Commit 57c3d823 authored by Steven Fuller's avatar Steven Fuller

Fixed some keyboard definitions

parent 03898538
* One binary, any game type. Store certain things in a new file?
* A key to change viewsize at runtime (max == 20, min == 5 or so...)
* One binary, any game type. Store certain things in a new file for each
dataset?
* A key to change viewsize while playing (note: max == 20, min == 5 or so...)
* Game able to cope at any virtual resolution in software mode. OpenGL
handles this transparently
* Audio support using OpenAL
......@@ -20,6 +21,8 @@
regardless of future plans [IDEAS]) and no TODO/FIXME/XXXs in the source
code
* Have some sort of way of playing both digital and adlib sounds on all
platforms...
platforms
* Test with other (compatible) available mods
* Unified input handling
* Configuration files and save games which work regardless of operating
system/processor/binary build
......@@ -25,9 +25,10 @@ wolf3d: $(OBJS)
gcc -o wolf3d $(OBJS) $(LFLAGS)
clean:
-rm -rf wolf3d *.o
rm -rf wolf3d *.o
distclean: clean
rm -rf *~ DEADJOE
forced: distclean wolf3d
rm -rf *.o
......@@ -7,8 +7,8 @@ code, it really needs to be cleaned up
* id_ca.c cache code: nice idea but messy and maybe can be fixed
in an effort to not allocate everything to memory and forget about it
some sort of garbage collection
* clean up header files, especially wl_def.h, where some externs arent in
the right place
* clean up header files, especially wl_def.h, where some declarations aren't
in the right place
* every structure that is read/written must be PACKED, with datatypes
specifically set! (ie, no int, but short or long int)
* or at least have PACKED versions of read/write structures, and transfer
......@@ -17,7 +17,8 @@ actual gameplay/etc.
* is that memory intro screen needed anymore? probably not, although it
would be nice to show what version is loaded, but doom just printed text
and the intro screen which came with wolf3d has copyrighted images
* then, what about PG13? OH NO!!!!
* then, what about PG13? OH NO!!!! -- people would probably want the first
two screens for nostalga
* fix the input code, everything is spread out... ideally everything should
work the same, let the input handler do it all instead
* when viewsize is around 20, sprites end up being drawn over the border.
......@@ -54,7 +55,7 @@ rename/remove them
* wl_menu.c does loops on Keyboard. should call id_in functions instead
* rename goobers to debugmode, then remove debugmode for things...
* for some reason, it feels sluggish, maybe its from having mikmod playing
at the same time...
at the same time... especially when you pick up items
* look for places where gfx needs to be redrawn, like back to game etc
Specific:
......
......@@ -21,9 +21,7 @@ boolean JoysPresent[MaxJoys];
boolean Paused;
char LastASCII;
ScanCode LastScan;
/*
KeyboardDef KbdDefs = {0x1d,0x38,0x47,0x48,0x49,0x4b,0x4d,0x4f,0x50,0x51};
*/
KeyboardDef KbdDefs = {sc_Control, sc_Alt, sc_Home, sc_UpArrow, sc_PgUp, sc_LeftArrow, sc_RightArrow, sc_End, sc_DownArrow, sc_PgDn};
ControlType Controls[MaxPlayers];
......
......@@ -26,18 +26,23 @@ typedef byte ScanCode;
#define sc_DownArrow 0x50
#define sc_LeftArrow 0x4b
#define sc_RightArrow 0x4d
#define sc_Home 0x47
#define sc_End 0x4f
#define sc_PgUp 0x49
#define sc_PgDn 0x51
*/
/* SVGAlib specific */
#define sc_UpArrow 103
#define sc_DownArrow 108
#define sc_LeftArrow 105
#define sc_RightArrow 106
#define sc_Home 102
#define sc_End 107
#define sc_PgUp 104
#define sc_PgDn 109
#define sc_Insert 0x52
#define sc_Delete 0x53
#define sc_Home 0x47
#define sc_End 0x4f
#define sc_PgUp 0x49
#define sc_PgDn 0x51
#define sc_F1 0x3b
#define sc_F2 0x3c
#define sc_F3 0x3d
......
......@@ -369,6 +369,8 @@ boolean US_LineInput(int x,int y,char *buf,char *def,boolean escok,
if (cursorvis)
USL_XORICursor(x,y,s,cursor);
IN_CheckAck(); /* TODO: handle events */
sc = LastScan;
LastScan = sc_None;
c = LastASCII;
......
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