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Implement cpad w/ keyboard input into runtime #760
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This is a very basic implementation of the input system for the pc port. It maps buttons on the keyboard to cpad buttons used by the game. It requires running with a display on, and inputs are recognized in the display window. By default, the following keymapping is used:
There's some functions for debugging and testing this implementation. If you want to run the pc pad util functions, you need to Graphics (& button mapping) settings are saved to a |
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awesome!
if (settings.debug) { | ||
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); | ||
} else { | ||
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_FALSE); |
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good idea to make this an option
(analog 5) | ||
(dualshock 7) | ||
(negcon 2) | ||
(namco-gun 6) |
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we should add support for the namco gun :)
@@ -0,0 +1,245 @@ | |||
;;-*-Lisp-*- | |||
(in-package goal) |
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this file is awesome, it's great to see that we can write our own GOAL code with states and rendering and have it actually work!
(let ((procp | ||
(make-function-process *nk-dead-pool* *active-pool* pc-pad-proc :name 'pc-pad-show | ||
(lambda :behavior pc-pad-proc () | ||
(stack-size-set! (-> self main-thread) 512) |
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I'm kind of surprised we needed more than the default stack size here. I'm guessing you hit the limit when this was smaller?
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