Commit graph

11 commits

Author SHA1 Message Date
Daniel Gibson
9e8d399257 Further gamepad improvements
- the gamepad button (or trigger) bound to attack (fire) now always
  acts like the left mouse button in menus
- Display correct button name for "Back" button on Playstation-like
  gamepads, even depending on whether it's PS3-like ("Select") or
  PS4/5-like ("Share")
- Log some more information about detected gamepads
2024-01-18 19:53:45 +01:00
Daniel Gibson
cf5d10f4e6 Fix gamepad pseudo-mouse input for UIs in multiplayer mode
also, only generate pseudo-mouse-move events for gamecode
(by modifying idUsercmdGenLocal::continuousMouseX/Y) when an
interactive ingame UI is active
2024-01-17 17:45:43 +01:00
Daniel Gibson
03ec74fd6f Make PDA work with gamepad, incl. making Pad A emulate leftclick
this is a bit hacky and ugly, and doesn't work properly in multiplayer
mode yet, see FIXME in idUserInterfaceLocal::Activate()
2024-01-17 07:06:52 +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
dhewg
49c4d028a5 s/LittleLong/LittleInt/ to match the return type 2012-06-28 13:02:47 +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