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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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60 lines
1.6 KiB
C++
60 lines
1.6 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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namespace recomp {
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struct InputField {
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uint32_t device_type;
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int32_t input_id;
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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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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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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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// 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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