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* Start of the GLFW Input implementation
* A start I guess, it's messy and all over the place
* Additional work on GLFW input (#26)
* Move ApplyDeadzone to Deadzone struct
* Add test program, move ConnectionChanged to IInputContext
* Add functionality to test program
* More input work
* Add an .editorconfig
* ThumbstickCollection
* ButtonCollection
* Hat and Trigger collection
* Update collections
* joystick axis cache
* Update cached axis
* Update GlfwJoystick.cs
* Joystick cache
* AxisCollection
* GamePad and Joystick cache
* GamepadFix
* GamePad Updates
* Bracket fix
* work
* Thumbstick update
* Gamepad implementation
* nitpick
* update test program
* Update dispatcher
* Only show window when running
* Fix context not being passed to enumerator
* Fix a marshalling bug
* Apply deadzone
* Enumerate over the disconnected joysticks too.
* Update the test app.
* Controller events fix
* wip
* Use indexers on the pointers
* Fix mismatched enumerant names in GLFW
* Destroy window when we're done
* Fix wrong enum values in GLFW
* Make properties update initialOptions, and only invoke GLFW if running
* Window is immovable when only 1 thread is used, investigate WindowUpdate
* Fix `Get` methods (#30)
* Fix the abominations that were `Get()` methods
* Remove Get methods entirely
* Fully implement mice, fix deadlock issues
* This is GLFW input.
* Update GlfwInputContext.cs
* Update Silk.NET.Input.Desktop.csproj
* Update GlfwInputContext.cs
* Update InputHandler.cs
* Update GlfwInputContext.cs
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