Age | Commit message (Collapse) | Author |
|
|
|
|
|
And add a specific joystick button to open virtual keyboard
|
|
|
|
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.
|
|
|
|
|
|
That way it is easier to implement relative mouse movement in
ResidualVM.
|
|
|
|
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.
|
|
|
|
|
|
|
|
SDL: Scale the joystick mouse speed with the vertical window size
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The mouse cursor now moves across the screen in a similar amount of time
irrespective of the display resolution.
|
|
PORTS: Remove the Zaurus and Yopy ports
|
|
|
|
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.
|
|
|
|
Fixes #10366.
|
|
|
|
|
|
Symbian was the only user of that code.
|
|
SDL_PSL1GHT now supports the GameController API. ScummVM's default
mapping is now used.
|
|
The button mapping is that of the Vita port
Co-Authored-By: rsn8887 <rsn8887@users.noreply.github.com>
|
|
There was never an official release. The last unofficial release of ScummVM was 0.6.0.
Production ceased in 2007.
|
|
No official release was ever done for that platform. Production ceased
in 2005.
|
|
The virtual keyboard requires the backend to be fully initialized
because it needs the display size.
Fixes #10338.
|
|
|
|
- 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.
|
|
|
|
|
|
|
|
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.
|
|
|
|
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
|
|
|
|
When updating or recreating the window, if we changed the window
size at the same time we also toggle between OpenGL and non
OpenGL mode, or toggle fullscreen mode, we may have a pending
SDL resize event with the wrong size. So we need to make sure to
append another one with the correct size to end up with the correct
size. This fixes bug #9971.
|
|
The setting was already respected on SDL < 2.0.4 (such as SDL1).
If the OS inverts the scrolling direction, this is reflected on the sign
of the y value of the SDL event. Since version 2.0.4 the SDL event
also had a flag to indicate if the direction is flipped and we were
using it to change back the y sign. That means the OS scrolling
direction setting was not respected. With this commit we now have
a consistent behaviour with all SDL versions (the OS scroll direction
setting is respected).
If our wheel events are used for something other than scrolling
however, we might want to get the actually wheel move direction
(i.e. use a Common::EVENT_WHEELDOWN when moving the wheel
down even if the OS scroll setting is to flip it). In such a case we
might want to revert this change and instead add an additional flag
to the event so that we know the scroll direction should be flipped
and use it in places where the event is used for scrolling.
|
|
PSP2: Add Playstation Vita support
|
|
|
|
|
|
|
|
Fixes erratic speeds in analog pointer motion
Implemented option to set analog/keyboard pointer speed
and control the analog joystick deadzone. The deadzone option appears
only if the build supports analog joystick (via JOY_ANALOG define)
|