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SDL 3 #749
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| K_PAD0_PADDLE3, /* Xbox Elite paddle P2 */ | ||
| K_PAD0_PADDLE4, /* Xbox Elite paddle P4 */ | ||
| K_PAD0_TOUCHPAD, /* PS4/PS5 touchpad button */ | ||
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Key codes are passed to the CGame/UI API. If any mods/games added support for K_PAD0_LEFTSTICK_LEFT, etc in the menu, this change would break it. This is purely hypothetical—I don't know of such mods—but that's why these buttons were separate.
K_CONSOLE is never passed to VMs, so it's last.
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Ah I OK, I wondered what all that stuff was about. I've made a change on main to make this mapping more robust and a bit more readable, but I will also append the new buttons so they don't cause reordering.
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By the way, icculus also ported ioq3 to SDL3. The function typedefs for casting function pointers seem cleaner in that port (for SDL_GL_GetProcAddress(), etc) . I haven't significantly reviewed either branch to have many comments about them. |
See #632.
This probably won't have an effect on ioquake3 to my knowledge. I think mouse sensitivity is already DPI-independent, and 2D scaling has always been automatically scaled according to resolution in id Tech 3 (with the exception of console text, but |
Two things I wish I'd known about before starting:
Oh well, as I say it didn't take very long anyway. It's quite spooky how similar our patches turned out, though I missed some stuff he caught and vice versa, so it's net beneficial I guess. I had a quick skim through the video. Got slight spider man meme vibes at the sound section as I think most of the code he talks about saying "oh they have done X or Y..." was originally written by... Ryan 😁. |
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The thing that made me suspect some pixel density shenanigans is going on is that for a given r_mode, on my high density display laptop when using SDL 3 the window appears much larger than it did under SDL 2. As I say though, I haven't looked into it in any detail, so that symptom could be something else entirely. |
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This isn't ready for review yet, I'm just putting it here as a placeholder/discussion point. It's a bare minimum get it compiling and ostensibly working effort. That being said there are quite a small number of things missing:
Actually that's it, I think; surprisingly straight forward. Much easier than 1.2 -> 2.0 was.