| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | Big rushed update | Xavier Del Campo Romero | 2024-01-28 | 4 | -25/+57 |
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| * | Define terrain rendering and loading | Xavier Del Campo Romero | 2024-01-27 | 1 | -2/+2 |
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| * | gfx: Add return value to *_sort functions | Xavier Del Campo Romero | 2024-01-27 | 1 | -2/+9 |
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| * | Replace "unsigned int" with "unsigned" | Xavier Del Campo Romero | 2024-01-27 | 2 | -3/+3 |
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| * | WIP | Xavier Del Campo Romero | 2022-11-01 | 2 | -2/+5 |
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| * | Swap U offset for idle/pressed cursor sprites | Xavier Del Campo Romero | 2022-09-26 | 1 | -1/+1 |
| | | | | | | Since the cursor is mostly idle, it makes sense to set its sprite as the default. | ||||
| * | Remap calls to pad/mouse/keyboard to input | Xavier Del Campo Romero | 2022-09-20 | 6 | -31/+52 |
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| * | mouse.c: Reduce threshold | Xavier Del Campo Romero | 2022-09-16 | 1 | -2/+2 |
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| * | camera: implement fixed cursor movement | Xavier Del Campo Romero | 2022-06-24 | 3 | -3/+77 |
| | | | | | | | | | | | | On platforms with PERIPHERAL_TYPE_PAD, navigating through menus and options can be cumbersome if moving the cursor freely around the screen. Therefore, this commit instead defines a list of (X, Y) coordinates that the cursor can jump to. The implementation also attempts to guess which direction the cursor should jump to for the previous/next point, and hence determine which button should be pressed by the user. | ||||
| * | camera.c: refactor cursor_init | Xavier Del Campo Romero | 2022-06-24 | 1 | -4/+15 |
| | | | | | So that uninitialized members are set to 0. | ||||
| * | camera: remove dependency against terrain | Xavier Del Campo Romero | 2022-06-12 | 4 | -9/+13 |
| | | | | | | This will allow using camera for purposes other than showing the game map. | ||||
| * | Split peripheral-related logic into its own component | Xavier Del Campo Romero | 2022-06-12 | 6 | -15/+30 |
| | | | | | | | | | | | | This has several advantages: - `camera` no longer needs to define public functions for each peripheral type. - Peripheral-related is now no longer tighly coupled to human_player, so peripheral logic can be reused elsewhere e.g.: on menus. - Makes camera_update_touch consistent compared to equivalent functions, since now `pan` has now been moved to `camera` (as it should be). | ||||
| * | Implement touch controls | Xavier Del Campo Romero | 2022-03-31 | 3 | -1/+59 |
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| * | Rename MAP_{X|Y} to MAP_{W|H} | Xavier Del Campo Romero | 2022-03-30 | 2 | -6/+6 |
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| * | camera: implement mouse support | Xavier Del Campo Romero | 2022-03-30 | 1 | -2/+27 |
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| * | Move CURSOR_{WIDTH|HEIGHT} to library scope | Xavier Del Campo Romero | 2022-03-30 | 2 | -13/+13 |
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| * | Add support for keyboard and mouse | Xavier Del Campo Romero | 2022-03-30 | 6 | -105/+169 |
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| * | Replace x_get functions with macros | Xavier Del Campo Romero | 2022-03-30 | 1 | -2/+2 |
| | | | | | | | The PS1 port relies on a heap for primitives since the GPU renders the scene asynchronously. However, SDL-based platforms render primitives synchronously, so structures can be allocated on the stack instead. | ||||
| * | Refresh camera and terrain rendering on screen resize | Xavier Del Campo Romero | 2022-03-30 | 2 | -0/+10 |
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| * | Add project source code | Xavier Del Campo Romero | 2022-03-30 | 3 | -0/+248 |
