First working implementation of Inputs Mapping

Management of inputs in Control, Management of callbacks creator per input in Source, Saving and Loading in Session, Unified renaming of SourceCallbacks, User interface window for creating and editing input mapping from Keyboard and Numerical keypad, with appropriate Settings.
This commit is contained in:
Bruno Herbelin
2022-02-06 00:36:05 +01:00
parent 8404e0f670
commit ab040f5268
23 changed files with 1054 additions and 291 deletions

View File

@@ -156,15 +156,6 @@ static void WindowMoveCallback( GLFWwindow *w, int x, int y)
}
}
static void WindowEscapeFullscreen( GLFWwindow *w, int key, int, int action, int)
{
if (action == GLFW_PRESS && key == GLFW_KEY_ESCAPE)
{
// escape fullscreen
GLFW_window_[w]->exitFullscreen();
}
}
static void WindowToggleFullscreen( GLFWwindow *w, int button, int action, int)
{
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
@@ -284,7 +275,6 @@ bool Rendering::init()
output_.init(1, main_.window());
output_.setIcon("images/vimix_256x256.png");
// special callbacks for user input in output window
glfwSetKeyCallback( output_.window(), WindowEscapeFullscreen);
glfwSetMouseButtonCallback( output_.window(), WindowToggleFullscreen);
return true;