// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file g_input.h /// \brief handle mouse/keyboard/joystick inputs, /// maps inputs to game controls (forward, spin, jump...) #ifndef __G_INPUT__ #define __G_INPUT__ #include "d_event.h" #include "keys.h" #include "command.h" // number of total 'button' inputs, include keyboard keys, plus virtual // keys (mousebuttons and joybuttons becomes keys) #define NUMKEYS 256 #define MOUSEBUTTONS 8 #define JOYBUTTONS 21 // 21 buttons, to match SDL_GameControllerButton #define JOYANALOGS 2 // 2 sets of analog stick axes, with positive and negative each #define JOYTRIGGERS 1 // 1 set of trigger axes, positive only #define JOYAXISSETS (JOYANALOGS + JOYTRIGGERS) #define JOYAXES ((4 * JOYANALOGS) + (2 * JOYTRIGGERS)) #define MAXINPUTMAPPING 4 // // mouse and joystick buttons are handled as 'virtual' keys // typedef enum { KEY_JOY1 = NUMKEYS, KEY_HAT1 = KEY_JOY1 + 11, // macro for SDL_CONTROLLER_BUTTON_DPAD_UP KEY_AXIS1 = KEY_JOY1 + JOYBUTTONS, JOYINPUTEND = KEY_AXIS1 + JOYAXES, KEY_MOUSE1 = JOYINPUTEND, KEY_MOUSEMOVE = KEY_MOUSE1 + MOUSEBUTTONS, KEY_MOUSEWHEELUP = KEY_MOUSEMOVE + 4, KEY_MOUSEWHEELDOWN = KEY_MOUSEWHEELUP + 1, MOUSEINPUTEND = KEY_MOUSEWHEELDOWN + 1, NUMINPUTS = MOUSEINPUTEND, } key_input_e; typedef enum { gc_null = 0, // a key/button mapped to gc_null has no effect // The actual gamepad gc_up, gc_down, gc_left, gc_right, gc_a, gc_b, gc_c, gc_x, gc_y, gc_z, gc_l, gc_r, gc_start, // special keys gc_abc, gc_luaa, gc_luab, gc_luac, gc_console, gc_talk, gc_teamtalk, gc_screenshot, gc_recordgif, num_gamecontrols, // alias gameplay controls gc_accel = gc_a, gc_brake = gc_x, gc_drift = gc_r, gc_item = gc_l, gc_spindash = gc_c, gc_lookback = gc_b, } gamecontrols_e; // mouse values are used once extern consvar_t cv_mousesens, cv_mouseysens; extern consvar_t cv_mousesens2, cv_mouseysens2; extern consvar_t cv_controlperkey; // current state of the keys: JOYAXISRANGE or 0 when boolean. // Or anything inbetween for analog values #define MAXDEVICES (MAXGAMEPADS + 1) // Gamepads + keyboard & mouse extern INT32 gamekeydown[MAXDEVICES][NUMINPUTS]; extern boolean deviceResponding[MAXDEVICES]; // several key codes (or virtual key) per game control extern INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING]; extern INT32 gamecontroldefault[num_gamecontrols][MAXINPUTMAPPING]; // default control storage /* #define num_gcl_accelerate 1 #define num_gcl_brake 1 #define num_gcl_drift 1 #define num_gcl_spindash 4 #define num_gcl_movement 6 #define num_gcl_item 3 #define num_gcl_full 10 extern const INT32 gcl_accelerate[num_gcl_accelerate]; extern const INT32 gcl_brake[num_gcl_brake]; extern const INT32 gcl_drift[num_gcl_drift]; extern const INT32 gcl_spindash[num_gcl_spindash]; extern const INT32 gcl_movement[num_gcl_movement]; extern const INT32 gcl_item[num_gcl_item]; extern const INT32 gcl_full[num_gcl_full]; */ // peace to my little coder fingers! // check a gamecontrol being active or not INT32 G_GetDevicePlayer(INT32 deviceID); // remaps the input event to a game control. void G_MapEventsToControls(event_t *ev); // returns the name of a key const char *G_KeynumToString(INT32 keynum); INT32 G_KeyStringtoNum(const char *keystr); boolean G_KeyBindIsNecessary(INT32 gc); boolean G_KeyIsAvailable(INT32 key, INT32 deviceID); // detach any keys associated to the given game control void G_ClearControlKeys(INT32 (*setupcontrols)[MAXINPUTMAPPING], INT32 control); void G_ClearAllControlKeys(void); void Command_Setcontrol_f(void); void Command_Setcontrol2_f(void); void Command_Setcontrol3_f(void); void Command_Setcontrol4_f(void); void G_DefineDefaultControls(void); INT32 G_GetControlScheme(INT32 (*fromcontrols)[MAXINPUTMAPPING], const INT32 *gclist, INT32 gclen); void G_CopyControls(INT32 (*setupcontrols)[MAXINPUTMAPPING], INT32 (*fromcontrols)[MAXINPUTMAPPING], const INT32 *gclist, INT32 gclen); void G_SaveKeySetting(FILE *f, INT32 (*fromcontrolsa)[MAXINPUTMAPPING], INT32 (*fromcontrolsb)[MAXINPUTMAPPING], INT32 (*fromcontrolsc)[MAXINPUTMAPPING], INT32 (*fromcontrolsd)[MAXINPUTMAPPING]); INT32 G_CheckDoubleUsage(INT32 keynum, INT32 playernum, boolean modify); #endif