SDL: changed default keybindings to match w32 defaults
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7
TODO-SDL
7
TODO-SDL
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@ -3,15 +3,15 @@ TODO-SVN:
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* DONE! Get to compile with SDL 1.3
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* DONE! Get to compile with SDL 1.3
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* segfaults when opening a second game
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* segfaults when opening a second game
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* segfaults on fullscreen entry
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* segfaults on fullscreen entry
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* Fix sound stuttering/lag (fixed in SDL 1.1.14?)
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* DONE! Fix sound stuttering/lag (fixed in SDL 1.1.14)
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* Flesh out GTK GUI
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* Flesh out GTK GUI
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* Sound config
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* Sound config
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* DONE! Individual volume mixers
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* DONE! Individual volume mixers
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* Save config
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* Save config
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* Should be in menus
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* Should be in menus
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* Hotkeys
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* Hotkeys
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* Redesign internal data structures of hotkeys
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* DONE! Redesign internal data structures of hotkeys
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* (a bunch of global ints is ugly)
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* design UI
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* Video config
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* Video config
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* DONE! Windowed scale amount
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* DONE! Windowed scale amount
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* DONE! Color / Hue / Tint
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* DONE! Color / Hue / Tint
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@ -30,3 +30,4 @@ TODO-SVN:
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* DONE! Fix Famicom Disk System
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* DONE! Fix Famicom Disk System
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* DONE!(PAUSE) Add a key to resume normal playback when finished frameskipping
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* DONE!(PAUSE) Add a key to resume normal playback when finished frameskipping
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* DONE! Make GetUserInput not depend on zenity
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* DONE! Make GetUserInput not depend on zenity
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* DONE! Fixed dpad/hat support
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@ -1,3 +1,4 @@
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03-march-2010 - prcokguy - SDL - changed default hotkeys and keys to match w32
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03-march-2010 - prockguy - SDL - fixed dpad/joyhat support
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03-march-2010 - prockguy - SDL - fixed dpad/joyhat support
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01-march-2010 - adelikat - Movie file format header now has a FDS flag
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01-march-2010 - adelikat - Movie file format header now has a FDS flag
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01-march-2010 - adelikat - win32 - cheats dialog - toggling a cheat in the cheats list now updates the active cheats count
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01-march-2010 - adelikat - win32 - cheats dialog - toggling a cheat in the cheats list now updates the active cheats count
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@ -302,7 +302,7 @@ InitConfig()
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SDLK_F6, // fds select
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SDLK_F6, // fds select
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SDLK_F7, // load state
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SDLK_F7, // load state
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SDLK_F8, // fds eject
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SDLK_F8, // fds eject
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SDLK_F9, // toggle frame display
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SDLK_PERIOD, // toggle frame display
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SDLK_F10, // toggle subtitle
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SDLK_F10, // toggle subtitle
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SDLK_F11, // reset
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SDLK_F11, // reset
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SDLK_F12, // screenshot
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SDLK_F12, // screenshot
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@ -311,12 +311,12 @@ InitConfig()
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SDLK_EQUALS, // speed--
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SDLK_EQUALS, // speed--
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SDLK_BACKSLASH, //frame advnace
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SDLK_BACKSLASH, //frame advnace
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SDLK_TAB, // turbo
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SDLK_TAB, // turbo
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SDLK_i, // toggle input display
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SDLK_COMMA, // toggle input display
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SDLK_o, // toggle movie RW
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SDLK_q, // toggle movie RW
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SDLK_p, // toggle mute capture
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SDLK_QUOTE, // toggle mute capture
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0, // quit
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0, // quit
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SDLK_DELETE, // frame advance lag skip
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SDLK_DELETE, // frame advance lag skip
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SDLK_ESCAPE, // lag counter display
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SDLK_SLASH, // lag counter display
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SDLK_0, SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5,
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SDLK_0, SDLK_1, SDLK_2, SDLK_3, SDLK_4, SDLK_5,
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SDLK_6, SDLK_7, SDLK_8, SDLK_9};
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SDLK_6, SDLK_7, SDLK_8, SDLK_9};
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@ -1754,8 +1754,8 @@ const char *GamePadNames[GAMEPAD_NUM_BUTTONS] =
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const char *DefaultGamePadDevice[GAMEPAD_NUM_DEVICES] =
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const char *DefaultGamePadDevice[GAMEPAD_NUM_DEVICES] =
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{"Keyboard", "None", "None", "None"};
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{"Keyboard", "None", "None", "None"};
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const int DefaultGamePad[GAMEPAD_NUM_DEVICES][GAMEPAD_NUM_BUTTONS] =
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const int DefaultGamePad[GAMEPAD_NUM_DEVICES][GAMEPAD_NUM_BUTTONS] =
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{ { SDLK_j, SDLK_k, SDLK_TAB, SDLK_RETURN,
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{ { SDLK_F, SDLK_D, SDLK_S, SDLK_RETURN,
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SDLK_w, SDLK_s, SDLK_a, SDLK_d, 0, 0 },
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SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } };
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } };
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