Commit graph

12 commits

Author SHA1 Message Date
JetSetIlly 8f2eb8753f rewinding by mouse wheel works in debugger
rewinds/FF by 10 frames or by a single frame if shift key is held
2024-04-12 21:01:59 +01:00
JetSetIlly 3a6b1f3a3e changed EventDataPaddle to use integer based (int16) values
EventDataPaddle can now specify whether the values are relative or
absolute values. previously all values were absolute

hardware mice use relative values whereas devices like the stelladaptor
use absolute values

removed gamepad trigger operation of paddles. it was a poor solution to
the problem
2024-01-10 17:42:11 +00:00
JetSetIlly 7381374b85 added stelladaptor event
first attempt at paddle for left player
2023-02-26 07:43:48 +00:00
JetSetIlly be9011493d quick addition of two button joystick support
regular joystick replaced with "gamepad" option. more sophisticated
selection process and new icon will be added at a later time
2022-01-22 22:49:48 +00:00
JetSetIlly e0d577589f rewind in playmode is more responsive - mousewheel and keyboard
added rewind via gamepad bumper

cleanup of rewind functions in debugger package
2021-11-09 08:40:45 +00:00
JetSetIlly c2d6e4d214 userinput package returns whether a userinput was handled by the emulation
this allows more elegant handling of unpause on controller input - no
unpause unless the controller is plugged in. ie. paddle input won't
cause the game to unpause unless the paddle controller is "plugged in"

added gamepad bumper (rewind in playmode) and guide button
(debugger/playmode switcher)
2021-11-07 09:52:26 +00:00
JetSetIlly 180f2b5003 added rewind system to playmode
update userinput.EventKeyboard to support Repeat keypresses

in playmode rewind forward/backward occurs on shift-left or shit-right
cursor keys (with repeat)

removed the pause feature (sdlimgui) that caused two-frame kernels to
appear "complete" when paused.
    a) it wasn't consistent
    b) it can cause single-frame kernels to shimmer
    c) it doesn't really work with the rewind system
it'll be addressed in a future commit
2021-10-26 18:48:35 +01:00
JetSetIlly a4ed971a1b analogue thumbstick now controls stick, rather than paddle
the amount of travel in the analogue stick is just too small for it to
be useful for paddle control IMO.

triggers still control paddle but no longer self-centre. the center
position is different for different games. also, it makes some games too
easy.
2021-03-16 22:58:46 +00:00
JetSetIlly 2062ff6edb port monitor 2021-03-14 18:03:49 +00:00
JetSetIlly c3cb43f051 left/right triggers control paddle
moved some gamepad analogue axis code from sdlimgui/service to
userinput/handle
2021-03-09 22:37:08 +00:00
JetSetIlly 3c00d7bbb5 Gamepad start button acts as panel reset switch 2021-03-09 22:37:08 +00:00
JetSetIlly 156534a3fd added userinput package
debugger and playmode refer to userinput package rather than the common
code being in the playmode package

GUI events are now userinput events

more versatile handling of EventData in controller package. parsing of
EventData is handled by the controller types as required. added
EventDataPlayback type to ports package to help distinguish source of
data.

EventDataStick used to specify stick data value. used to help
distinguish between setting a stick direction and toggle a stick
direction. the latter case is useful for (physical) gamepad input and
the former for input from a keyboard.

Gamepad analogue stick can be used for paddle input. PaddleFire removed
and Fire used instead.

version number of playback file increased to 1.1. version detection of
recorder.IsPlaybackFile() improved.
2021-03-09 22:37:08 +00:00
Renamed from gui/events.go (Browse further)