- add keyboard bindings button to options
- hooked keyboard binding panel to button
- WIP bindings drawn in activity
- keyboard binding keys finally appear
- keyboard binding input widget
- reserved keys logic working
- removed debug logs
- pref saved on key release
- more reserved keys
- fixed memory bad alloc error
- modifier bindings
- scroll panel for bindings view
- added sdl id to bindings
- cache sdl scan id into prefs
- function ids are getting picked up
- more keyboard mappings
- more key bindings + reserved keys
- keyboard bindings working
- write keyboard bindings pref on load
- sync new functions to prefs
- final touches
- Keep those include trees flat (see 0179cefc)
- Fix tabs
- WIP - many to one binding
- WriteDefaultPrefs is now instance method
- model add, remove and save methods
- clear prefs before saving
- added method for checking binding conflict
- notify view on key combo change
- route binding notification to gameview
- view foundations for overhaul
- fixed memory issue + has conflicting key issue
- fixed prefs not being cleared before save
- override text input to do nothing
- fixed many complications due to duplicated hotkeys
- missing index on new model caused problems
- WIP - view adaptation
- WIP - add and remove button layout
- more patches
- fixed empty textboxes problem
- WIP - frontend overhaul
- fixed ordering issue
- binding removal - wip
- function store to hold no shortcut data
- reset to defaults button added
- add from no shortcut works
- error message on conflict
- better summary for PopBindingByFunctionId
- keyboard bindings hooked to gameview keypress
- do not return correcty function id if no shortcut
- flatten include trees
- remove debug comment
- spaces to tabs
event.register(event.mousedown, function(...) print(...) end)
event.unregister(event.mousedown, somefunc)
mouseclick event split into mousedown, mouseup, mousemove, mousewheel
keypress event split into keypress, keyrelease, textinput. key* events only contain keycode and scancode, don't attempt to represent a letter (was very broken at this before). Also have helpful shift/ctrl/alt flags passed in. textinput just represents inserted text, can probably even handle foreign characters.
register_step replaced with event.tick event
All legacy register_* and unregister_ functions are removed. There is a compatibility lua script, might embed it later. tpt.set_shortcuts / tpt.test also removed. event.getmodifiers added, just a misc function to get the currently held modifiers
Lots of code duplication to handle each event is removed, it's not handled in a more generic way. Although the Event class / child classes could use some work.
Still currently in process, there are some issues:
Windows version doesn't work, mac version might not work, opengl might not work
Icon doesn't work (on Linux at least)
Lua will need some changes, there are some sdl 1.2 hacks in there
When entering fullscreen, the window loses focus
When holding down mouse out of bounds, mouse move events stop being sent
When letting go of mouse out of bounds, mouseup event doesn't take into account double scale mode
Clicking on startup without moving mouse will draw at 0,0 for a frame
Renderer probably won't compile because USE_SDL doesn't entirely work
... and maybe others
Some nice things were done though:
no more blit2, sdl can do the scaling itself
3d effect removed, no reason to support this joke any longer
No need to support copy/paste ourselves, sdl does it now
text handling done much better now, separate events for key presses and text input
when a new window is shown, all events ignored until next tick (ignore textinput event if window shown from key press event like console)
remove 'r' record shortcut
add tpt.record function. Still gives the user a confirm prompt
recordings now go into recordings/<timestamp>/, where timestamp is the time the recording was started. <timestamp> is returned by the tpt.record function. Each new recording starts the filenames over at 0 again.
you probably still need a lua script to use the recording feature, this should make it easier for those
mouse lines now end on the point where the mouse is lifted up as intended, instead of at the point where the mouse is at the end of the frame
also remove unneeded variable
flood fill brush is hidden when deco tools are selected like this because it gets in the way. Renderer::vid is compared here so there could definitely be issues, but it works fine when used under normal conditions