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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
#ifndef __RECOMP_INPUT_H__
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#define __RECOMP_INPUT_H__
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#include <cstdint>
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#include <variant>
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#include <vector>
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#include <type_traits>
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#include <span>
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#include <string>
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namespace recomp {
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struct InputField {
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uint32_t input_type;
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int32_t input_id;
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std::string to_string() const;
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auto operator<=>(const InputField& rhs) const = default;
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};
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void poll_inputs();
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float get_input_analog(const InputField& field);
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float get_input_analog(const std::span<const recomp::InputField> fields);
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bool get_input_digital(const InputField& field);
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bool get_input_digital(const std::span<const recomp::InputField> fields);
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enum class InputDevice {
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Controller,
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Keyboard,
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COUNT
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};
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void start_scanning_input(InputDevice device);
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void finish_scanning_input(InputField scanned_field);
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InputField get_scanned_input();
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struct DefaultN64Mappings {
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std::vector<InputField> a;
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std::vector<InputField> b;
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std::vector<InputField> l;
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std::vector<InputField> r;
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std::vector<InputField> z;
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std::vector<InputField> start;
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std::vector<InputField> c_left;
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std::vector<InputField> c_right;
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std::vector<InputField> c_up;
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std::vector<InputField> c_down;
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std::vector<InputField> dpad_left;
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std::vector<InputField> dpad_right;
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std::vector<InputField> dpad_up;
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std::vector<InputField> dpad_down;
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std::vector<InputField> analog_left;
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std::vector<InputField> analog_right;
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std::vector<InputField> analog_up;
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std::vector<InputField> analog_down;
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};
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extern const DefaultN64Mappings default_n64_keyboard_mappings;
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extern const DefaultN64Mappings default_n64_controller_mappings;
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constexpr size_t bindings_per_input = 2;
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// Loads the user's saved controller mapping if one exists, loads the default mappings if no saved mapping exists.
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void init_control_mappings();
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size_t get_num_inputs();
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const std::string& get_input_name(size_t input_index);
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const std::string& get_input_enum_name(size_t input_index);
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InputField& get_input_binding(size_t input_index, size_t binding_index, InputDevice device);
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void set_input_binding(size_t input_index, size_t binding_index, InputDevice device, InputField value);
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void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
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void handle_events();
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bool game_input_disabled();
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bool all_input_disabled();
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// TODO move these
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void quicksave_save();
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void quicksave_load();
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}
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#endif
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