kbutton_t is now in_button_t and has been moved to input.h. Also, a
button registration function has been added to take care of +button and
-button command creation and, eventually, direct binding of "physical"
buttons to logical buttons. "Physical" buttons are those coming in from
the OS (keyboard, mouse, joystick...), logical buttons are what the code
looks at for button state.
Additionally, the button edge detection code has been cleaned up such
that it no longer uses magic numbers, and the conversion to a float is
cleaner. Interestingly, I found that the handling is extremely
frame-rate dependent (eg, +forward will accelerate the player to full
speed much faster at 72fps than it does at 20fps). This may be a factor
in why gamers are frame rate obsessed: other games doing the same thing
would certainly feel different under varying frame rates.
For drivers that support it. Polling is still supported and forces the
select timeout to 0 if any driver requires polling. For now, the default
timeout when all drivers use select is 10ms.
Removing the device from the devices list after closing the device
could cause the device to be double-freed if something went wrong in the
device removal callback resulting in system shutdown which would then
close all open devices.
The device is removed from the list before the callback is called.
There's still a small opportunity for such in a multi-threaded
environment, but that would take device removal occurring at the same
time as the input system is shut down. Probably the responsibility of
the threaded environment rather than inputlib.
I had forgotten that _size was the number of rows in the map, not the
number of objects (1024 objects per row). This fixes the missed device
removal messages. And probably a slew of other bugs I'd yet to encounter
:P
This is the simplest fix for the curses/input initialization order
issue. The terminal io code should still be moved to its own file,
really, but I think it can wait.
As it is now a completely separate sub-system, there is a bit of trouble
with mouse handling in that curses must be initialized before input for
the mouse to work properly, but the basic scheme seems to be working
nicely. I suspect the solution to the init order issue is to make have
the curses sub-system initialize the terminal input driver, at least for
mouse input (ie, maybe just enable/disable mouse handing).
The queues in the curses resources struct have been cleaned up and the
threading support code (including for the queues (pipes, really)) has
been moved to its own file.
The input test app currently just prints the devices and the events as
they come in, but demonstrates the new input system working in a
separate thread (though it is currently in with the curses thread).
This includes device add and remove events, and axis and buttons for
evdev. Will need to sort out X11 input later, but next is getting qwaq
responding.
While QF doesn't currently use nanoseconds, having access to a clock
that is not affected by setting system time is nice, and as a bonus, can
handle suspends should the need arise.
The common input code (input outer loop and event handling) has been
moved into libQFinput, and modified to have the concept of input drivers
that are registered by the appropriate system-level code (x11, win,
etc).
As well, my evdev input library code (with hotplug support) has been
added, but is not yet fully functional. However, the idea is that it
will be available on all systems that support evdev (Linux, and from
what I've read, FreeBSD).
The portal flow stack nodes contain a simd vector, which requires
16-byte alignment. However, on 32-bit Windows, malloc returns 8-byte
aligned memory, leading to eventual segfaults. Since pstack_t is 48
bytes on 32-bit systems, it fits nicely into a 64-byte aligned cache
line (or two on 64-bit systems due to being 80 bytes).
At the low level, only unions can cause a set to grow. Of course, things
get interesting at the higher level when infinite (inverted) sets are
mixed in.
Instead of printing every representable member of an infinite set (ie,
up to element 63 in a set that can hold 64 elements), only those
elements up to one after the last non-member are listed. For example,
{...} - {2 3} -> {0 1 4 ...}
This makes reading (and testing!) infinite sets much easier.
For most (if not all) maps. The heapsort is needed only if the clustered
leafs are not contiguous, but most bsp compilers output contiguous leaf
clusters, so is just a bit of protection. The difference isn't really
noticeable on a fast machine, but no point in doing more work than
necessary.
Most of the set ops were always endian-agnostic since they were simply
operating on multiple bits in parallel, but individual element
add/remove/test was very endian-dependent. For the most part, this
didn't matter, but it does matter very much when loading external data
into a set or writing the data out (eg, for PVS).