You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Gleb Mazovetskiy
17a97450bc
Convert assets to CLX
...
Converted using the following commands:
```
cd Packaging/resources/assets
pcx2clx --transparent-color 1 --num-sprites 256 fonts/*.pcx && rm fonts/*.pcx
pcx2clx --num-sprites 2 ui_art/dvl_but_sml.pcx && rm ui_art/dvl_but_sml.pcx
pcx2clx --transparent-color 1 data/hintbox.pcx data/hintboxbackground.pcx && rm data/hintbox.pcx data/hintboxbackground.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/hinticons.pcx && rm data/hinticons.pcx
pcx2clx --num-sprites 2 data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx && rm data/panel8buc.pcx data/dirtybuc.pcx data/dirtybucp.pcx
pcx2clx --transparent-color 1 data/healthbox.pcx && rm data/healthbox.pcx
pcx2clx --transparent-color 1 --num-sprites 6 data/resistance.pcx && rm data/resistance.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/monstertags.pcx && rm data/monstertags.pcx
pcx2clx --transparent-color 1 data/stash.pcx && rm data/stash.pcx
pcx2clx --transparent-color 1 --num-sprites 5 data/stashnavbtns.pcx && rm data/stashnavbtns.pcx
pcx2clx **/*.pcx && rm **/*.pcx
git checkout master -- ui_art/black_diablo.pcx ui_art/black_hellfire.pcx data/charbg.pcx data/talkbutton.pcx data/panel8bucp.pcx
rm ui_art/black_diablo.clx ui_art/black_hellfire.clx data/charbg.clx data/talkbutton.clx data/panel8bucp.clx
```
4 years ago
..
devices
…
touch
…
README.md
…
axis_direction.cpp
…
axis_direction.h
…
controller.cpp
…
controller.h
…
controller_buttons.h
…
controller_motion.cpp
…
controller_motion.h
…
game_controls.cpp
…
game_controls.h
…
input.h
…
menu_controls.cpp
…
menu_controls.h
…
modifier_hints.cpp
…
modifier_hints.h
…
plrctrls.cpp
…
plrctrls.h
…
remap_keyboard.h
…
Controls handling
DevilutionX supports mouse & keyboard and gamepad input.
This directory currently mostly handles gamepad input.
Low-level gamepad handling is abstracted and 3 implementations are provided:
SDL2 controller API.
SDL 1&2 joystick API.
This can be used in SDL1 joystick platforms and for mapping additional
buttons not defined by SDL2 controller mappings (e.g. additional Nintendo
Switch arrows).
Keyboard keys acting as controller buttons.
This can be used for testing, or on devices where this is the
only or the easiest API to use (e.g. RetroFW).
Example keyboard-as-controller build flags:
cmake .. -DUSE_SDL1= ON -DHAS_KBCTRL= 1 -DPREFILL_PLAYER_NAME= ON \
-DKBCTRL_BUTTON_DPAD_LEFT= SDLK_LEFT \
-DKBCTRL_BUTTON_DPAD_RIGHT= SDLK_RIGHT \
-DKBCTRL_BUTTON_DPAD_UP= SDLK_UP \
-DKBCTRL_BUTTON_DPAD_DOWN= SDLK_DOWN \
-DKBCTRL_BUTTON_X= SDLK_y \
-DKBCTRL_BUTTON_Y= SDLK_x \
-DKBCTRL_BUTTON_B= SDLK_a \
-DKBCTRL_BUTTON_A= SDLK_b \
-DKBCTRL_BUTTON_RIGHTSHOULDER= SDLK_RIGHTBRACKET \
-DKBCTRL_BUTTON_LEFTSHOULDER= SDLK_LEFTBRACKET \
-DKBCTRL_BUTTON_LEFTSTICK= SDLK_TAB \
-DKBCTRL_BUTTON_START= SDLK_RETURN \
-DKBCTRL_BUTTON_BACK= SDLK_LSHIFT