Ultra mega hacked in, by saving all "discarded" joysticks to an array so they don't get totally closed & we can still poll them. Events now properly send the device number instead of the player number, which means we can store all controllers pressing buttons, and thus, can detect when ANY controller is pressing anything, and THUS we can make the character select work like we wanted to :V
Did not bother fixing any of the bugs, however. First of all, the opening menus do not properly fallback to default controls. Yet again, we may need a more robust system -- storing all keys from gamekeydown separately? Additionally it seems like when I input gamepad it makes me use keyboard anyway, so I think something fishy is up.
Allows menu input delays to feel sorta similar to how they did before ... maybe could be adjusted further, since it feels just a tad bit touchy to me, but it's much better than before when it was a static value.
TODO:
- Menu delay shouldn't be a static value and work closer to how it did before (likely requires a more complicated system than just calling G_PlayerInputDown ... menu ticcmds? lol)
- Create a sdl function to determine if any of the possible joysticks' buttons are being pressed & return the joystick number & set usejoystick to that number ... for the PRESS START prompt.
Already tired of this code, I'm good
Suddenly stopped compiling as I was working on this, with the same error it gave when before james merged the makefile changes, even though it was fine a minute ago and those changes are distinctly in here, so I guess it ends here.
Events have a player ID instead of adding billions of keys for separate gamepads. Axis movement (mouse movement, analog sticks) now are counted as keys, so axes don't need to be separately implemented for all controls. Game controls emulate a Saturn controller (some of the external functions like screenshot / gif should be readded, but I got lazy)
This will allow later us to save a config for a controller that can be reused for any player slot, which is one of the main goals for profiles.
Only just enough was made to use the new input system to make it compile. Menus in this branch should aim to move to using PlayerInputDown entirely, instead of using hardcoded keys & simply remapping to those
- m_menu.c and m_menu.h are dead. Everything has now been moved to k_menudef.c, k_menufunc.c, k_menudraw.c, and k_menu.h.
- Expanded menu_t and menuitem_t to add transitions and tooltips
- Early character select screen
- Removed almost all menu definitions, I'll be reimporting them as they are needed