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path: root/src/rinput.c
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* Refactor the RGBA colour struct into engineapi.hGravatar Michael Smith 2023-05-041-6/+6
| | | | | | In both the engine and SST it's used in more places than just console printing, so it makes more sense to give it a more appropriate nanme and location.
* Add basic mouse input scalingGravatar Michael Smith 2022-12-251-29/+106
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* Add magical feature codegen system, at long lastGravatar Michael Smith 2022-08-101-3/+8
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* Solve the error logging situationGravatar Michael Smith 2022-06-021-6/+5
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* Fix GetCursorPos hook return valueGravatar Michael Smith 2022-04-261-1/+1
| | | | | | I'd noticed this at some point but it didn't seem to matter, and now all of sudden it does matter because magic. The hook just stopped working suddenly.
* Add engine_no_focus_sleep backport, fix codegenGravatar Michael Smith 2022-04-251-1/+1
| | | | Default gamedata values actually work the way they're supposed to now.
* Move WIN32_LEAN_AND_MEAN and NOMINMAX into flagsGravatar Michael Smith 2022-04-241-2/+0
| | | | | | | | They're literally always defined thusfar, and it's always possible to include specific headers for other stuff. So, rather than litter the source with defines (which might not even work in the likes of os.h if some other system header already decided to define/include stuff), let's just define it at the build script level.
* Remove useless raw input multithreadingGravatar Michael Smith 2022-03-211-24/+3
| | | | | | | Turns out creating the input window on the main thread means it actually gets events from the game's event loop on the main thread which means we don't have to do our own event loop at all and in fact doing so is kind of broken and causes thread lockups and leaks and other such nonsense.
* Add m_rawinput reimplementation to replace RInputGravatar Michael Smith 2022-03-211-0/+181
It's archive so you can set m_rawinput 1, load SST via VDF and then never think about it again.