- Allow configuring keyboard keys with modifier keys
- Allow using Alt as a key in game on linux
(I'm still puzzled why only Ctrl and Shift where implemented in so many places)
- Adjust the deserializer and PlayerControls.txt to match the serializer for mouse keys
- Refactor C4PlayerControl::DoMouseInput a little bit
- Try to fix the Mac build (attempt 1)
- Fix a bug in C4KeyCodeEx::CompileFunc where it set an incorrect KeyComboItem::sKeyName
- Fix(?) StdCompilerConfigRead not doing anything on NoSeparator
A follow-up on a previous PR GH-41. The discussion in the forum can be
viewed at http://forum.openclonk.org/topic_show.pl?pid=33086.
Run clang-tidy (without auto, pass-by-value and using checks) to fix the
header files not modified in the previous PR.
Summary of the changes:
- C++11 member initialization.
- nullptr instead of 0 for pointers.
- override for functions declared virtual in base class.
- default trivial special member functions
Consolidate the include statements scattered across the code in accordance
with the comment in C4Include.h. The advantages are listed in the same
comment.
Furthermore, it follows llvm-include-order which is the logical
extrapolation of the project's style guideline wherever possible
(C4Include.h being the most-frequent exception).
Instead of "Compiler" and "Decompiler", which make me look up what's
even going on each time I see them, use the standard terms "serializer"
and "deserializer".
The available gamepads are distributed automatically among players.
This also implements controller hot-plugging: It is possible to start a
game without a controller and plug it in later, and to reconnect a
controller after plugging it out.
We want one gamepad key mapping to work with multiple gamepads, so
including the id there doesn't make sense.
Additionally, the gamepad id may change during the game (controller
hot-plugging).
To keep compatibility with scripts which expect only binary buttons,
this adds a third parameter to the function which enables the new
functionality.
Bonus /script to test the controller stick x axis:
Schedule(GetCursor(), "Message(\"%d / %d\", GetPlayerControlState(0, CON_Left, true), GetPlayerControlState(0, CON_Right, true))", 10, 100000000)
Note that the values will be inconsistent if multiple analog sticks are
bound to the same control, as values from one stick will overwrite those
from the other one. This can happen even if you move only one stick.
Gamepad support is currently not working properly as many menus cannot be
navigated with a gamepad. Simply don't load any control assignment sets that
have gamepad enabled.
As discussed in http://forum.openclonk.org/topic_show.pl?tid=2917, I
have merged all copyright notices into a single file and referenced that
merged file from each source file.
For the updated source files, the timeline has been split into three
parts:
1. Pre-RWD code (before 2001)
2. RWD code (2001 through 2009)
3. OpenClonk code (2009 and later)
All pre-RWD copyright notices have been left intact, as have RWD-era
copyright notices where the file did not have a RedWolf design copyright
notice but only individual author ones. All copyright notices of the
OpenClonk era have been replaced by a single notice ranging from the
first recorded year to the current year (2013). Mape code did not get a
OpenClonk Team copyright notice because it is somewhat separate from the
main OpenClonk codebase and has only been touched by Armin Burgmeier.
The new type C4TimeMilliseconds behaves for the most part like a uint32_t but is overflow-proof in comparisons.
In some places, a 0-value (or uint_max) of the variable storing the time had the special meaning "not set yet". This has been resolved by having it as a pointer to C4TimeMilliseconds with NULL meaning that it has not been set yet.
Useful for spell combos, where one spell combo might end the same way another combo starts.
Also corrected docs for OverrideAssignments (it's just a flag; not a trigger mode).
The options dialog still shows localized keys, but the config files use US-Layout keys (when loading default files) and scancodes when saving player changes.