Wed, 25 Jun 2014 22:38:40 -0400 WinRT: Fixed game controller axis mappings
David Ludwig <dludwig@pobox.com> [Wed, 25 Jun 2014 22:38:40 -0400] rev 8958
WinRT: Fixed game controller axis mappings SDL/WinRT currently uses a separate XInput backend from SDL/Win32, as WinRT has no support for DirectInput. This change makes SDL/WinRT's XInput code snag some recently-changed bits from the Win32-specific, DirectInput + XInput backend, in order to get the SDL_GameController API working again on WinRT, insofar that axes map to the correct parts. TODO: - test all buttons, making sure WinRT maps buttons the same way that Win32 does - consider making the Win32 and WinRT codebases share more stuff, minus the sort of duplication happening via this change. Maybe simulate, or stub-out, DirectInput calls when on WinRT?
Wed, 25 Jun 2014 22:03:05 -0400 WinRT build fix
David Ludwig <dludwig@pobox.com> [Wed, 25 Jun 2014 22:03:05 -0400] rev 8957
WinRT build fix
Wed, 25 Jun 2014 17:24:06 -0400 Patched to compile on Windows.
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:24:06 -0400] rev 8956
Patched to compile on Windows.
Wed, 25 Jun 2014 17:20:22 -0400 Whoops, lost this in the merge.
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:20:22 -0400] rev 8955
Whoops, lost this in the merge.
Wed, 25 Jun 2014 17:13:43 -0400 Patched to compile with -Werror=declaration-after-statement
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:13:43 -0400] rev 8954
Patched to compile with -Werror=declaration-after-statement
Wed, 25 Jun 2014 17:06:12 -0400 Merged Ryan's SDL-gui-backend branch.
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 17:06:12 -0400] rev 8953
Merged Ryan's SDL-gui-backend branch. Adds three APIs, and implements them on X11, Cocoa, and Windows: - SDL_CaptureMouse() - SDL_GetGlobalMouseState() - SDL_SetWindowHitTest()
Wed, 25 Jun 2014 16:16:55 -0400 Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState().
Ryan C. Gordon <icculus@icculus.org> [Wed, 25 Jun 2014 16:16:55 -0400] rev 8952
Changed SDL_GetAbsoluteMouseState() to SDL_GetGlobalMouseState(). This matches naming conventions in the main repository, between SDL_GetRelativeMouseState() and SDL_WarpMouseGlobal().
Wed, 11 Jun 2014 00:40:19 -0400 Implemented Cocoa GetAbsoluteMouseState().
Ryan C. Gordon <icculus@icculus.org> [Wed, 11 Jun 2014 00:40:19 -0400] rev 8951
Implemented Cocoa GetAbsoluteMouseState().
Wed, 11 Jun 2014 00:12:19 -0400 Implement Windows GetAbsoluteMouseState().
Ryan C. Gordon <icculus@icculus.org> [Wed, 11 Jun 2014 00:12:19 -0400] rev 8950
Implement Windows GetAbsoluteMouseState().
Wed, 11 Jun 2014 00:12:06 -0400 This should probably query async button state.
Ryan C. Gordon <icculus@icculus.org> [Wed, 11 Jun 2014 00:12:06 -0400] rev 8949
This should probably query async button state.
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