Age | Commit message (Collapse) | Author |
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When setting a joystick button binding to -1 to disable it, set it
directly; do not go through to the physical button mapping layer.
Also add a quick note to encourage users to send in details of their
gamepads.
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Detect certain gamepads by name and automatically configure defaults
for buttons and axes, to minimize setup time. Supported so far are
the PS3 controller and AIRFLO gamepad.
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If the user has just successfully calibrated the joystick, then
turn on use_joystick as a convenience feature.
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The code is already in place for this but there was no control in
the setup tool to configure it.
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Refactor how joystick buttons are reassigned. Define a fixed
mapping from joyb* variables to virtual buttons, and change the
button assignments at the virtual->physical mapping level.
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The solution to solving #386 is to add a layer of indirection: the
game code can only support up to ~20 joystick buttons, but this
doesn't matter as long as we never want to bind more than 20 buttons
to actions anyway. Redefine the game's notion of buttons to be based
on "virtual" joystick buttons, and map these buttons to physical
(SDL) buttons based on configuration file variables.
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In some cases a joystick axis can be "stuck" and have a large
uncentered value. These must be detected and ignored, otherwise the
axis can be chosen during calibration instead of the user's actual
desired axis.
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As a second fallback, if all joysticks are centered and no buttons
are pressed, look at the hats on the joystick to see if one of those
is uncentered. Bizarre as it seems, some gamepads actually present the
D-pad as a hat.
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Detect when we need to configure a "button axis" by falling back to
buttons when none of the joystick axes are significantly outside of
the centered range. Add extra calibration stages to get the D-pad
buttons for right and down in these cases.
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Vanilla Doom's setup.exe only made reference to "joysticks" as back
then gamepads were relatively uncommon for PCs and ports for game
controllers canonically known as "joystick ports". Nowadays it's far
more likely (and ergonomic) that the player will be using a gamepad
than a joystick. Change the labelling to refer to "Gamepad/Joystick"
or "controller" instead.
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When using a joystick or gamepad it's nice to be able to bring up the
menu without having to reach for the keyboard. This makes modern
gamepads more useful/usable.
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Modern gamepads typically have 2-3 D-pads and joysticks. This means
that it's desirable to be able to use one joystick for turning and
another for strafing. Add another axis in addition to the current X
and y axes that performs strafe movement.
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Subversion-branch: /branches/v2-branch
Subversion-revision: 2388
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Subversion-branch: /branches/strife-branch
Subversion-revision: 2367
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Subversion-branch: /branches/raven-branch
Subversion-revision: 2347
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variables are bound for Strife. Add option for show_talk to sound
configuration screen.
Subversion-branch: /branches/strife-branch
Subversion-revision: 2296
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several days ago.
Subversion-branch: /branches/raven-branch
Subversion-revision: 2212
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Subversion-branch: /branches/raven-branch
Subversion-revision: 1987
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Subversion-branch: /branches/raven-branch
Subversion-revision: 1737
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Subversion-branch: /branches/raven-branch
Subversion-revision: 1411
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Subversion-branch: /branches/raven-branch
Subversion-revision: 1390
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keyboard/mouse/joystick variables. Make other configuration file
variables static and add bind functions.
Subversion-branch: /branches/raven-branch
Subversion-revision: 1387
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code. Split out I_Endoom to separate i_endoom.c file.
Subversion-branch: /branches/raven-branch
Subversion-revision: 1384
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