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2019-06-27SDL: Fix gamepad mouse cursor wrapping on hi-res screensBastien 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.
2019-06-13SWITCH: Enable touchpad mouse mode option in controlsrsn8887
2019-05-22COMMON: Fix button state desynchronization when warping mouseLe Philousophe
2019-05-12SWITCH: add nintendo switch supportCpasjuste
2019-04-30RISCOS: Add Drag and Drop supportCameron Cawley
2019-04-30GUI: Support adding games via Drag and DropCameron Cawley
2019-04-15WINCE: Fix compilationCameron Cawley
2019-04-11AmigaOS4: 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.
2018-11-04BACKENDS: Remove references to the GP32 backendCameron Cawley
2018-08-15BACKENDS: Mark resetQuit and getKeymapper as overrideCameron Cawley
2018-07-15PSP2: Improve pointer response to slow finger motionrsn8887
2018-04-04SDL: Allow to load a custom game controller mapping fileLMerckx
And add a specific joystick button to open virtual keyboard
2018-03-28BAKCENDS: Mark methods as overrideEugene Sandulenko
2018-03-28PSP2: make touch mouse clicks longer so all games receive themrsn8887
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.
2018-03-23PSP2: prevent accidental clicks when moving pointer using touchrsn8887
2018-03-20PSP2: fix touch sometimes not directly under fingerrsn8887
2018-03-18SDL: Split joystick mouse event generation into two functionsBastien Bouclet
That way it is easier to implement relative mouse movement in ResidualVM.
2018-02-13PSP2: Implement three-finger drag as right-mouse button dragrsn8887
2018-02-08PSP2: allow 'frontpanel_touchpad_mode=true' option in ScummVM.inirsn8887
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.
2018-01-28PSP2: Prevent jumping touch cursor on right clickrsn8887
2018-01-28PSP2: Add 2-finger drag-and-drop touch motionrsn8887
2018-01-27PSP2: Improve direct touch accuracyrsn8887
2018-01-27Merge pull request #1111 from bgK/gamepad-scale-mouse-speed-with-resolutionBastien Bouclet
SDL: Scale the joystick mouse speed with the vertical window size
2018-01-25PSP2: Always use direct touch on front touch panelrsn8887
2018-01-24PSP2: Enable rear touch only when Touchpad Mouse Mode is onrsn8887
2018-01-24PSP2: Increase direct touch accuracyrsn8887
2018-01-24PSP2: More settings for touch (direct touch on/off, pointer speed)rsn8887
2018-01-23PSP2: Implement touch controls (front and back panel)rsn8887
2018-01-14SYMBIAN: Add missed braceFiodar Stryzhniou
2018-01-13SDL: Scale the joystick mouse speed with the vertical window sizeBastien Bouclet
The mouse cursor now moves across the screen in a similar amount of time irrespective of the display resolution.
2018-01-03Merge pull request #1090 from bgK/remove-zaurus-yopyBastien Bouclet
PORTS: Remove the Zaurus and Yopy ports
2017-12-27SDL: Add debug traces for joystick hotplugBastien Bouclet
2017-12-26PS3: Stop using SDL mouse focus events to detect the XMBBastien 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.
2017-12-26PSP2: Add controller config, remove joystick event handlingrsn8887
2017-12-26SDL: Add support for joystick hotplugBastien Bouclet
Fixes #10366.
2017-12-26PSP2: Remove identical to base class joystick axis event handlingBastien Bouclet
2017-12-26SDL: Cleanup joystick deadzone handlingBastien Bouclet
2017-12-26SDL: Move the non analog joystick code to the Symbian portBastien Bouclet
Symbian was the only user of that code.
2017-12-26PS3: Remove gamepad button mappingBastien Bouclet
SDL_PSL1GHT now supports the GameController API. ScummVM's default mapping is now used.
2017-12-26SDL: Initial support for game controllersBastien Bouclet
The button mapping is that of the Vita port Co-Authored-By: rsn8887 <rsn8887@users.noreply.github.com>
2017-12-19PORTS: Remove the Zaurus portBastien Bouclet
There was never an official release. The last unofficial release of ScummVM was 0.6.0. Production ceased in 2007.
2017-12-19PORTS: Remove the Yopy PDA portBastien Bouclet
No official release was ever done for that platform. Production ceased in 2005.
2017-11-28EVENTS: Delay initializing the virtual keyboardBastien Bouclet
The virtual keyboard requires the backend to be fully initialized because it needs the display size. Fixes #10338.
2017-11-19EVENTS: Fix one ms error in repeat event generation time checkBastien Bouclet
2017-11-19SDL: Improve handling of SDL2 keyboard repeat eventsBastien 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.
2017-11-19EVENTS: Allow disabling repeat event generationBastien Bouclet
2017-11-19EVENTS: Move key repeat handling to its own methodBastien Bouclet
2017-11-19EVENTS: Rename synthetic to kbdRepeatBastien Bouclet
2017-10-15BACKENDS: Fix missing mouse events when system cursor cannot be movedColin 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.
2017-10-15BACKENDS: Do not send mouse events to games occurring outside the game draw rectColin Snover