Comments (1)
Controls are now, at least with all test cases, truly input agnostic. Additionally, the engine supports remapping digital to analog, analog to digital, with very few exceptions (the exceptions mostly being around unreasonable mouse movement assignments). The engine now even supports realistic slider-to-afterburner mappings for a more realistic flight sim experience should the player want it. This ticket number will be reused after closing if some edge cases were missed.
How input works now:
The ControlSchema TS interface lists all possible options each control may have. Each individual control can be fine-tuned to do exact what it's supposed to, which is how flexibility is achieved. Each control can have any number of bindings, and the binding information of every mapping is explicit about what device the mapping was recorded on. This allows easy deferral to the appropriate input handler, which in turn allows fine-tuning how actions should be handled for every kind of input device.
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Related Issues (20)
- Create visual debugging interface HOT 4
- Allow mouse-based rotation for 3D and 4D objects in debugger HOT 2
- Implement debugger Hook Builder HOT 1
- Implement high level postprocessing management mechanism
- Switch from linear to sRGB colour space
- Create a procedural Milky Way backdrop
- Rewrite distant stars shader using polygons instead of points
- Add working shader examples
- Create test scenario loaders
- Implement third layered scene HOT 1
- Create in-game debugging interface HOT 1
- Rework core engine
- Add TypeScript support
- Implement double-press controls HOT 1
- Implement better mouse capturing
- Implement eslint config
- Add Thrustmaster HOTAS Warthog control box compatibility HOT 1
- Add Thrustmaster HOTAS Warthog flight stick compatibility HOT 1
- Create 3D HUD
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