Commit graph

16 commits

Author SHA1 Message Date
Christoph Oelckers
064a453b41 - fixed: Key up events were processed as character input.
This broke the cheat input in Duke Nukem.
2020-01-03 19:28:54 +01:00
Christoph Oelckers
e01c161258 - removed some dead variables. 2020-01-01 13:11:44 +01:00
Christoph Oelckers
18099e9179 - removed the pure software render surface and deleted a few unused variables.
With all the 2D refactorings thhe softsurface won't work anymore.
This also revealed a bug with the fullscreen variable, a few places were still using the old one from the SDL backend.
2020-01-01 12:36:48 +01:00
Christoph Oelckers
d09b83d4a5 - moved the last remaining function out of baselayer.cpp and removed that file.
g_logFlushWindow was deleted entirely because with the current console this is not needed anymore.
2020-01-01 12:01:26 +01:00
Christoph Oelckers
d464017363 - cleaned up the input code a bit. 2020-01-01 11:35:47 +01:00
Christoph Oelckers
bcb48d8441 - added handling for changing the screen size (dragging the window borders / change scale factor) 2020-01-01 09:49:06 +01:00
Magnus Norddahl
8f1d1fa94b Fix mouse move precision loss when only moving the mouse a pixel or two. Also make the baseline mouse scaling more reasonable. 2019-12-31 01:46:54 +01:00
Magnus Norddahl
0396f79c15 Fix in_mouse 0 and in_joystick 0 not working 2019-12-31 01:00:30 +01:00
Christoph Oelckers
e8d7777f4a - mouse input works again after cleaning out the remaining cruft of the old input code. 2019-12-24 13:54:50 +01:00
Christoph Oelckers
a870df840e - hooked up the input system and did a major cleanup.
Much of the old system is no longer needed with all buttons being handled as keys.
Mouse axis movement is not working yet.
2019-12-24 12:59:26 +01:00
Christoph Oelckers
91f83d4c55 - input code cleanup and addition of ZDoom's joystick code, which is not fully connected yet. 2019-12-14 17:15:17 +01:00
Christoph Oelckers
c561255018 - moved the application of in_mousebias and in_mousedeadzone into the backend code.
This piece was repeated 6x for each call to CONTROL_GetInput, creating quite a bit of redundancy.
2019-12-03 20:58:43 +01:00
Christoph Oelckers
fb5d944170 - made the mouse sensitivity CVARs floating point so that the menu can display them properly.
- disabled the mouse movement sensitivity CVARs pending a refactoring of the code to handle them in the input backend instead of the individual input handlers.
2019-12-03 20:49:56 +01:00
Christoph Oelckers
0bdec4ea2e - fixed: Events were processed as key events without checking their type. 2019-11-12 20:17:17 +01:00
Christoph Oelckers
21ac5e87b5 - added blend table translucency estimation instead of using a lame default.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00
Christoph Oelckers
065721c62b - simplified the button state maintenance
This removes all unused parts of the implementation and moves the rest to the InputState class for easier replacement later. All MACT is doing now here is to call the UpdateStatus function, the internal workings are no longer relevant.
2019-10-28 07:00:31 +01:00