zeromus
5ef675c116
solve an apparent threading datastructure conflict bug in input binding vs input poll thread. print list of discovered gamepad devices while booting input system.
2013-08-25 17:11:19 +00:00
goyuken
58087b24c9
deadzones for analog bind. seems to work ok with my old ps2 controller, which has a slight lean to left on the left stick
2013-07-29 23:39:37 +00:00
goyuken
9b423d77e9
analog controller stuff should work now
2013-07-24 02:14:25 +00:00
goyuken
686960da75
more analog controller config stuff, not done yet
2013-07-24 01:38:52 +00:00
goyuken
66f4e10e9e
more analog controller stuff
2013-07-24 00:08:50 +00:00
goyuken
a5ec2f0f6d
some xinput stuff, can't test it here
2013-07-21 21:19:51 +00:00
adelikat
55471ce891
Implement a rewind frequency option, for now it is hardcoded to 2 for SNES and similarly sized states, and 60 for n64/saturn sizes, else it is 1. TODO: some time of UI for the user to set this
2013-07-20 14:38:09 +00:00
goyuken
3169968858
analog input support. this is bad code and should all be reverted as soon as possible.
...
binds (along with sensitivity, deadzone, flip customization) are not supported yet. to test out, try using the first two axes of dinput joystick #5 on N64 player #1
2013-07-18 16:18:17 +00:00
goyuken
2ea817c5d9
rework some of the controller infrastructure to be more accepting of floats
...
this should neither change anything nor break anything
2013-07-14 16:35:22 +00:00
adelikat
7199b64a95
More multiclient refactoring
2013-04-15 02:14:14 +00:00
adelikat
9c8b79be4b
Allow Shift + another key to register as Shift and that key separately on Controller input (not hotkey input), this allows the C64 keyboard to use shift as intended
2012-12-09 01:42:47 +00:00
goyuken
39606f7a0b
fix: input configuration dialogs no longer receive background input when config allow background input is off. recent regression
2012-12-08 20:08:55 +00:00
adelikat
f6afda4ed8
Implemented a system for controller vs hotkey conflicts. There is now a key priority option in the config menu, either controller input can override hotkeys, hotkeys can override input, or both can happen.
2012-12-02 15:18:28 +00:00
zeromus
9053ac5b67
refine input event system and binding logic to allow more natural use of modifier keys as hotkeys
2012-11-09 20:03:59 +00:00
goyuken
e13e3257c1
dispose of slimdx gamepads on program close
2012-11-09 19:21:33 +00:00
goyuken
e6058e6bd8
break some stuff. FDS can eject and insert disk sides now
2012-10-26 18:51:08 +00:00
zeromus
ab46a076f2
swallow exception when joystick cant be acquired, instead of crashing
2012-10-20 22:44:15 +00:00
goyuken
a43d02a422
fix: console no longer gets spammed with "Reset" if you use the menu soft reset item while the emulator is paused. if you want to log reset information, do it from a more appropriate location (core?)
2012-10-17 15:20:50 +00:00
adelikat
6e7a906cf5
Controller Config - some tweaks, but input widgets aren't working, dont' know why
2012-10-01 01:55:08 +00:00
zeromus
388f62f140
dont crash if xinput isnt available. i think thats important for some reason.
2012-10-01 01:03:04 +00:00
beirich
1b43645d7e
add XInput support, LT/RT are possible inputs now.
...
Any existing gamepad mappings are so, so very totally screwed.
2012-09-30 06:29:30 +00:00
goyuken
4fc714d0ad
more generalized directinput handling.
...
all axes are handled as boolbuttons with hardcoded deadzones.
all boolbuttons are handled as expected.
"slider"s are not handled because i had nothing to test against.
button names for axes have changed; button names for boolbuttons have not.
2012-09-29 19:16:37 +00:00
andres.delikat
faed5ba5f7
1) Autohold and Autohold Clear hotkeys, same functionality as in FCEUX and other emulators (hold the autohold hotkey then press the controller buttons you want held)
...
2) Ram Poke - fix poking of signed/hex values, set the signed value to the value of the address on load, other misc fixes regarding signed
3) Hex Editor - add Poke to menu/context menu and Ctrl+P hotkey
2012-09-14 21:31:00 +00:00
andres.delikat
1460f7b860
Input Config - show when a button mapping conflicts with a hotkey mapping (but still allow it)
2012-09-10 17:49:33 +00:00
peter
e310e90d9f
Conditionally compile Windows code, make Throttle class portable, and add dummy input/audio implementations for non-Windows
...
This is (almost, bar some local resource hacks) enough to start the
emulator on Linux/Mono, load a ROM and watch the demo (input and
audio don't work yet).
2012-03-12 04:44:34 +00:00
zeromus
4acbf1e584
fix some sticky input bugs hopefully without creating anymore
2011-09-11 18:05:49 +00:00
andres.delikat
aba919874d
Autofire - take lag frames into account
2011-08-29 03:28:34 +00:00
zeromus
35ead836d2
fix input better
2011-08-27 02:56:15 +00:00
zeromus
3420f0bc5e
see if this input code is any faster
2011-08-27 01:15:57 +00:00
andres.delikat
9e9b3051a8
Remove hard coded "Backspace" hotkey mapping for nes reset (the soft reset hotkey handles reset just fine). Add Reset hotkey mapping to Reset menu item
2011-08-10 22:58:06 +00:00
andres.delikat
6f3bc27c59
Autofire is smarter now and keeps track of when a button was pressed and then uses that for the basis of the autofire pattern
2011-08-10 00:34:33 +00:00
andres.delikat
cde05919ad
Refactor autofire into an autofire controller. Added On & Off values that can be used to create any combination of On/Off patterns, hooked them to Global.Config values
2011-08-09 22:13:57 +00:00
andres.delikat
0d01af5c7b
Refactor autofire, remove the autofire adaptor. Added an autofire bool to IController and implemented it in the Controller object. Setting to true will turn the controller buttons into autofire buttons
2011-08-08 23:35:13 +00:00
zeromus
ae3b4fad83
fix reset menu item?
2011-08-04 02:47:05 +00:00
zeromus
5580295085
movie input refactoring
2011-07-24 23:14:16 +00:00
zeromus
29b2e30c36
cleanup Controller class (remove old sticky and forcing code)
2011-07-24 20:37:10 +00:00
zeromus
e4f9f76198
fix ti-83 virtual keypad
2011-07-24 20:23:27 +00:00
zeromus
f8f1906a3c
make alt hotkeys more useful by preventing interference from windows menu system
2011-07-10 19:50:59 +00:00
zeromus
61f466ca8e
fix more input stuff better
2011-07-10 07:39:40 +00:00
zeromus
2425b3c87a
fix some input things
2011-07-10 06:24:04 +00:00
zeromus
4991b95def
refine input stuff
2011-07-10 02:14:58 +00:00
zeromus
4ac74a20b3
fix obvious bug in last checkin
2011-07-09 23:18:13 +00:00
zeromus
9355bc0f2e
redo some of client input and hotkey handling
2011-07-09 22:09:39 +00:00
beirich
2cbc50143f
Input update... always run directinput in background input mode, we take care of ignoring input when application isn't focused ourselves
2011-07-08 05:15:28 +00:00
beirich
10faa8a55f
Fix issues with modifier keys. If you bind "Tab", it wont be triggered by pressing "Shift+Tab".
2011-07-05 05:41:59 +00:00
beirich
a3df5345f6
GetPressedKey() progress, returns keyboard with desired modifier-key properties
2011-07-04 23:36:06 +00:00
beirich
9bd1d75ba1
Implement GetPressedKey for joysticks, untested; keyboard polling is in progress
2011-07-04 20:45:05 +00:00
zeromus
0aa234282e
phase 1 of fixing up controller logic. tell me how terribly ive broken the movie code. might want to fix it before moving on to phase 2 or decide to revert.
2011-06-27 05:31:46 +00:00
andres.delikat
52215061aa
some implementations necessary for the gameboy controller
2011-06-27 01:24:26 +00:00
andres.delikat
685a500cc5
movie - Reset recording for the NES core
2011-06-26 18:08:27 +00:00