The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one. Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.
The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager. These methods
have been exposed to the Canvas.
- New InputEventManager class. It will be used by 3rd party input
devices to generate Torque 3D input events.
- Expanded the input event signal to include three new floats and a new
integer.
- Expanded the number of joystick buttons to 48.
- The input virtual map is now extendable rather than hard coded.
- The input devices types are now extendable rather than hard coded.
- New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types.
- New SI_VALUE input action type.
- ActionMap has been updated to work with these changes.
- Removed unnecessary references to platform/event.h
Fix for Issue_190:
Without having DI8DEVTYPE_DRIVING here, many steering wheel's will show
up as "unknown" and cannot be mapped to actions. Driving and gamepad
both map to joystick for consistency, since they all can have buttons,
axes, sliders, and pov hat's.