Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-06-27 | SDL: Fix gamepad mouse cursor wrapping on hi-res screens | Bastien Bouclet | |
The cursor position was overflowing a signed 16-bits integer once multiplied with MULTIPLIER when using a resolution such as 2560x1440. It would be nice changing this code to make more sense, sadly it is thightly coupled with platform specific subclasses. Fixes #10996. | |||
2019-06-13 | SWITCH: Enable touchpad mouse mode option in controls | rsn8887 | |
2019-05-22 | COMMON: Fix button state desynchronization when warping mouse | Le Philousophe | |
2019-05-12 | SWITCH: add nintendo switch support | Cpasjuste | |
2019-04-30 | RISCOS: Add Drag and Drop support | Cameron Cawley | |
2019-04-30 | GUI: Support adding games via Drag and Drop | Cameron Cawley | |
2019-04-15 | WINCE: Fix compilation | Cameron Cawley | |
2019-04-11 | AmigaOS4: Exclude platform from a SDL1/2 keyboard fix that breaks numpad ↵ | Hubert Maier | |
usage (#1551) SDL1/2: Exclude AmigaOS4 from returning 0 for .ascii *reset .ascii to 0, when Num-Lock is NOT enabled and keypad directional keys are pressed* (original description) is causing the numpad to play dead completely on AmigaOS4 (no matter if numlock is active or not). This is a workaround for the SCUMM engine, where keycodes are mixed with ASCII codes. Check commit f5ed14e93d85b638c8e49468b2885c1278d56d20 for reference. Fixes bug #10558. Tested with both SDL1 and 2 on AmigaOS4 and with both Indiana Jones games. | |||
2018-11-04 | BACKENDS: Remove references to the GP32 backend | Cameron Cawley | |
2018-08-15 | BACKENDS: Mark resetQuit and getKeymapper as override | Cameron Cawley | |
2018-07-15 | PSP2: Improve pointer response to slow finger motion | rsn8887 | |
2018-04-04 | SDL: Allow to load a custom game controller mapping file | LMerckx | |
And add a specific joystick button to open virtual keyboard | |||
2018-03-28 | BAKCENDS: Mark methods as override | Eugene Sandulenko | |
2018-03-28 | PSP2: make touch mouse clicks longer so all games receive them | rsn8887 | |
Some games such as Gobliins or Dreamweb did not react to the simulated touch mouse clicks because the clicks were too short. This change ensures all games see the simulated clicks by giving each click a minimum duration of 50 ms instead of being as fast as possible. | |||
2018-03-23 | PSP2: prevent accidental clicks when moving pointer using touch | rsn8887 | |
2018-03-20 | PSP2: fix touch sometimes not directly under finger | rsn8887 | |
2018-03-18 | SDL: Split joystick mouse event generation into two functions | Bastien Bouclet | |
That way it is easier to implement relative mouse movement in ResidualVM. | |||
2018-02-13 | PSP2: Implement three-finger drag as right-mouse button drag | rsn8887 | |
2018-02-08 | PSP2: allow 'frontpanel_touchpad_mode=true' option in ScummVM.ini | rsn8887 | |
Can change option to 'true' manually in scummvm.ini to force front panel into indirect touchpad mode where the pointer doesn't jump to finger. | |||
2018-01-28 | PSP2: Prevent jumping touch cursor on right click | rsn8887 | |
2018-01-28 | PSP2: Add 2-finger drag-and-drop touch motion | rsn8887 | |
2018-01-27 | PSP2: Improve direct touch accuracy | rsn8887 | |
2018-01-27 | Merge pull request #1111 from bgK/gamepad-scale-mouse-speed-with-resolution | Bastien Bouclet | |
SDL: Scale the joystick mouse speed with the vertical window size | |||
2018-01-25 | PSP2: Always use direct touch on front touch panel | rsn8887 | |
2018-01-24 | PSP2: Enable rear touch only when Touchpad Mouse Mode is on | rsn8887 | |
2018-01-24 | PSP2: Increase direct touch accuracy | rsn8887 | |
2018-01-24 | PSP2: More settings for touch (direct touch on/off, pointer speed) | rsn8887 | |
2018-01-23 | PSP2: Implement touch controls (front and back panel) | rsn8887 | |
2018-01-14 | SYMBIAN: Add missed brace | Fiodar Stryzhniou | |
2018-01-13 | SDL: Scale the joystick mouse speed with the vertical window size | Bastien Bouclet | |
The mouse cursor now moves across the screen in a similar amount of time irrespective of the display resolution. | |||
2018-01-03 | Merge pull request #1090 from bgK/remove-zaurus-yopy | Bastien Bouclet | |
PORTS: Remove the Zaurus and Yopy ports | |||
2017-12-27 | SDL: Add debug traces for joystick hotplug | Bastien Bouclet | |
2017-12-26 | PS3: Stop using SDL mouse focus events to detect the XMB | Bastien Bouclet | |
Mouse focus events are also sent by SDL when the mouse is warped outside of the window area. App suspended / resumed are now used. These are only sent by SDL when opening / closing the XMB on the PS3. Fixes #10340. | |||
2017-12-26 | PSP2: Add controller config, remove joystick event handling | rsn8887 | |
2017-12-26 | SDL: Add support for joystick hotplug | Bastien Bouclet | |
Fixes #10366. | |||
2017-12-26 | PSP2: Remove identical to base class joystick axis event handling | Bastien Bouclet | |
2017-12-26 | SDL: Cleanup joystick deadzone handling | Bastien Bouclet | |
2017-12-26 | SDL: Move the non analog joystick code to the Symbian port | Bastien Bouclet | |
Symbian was the only user of that code. | |||
2017-12-26 | PS3: Remove gamepad button mapping | Bastien Bouclet | |
SDL_PSL1GHT now supports the GameController API. ScummVM's default mapping is now used. | |||
2017-12-26 | SDL: Initial support for game controllers | Bastien Bouclet | |
The button mapping is that of the Vita port Co-Authored-By: rsn8887 <rsn8887@users.noreply.github.com> | |||
2017-12-19 | PORTS: Remove the Zaurus port | Bastien Bouclet | |
There was never an official release. The last unofficial release of ScummVM was 0.6.0. Production ceased in 2007. | |||
2017-12-19 | PORTS: Remove the Yopy PDA port | Bastien Bouclet | |
No official release was ever done for that platform. Production ceased in 2005. | |||
2017-11-28 | EVENTS: Delay initializing the virtual keyboard | Bastien Bouclet | |
The virtual keyboard requires the backend to be fully initialized because it needs the display size. Fixes #10338. | |||
2017-11-19 | EVENTS: Fix one ms error in repeat event generation time check | Bastien Bouclet | |
2017-11-19 | SDL: Improve handling of SDL2 keyboard repeat events | Bastien Bouclet | |
- Flag them as repeat events - Disable ScummVM's own repeat event generation This fixes keyboard repeat events not being flagged as such with SDL2, and complies with the user's operating system preferences regarding key repeat timings. | |||
2017-11-19 | EVENTS: Allow disabling repeat event generation | Bastien Bouclet | |
2017-11-19 | EVENTS: Move key repeat handling to its own method | Bastien Bouclet | |
2017-11-19 | EVENTS: Rename synthetic to kbdRepeat | Bastien Bouclet | |
2017-10-15 | BACKENDS: Fix missing mouse events when system cursor cannot be moved | Colin Snover | |
Normally with SDL, a mouse motion event will be sent after the system mouse cursor has been moved by a call to SDL_WarpMouseInWindow, but if the system cursor cannot be moved (e.g. because the window does not have mouse focus), games still need to receive these mouse events so they can successfully update the mouse position internally. Otherwise, games continue to think the mouse is still in the original position and will continue to try to perform whatever action is associated with that mouse position. Refs Trac#9689. | |||
2017-10-15 | BACKENDS: Do not send mouse events to games occurring outside the game draw rect | Colin Snover | |