[Ohrrpgce] Crufty arrowsets
Bob at hamsterrepublic.com
Fri Oct 26 03:11:07 PDT 2018
I think that all sounds good to me. I think the reason I mapped all android
joystick stuff through keyboard keys is because OUYA was gamepad-only and I
wanted existing games to work even if they scripted keyval checks to the
I agree that the multiple gamepad stuff should be deprecated. (I think I
might be the only person to ever use it?) As long as the stuff for the
first gamepad still works that is good enough
I like your plan for the second argument to keyval
On Thursday, October 25, 2018, Ralph Versteegen <teeemcee at gmail.com> wrote:
> James, is there any reason that all these arrowset functions read
> keyboard keys, to which gamepad buttons have been mapped, instead of
> just reading a gamepad directly?
> I'l like the get rid of all of these functions, and instead handle
> controls in allmodex, with multiple carray() arrays, one per player.
> Since multiple gamepad support is only used for Ouya, which is dead, I
> guess I don't need to worry too much about not breaking anything, as
> long as at least the first arrowset continues to work.
> Also, my plan is to make the second argument to keyval/keyispressed
> specify the joystick number if used with a joy: constant, specify the
> player number if used with a "* key" virtual key code, and do nothing
> with key: constants.
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