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In Inventor: Reunion, if you scrap an item as your last Shackle move, the new item will remain available
Hypothetically we can do this without SDL_ActionSet, but it is absolutely 100% worth the effort to try and develop this in SDL first. I would read everything in the proposal, including all the links and videos, to get a sense of how it would work. Steam Input's native API would probably be our starting template.
Going to scope this down slightly:
While we don't have the SDL interface yet, we can still prepare for it by fixing the way input is bound and read. We need to rework the input as follows:
-
typedef enum VVV_ActionSet
which lists all the various input modes, such as Menu, InGame, and Editor - Enums for each VVV_ActionSet, which contains all the actions for each mode.
typedef enum VVV_Action_Menu
for example would haveMenu_Accept
andMenu_Cancel
. - Two sets of arrays for each action enum, one for keyboard and one for controllers
- Keyboard defaults should be assigned via SDL_GetKeyFromScancode (fixes issue described in #590)
- Rewrite binding menu to support reassigning InGame array values (fixes issue described in #784)
We'll have to wire in the key/button events ourselves for now. When we rewire our input layer to SDL_ActionSet it will resolve the issue described in #759.
This got delayed due to ActionSet's ongoing development, and the fact that it will be in SDL3 which is still in develolpment.