Update to v094r11 release.

byuu says:

I've hooked up the input subsystem, and the input manager to assign
hotkeys.

So far I only have digital buttons working (keyboard only), and I'm not
planning on supporting input groups again (mapping multiple physical
buttons to one emulated button), but it's progress. As with the rest of
tomoko, the code's a lot more compact. The nice thing about redoing code
so many times is that each time you get a little bit better at it.

The input configuration is saved to ~/.config/tomoko/settings.bml (just
realized that I'm an idiot and need to rename it to input.bml)

Also hooked up game saves and cartridge unloading. Active controller
changing isn't hooked up yet, and I'll probably do it differently.

Oh, and I declared the ruby lines for other platforms.

Still need to add Cydrak's Windows compilation fixes. I am nothing if
not lazy :P
This commit is contained in:
Tim Allen
2015-03-02 20:13:28 +11:00
parent 80c1c9c2ef
commit 4a069761f9
18 changed files with 422 additions and 41 deletions

View File

@@ -326,7 +326,7 @@ auto pWindow::setVisible(bool visible) -> void {
auto pWindow::_append(mWidget& widget) -> void {
if(!widget.self()) return;
if(auto parent = widget.parentWidget(true)) {
if(parent->self()) widget.self()->gtkParent = parent->self()->container(widget);
if(auto instance = parent->self()) widget.self()->gtkParent = instance->container(widget);
} else {
widget.self()->gtkParent = formContainer;
}