Commit graph

13 commits

Author SHA1 Message Date
GenericHeroGuy
a609c7b5ce Replace prevmenu with menustack
menustack[0] replaces both menuactive and activeMenuId
Hopefully this is the last major change to the codebase...
2025-03-23 01:47:19 +01:00
GenericHeroGuy
f51868ed3f No more menu_t definitions, use menutype constants everywhere 2025-03-22 01:40:33 +01:00
GenericHeroGuy
a23197cf8d god i hate cvars 2025-03-15 03:54:17 +01:00
Eidolon
4d65f09eb7 Port Ediolon's SDL GameController work
Basically instantly solved all of the issues that made this branch completely unusable
2025-03-11 20:01:25 +01:00
Sally Coolatta
e1ffc206e7 Finish some unused SDL hat input support to use events rather than polling all of the time 2025-03-11 15:17:51 +01:00
Sally Coolatta
a934e09b0c Properly implement joystick axes
NOW it's fully navigable with controller
2025-03-08 01:00:56 +01:00
Sally Coolatta
0a98ca63ab First pass on character select device select
Ultra mega hacked in, by saving all "discarded" joysticks to an array so they don't get totally closed & we can still poll them. Events now properly send the device number instead of the player number, which means we can store all controllers pressing buttons, and thus, can detect when ANY controller is pressing anything, and THUS we can make the character select work like we wanted to :V

Did not bother fixing any of the bugs, however. First of all, the opening menus do not properly fallback to default controls. Yet again, we may need a more robust system -- storing all keys from gamekeydown separately? Additionally it seems like when I input gamepad it makes me use keyboard anyway, so I think something fishy is up.

(G: finally, a commit that mostly survived... deviceResponding is useless
    for us right now but might as well keep it. maybe easier assignment on
    the multiplayer setup menu in the future?)
2025-03-07 23:44:59 +01:00
GenericHeroGuy
f419ccee57 New input handling (port of cd8862f0)
More or less a port with gamecontrols left untouched.

Some notable differences:
* ev_joystick now has a separate data1 for each axis, rather than having you
  check which of data2/3 is INT32_MAX and which one isn't
  (pissed me off when updating menu code...)
* Gutted the 1.6 upgrade code, since we're not upgrading from anything :P
* G_GetControlForKey, a helper for menu code
* Turn smoothing code left unused as a reminder to fix it
* Various small fixes so this commit is playable and doesn't segfault

Menu changes:
* Max 4 binds, joystick axes are now bindable like any other button
* The gamepad options submenu has been replaced by its two remaining options
  after the removal of axis cvars (gamepad select and deadzone)

See cd8862f0's message for more details
2025-03-07 00:05:35 +01:00
toaster
39ad512bb8 Merge branch 'vsync-set-fix' into 'master'
Set vsync on screen update or resolution change in software mode

See merge request KartKrew/Kart!765
2025-02-09 16:16:47 -05:00
NepDisk
3371f638e3 Sdldraganddrop utf8 on windows
https://github.com/Indev450/SRB2Kart-Saturn/pull/60/
2025-02-09 12:48:37 -05:00
NepDisk
f09cba8dc3 Addfile per drag and drop 2025-02-09 12:43:00 -05:00
NepDisk
bb566685e4 Port opengl VHS effect from SRB2Kart-Saturn
Does not include uncap stuff currently
2025-02-09 11:31:45 -05:00
Eidolon
a6aeb1194f Merge branch 'convert-sdl-i-video' into 'master'
cxx: Convert sdl/i_video.cpp

See merge request KartKrew/Kart!872
2024-12-30 00:00:30 -05:00
Renamed from src/sdl/i_video.c (Browse further)