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(discussion with SEV on points no. 4 and 6 from the key mapper features list, reinstalling the software) |
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Today I have cleared the 2nd and 3rd point from the requirements list, in course of that work no. 7 was also partially cleared. I have been actively working on No. 1 today. Item 5 is not big and will be implemented in the course of work on no. 1. With regards to no. 4, I have fixed key mappings save/load functionality to save the mappings under the specific game domains. | Today I have cleared the 2nd and 3rd point from the requirements list, in course of that work no. 7 was also partially cleared. I have been actively working on No. 1 today. Item 5 is not big and will be implemented in the course of work on no. 1. With regards to no. 4, I have fixed key mappings save/load functionality to save the mappings under the specific game domains. | ||
== 2007-08- | == 2007-08-02 (Thursday) - discussion with SEV on points no. 4 and 6 from the key mapper features list, reinstalling the software == | ||
Today I have talked to SEV about the place where to define the engine and game actions. They will be defined in the game data files and retrieved using common/advancedDetector.cpp static void updateGameDescriptor(). The key maps storing algorithm is as follows: | Today I have talked to SEV about the place where to define the engine and game actions. They will be defined in the game data files and retrieved using common/advancedDetector.cpp static void updateGameDescriptor(). The key maps storing algorithm is as follows: | ||
* in order to save a mapping we need to store a key and an action; | * in order to save a mapping we need to store a key and an action; |
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