changelog.md

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2026-04-05 17:51:29 +02:00
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@@ -67,7 +67,7 @@ Flat C-style APIs (no classes), prefixed by subsystem. **Do not touch gameplay l
- **GlobalInputs** (`global_inputs.hpp/cpp`) — Maps configurable function keys to presentation actions. Uses debounce. Returns whether a key was consumed (to suppress from game layer)
- **Mouse** (`mouse.hpp/cpp`) — Auto-hides cursor after 3 seconds of inactivity
- **Gamepad** (`gamepad.hpp/cpp`) — First-gamepad support with hot-plug. Poll-based each frame: D-pad/left stick (deadzone 12000) → virtual arrow keys for game movement; A/B buttons, Start, Back translate to synthetic SDL key events (F12/ESC/Enter/Backspace) when menu is open, so Director handles them exactly like keyboard
- **Gamepad** (`gamepad.hpp/cpp`) — First-gamepad support with hot-plug. Poll-based each frame: D-pad/left stick (deadzone 12000) → virtual arrow keys for game movement; A/B buttons, Start, Back translate to synthetic SDL key events (F12/ESC/Enter/Backspace) when menu is open, so Director handles them exactly like keyboard. Loads extra mappings from `gamecontrollerdb.txt` (next to the executable) at init via `SDL_AddGamepadMappingsFromFile`, extending SDL's built-in controller database
- **KeyRemap** (`key_remap.hpp/cpp`) — Each frame, reads `Options::keys_game.*` and mirrors physical keyboard state to virtual standard scancodes (`SDL_SCANCODE_UP`/DOWN/LEFT/RIGHT). Allows full movement key remapping without touching hardcoded game code in `prota.cpp`/`mapa.cpp`
### Locale Layer (`source/core/locale/`)