f554 hello world 2011-11-22 15:28:15 -06:00