Commit Graph

18 Commits

Author SHA1 Message Date
Christoph Oelckers e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers 493525a58e - consolidation of engine save code.
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers e01c161258 - removed some dead variables. 2020-01-01 13:11:44 +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
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 957d997353 - made joystick configuration menu operational. 2019-12-14 19:21:49 +01:00
Christoph Oelckers 782dfcdc54 - changed licenses in a few files.
These originated from GZDoom and originally contained original Doom code, but for Demolition the offending parts are no longer present so the ZDoom-BSD license applies now.
2019-12-09 17:29:31 +01:00
Christoph Oelckers 26daff79db - fixed compile errors and updated string table. 2019-12-02 18:11:10 +01:00
Christoph Oelckers 52cfb7fb92 - completely disconnected the old menu from the rest of the game to allow rebuilding the new one.
Sadly this uncovered a few more places where script events are allowed too broad access to the game state.
2019-11-23 23:05:24 +01:00
Christoph Oelckers 5f9b57519a - hooked up the menu code so that it can receive events.
Nothing pretty yet but a start is made.
2019-11-21 22:31:46 +01:00
Christoph Oelckers 2da4294ba5 - hooked up the event processing for Shadow Warrior, so keyboard input is working now. Mouse movement is not being processed yet.
Also removed some leftover code from the old input system.
2019-11-20 22:01:44 +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 7e70c217fe - fixed console event processing and added a texture memory calculator. 2019-11-09 23:58:26 +01:00
Christoph Oelckers 2997bb6292 - the keybinding menu is finally working.
Obviously the existing menu implementation from Duke Nukem needs to be tossed out at some point, but at least the functionality is there again.
2019-11-09 22:22:51 +01:00
Christoph Oelckers 29b7e1cf79 - moved all mouse button handling to the input state
Yet again an unbelievable piece of code working around how input works on modern systems to keep the old 90's code alive.
2019-11-04 01:01:54 +01:00
Christoph Oelckers b4f91de7d3 - major refactoring on the input code.
* moved the ASCII conversion hackery in SDLayer to a subfunction because this made things just messy.
* integrated the keyboard callback's functionality directly into inputState for consolidation purposes. This was yet another independent layer in the keyboard management.
* hook up D_PostEvent as the central place to dispatch keyboard input. This is now the only function that is getting called from the backend and a major prerequiside for swapping out the backend for GZDoom's.

Todo: Route mouse input through that, too.
2019-11-04 00:55:49 +01:00
Christoph Oelckers b747df60ee - moved all keyboard related code into the InputState class, so that looking for this stuff is easier.
Sadly there's 1ß00 lines of code using this...
2019-11-04 00:53:55 +01:00
Christoph Oelckers 73e64ff0b2 - added ZDoom's keybinding class and some needed support code.
Not hooked up yet with the game.
2019-11-03 18:19:29 +01:00