Summary Period: 2003-07-06 to 2004-09-16
90 (0.2%)
1919 (0.3%)
Directory | Changes | Lines of Code | Lines per Change |
---|---|---|---|
Totals | 90 (100.0%) | 1919 (100.0%) | 21.3 |
src/platform/ | 28 (31.1%) | 630 (32.8%) | 22.5 |
src/bzflag/ | 39 (43.3%) | 526 (27.4%) | 13.4 |
src/bzfs/ | 6 (6.7%) | 346 (18.0%) | 57.6 |
include/ | 7 (7.8%) | 270 (14.1%) | 38.5 |
src/common/ | 4 (4.4%) | 129 (6.7%) | 32.2 |
/ | 6 (6.7%) | 18 (0.9%) | 3.0 |
Combine the strong_motor and weak_motor in a way that hopefully more closely matches the feel of the Logitech Cordless Rumblepad, which the original Linux FF_RUMBLE API seems to have been designed for. If this works, I'll use the same thing in my Gamecube driver ;)
10 lines of code changed in:
Add a 'Force feedback' setting to the Input menu
46 lines of code changed in:
Map evdev button numbers down to small integers that should actually correspond to what people think of as a button number. This is also necessary with many devices to fit the buttons into an unsigned long.
36 lines of code changed in:
Let's not set ff_rumble to NULL for no particular reason and make everything all crashy
2 lines of code changed in:
Have autoconf test for the presence of input.h (HAVE_LINUX_INPUT_H) and whether its rumble support is recent enough to be usable (HAVE_FF_EFFECT_RUMBLE). If we don't have input.h at all, we won't try to use evdev. If we don't have rumble support, evdev might still get used but it won't report that it has rumble support.
41 lines of code changed in:
Explicitly stop the previously playing force feedback effect before sending and playing a new one
23 lines of code changed in:
Add force feedback effects for normal shots and laser shots
37 lines of code changed in:
Yay, force feedback support. This adds a ForceFeedback namespace with
one function per effect. Each function takes responsibility for gracefully
doing nothing if stuff will explode, or something.
110 lines of code changed in:
Add force feedback support to the abstract BzfJoystick class, and implement
it in EvdevJoystick. This adds ffHasRumble(), to query whether the joystick
supports "rumble" effects, and ffRumble() to actually start an effect.
106 lines of code changed in:
This is the commit that will break everything.
In SDLPlatformFactory, try to use EvdevJoystick by default, but
fall back on SDLJoystick if EvdevJoystick can't find any devices
or if it was explicitly disabled with BZFLAG_ENABLE_EVDEV=0 in the
environment.
48 lines of code changed in:
Always use EvdevJoystick if we aren't using SDL, and neither USBJoystick nor XIJoystick are enabled. We don't have anything better to try in this case.
3 lines of code changed in:
The next hopefully harmless step in making EvdevJoystick usable: compiling it.
This will compile and linuk EvdevJoystick with bzflag if you're running Linux,
regardless of whether SDL is on or not.
6 lines of code changed in:
Adding a joystick driver that uses Linux's event devices (/dev/input/event*) directly. It's quite playable so far, but not very well tested. Its axis mapping performs a little better for BZFlag's than SDLs does, but most importantly this paves the way for force feedback support under Linux. No need to panic yet, this isn't hooked up in the build system yet.
372 lines of code changed in:
Un-const BzfJoystick::getJoy() and getJoyButtons(). These functions are the joystick class's only chance to update internal state, so it would be helpful to have permission to do so. Existing drivers weren't bothered by this because their underlying API (SDL, DirectX, etc.) isn't event-driven. The EvdevJoystick driver needs to poll all types of events in one go, and store the results for axes and buttons.
20 lines of code changed in:
Rename "Force input device" in the input menu to "Active input device", with an "Auto" setting for the default behaviour. IMHO this is a little less confusing, but it will really help if I have my way and that menu soon has a "Force feedback" option ;)
18 lines of code changed in:
Remove Xinerama from BUGS, since with SDL support in BZFlag this will be unnecessary
0 lines of code changed in:
No time to hack at Xinerama now, but it should at least be in BUGS
6 lines of code changed in:
Have the C++ bzflag client send MsgUDPLinkEstablished over UDP also, so that observers get incoming messages over UDP too
1 lines of code changed in:
Removing code to disable UDP link in addPlayer. This would break UDP if a client enabled its UDP connection, but then didn't send any more UDP messages after etnering the game.
193 lines of code changed in:
Nuke some debuggative cruft
0 lines of code changed in:
(16 more)
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