mirror of
https://git.code.sf.net/p/quake/quakeforge
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dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
157 lines
3.5 KiB
C
157 lines
3.5 KiB
C
/*
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joystick.h
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QuakeForge joystick DPI (driver programming interface)
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Copyright (C) 1996-1997 Jeff Teunissen <deek@dusknet.dhs.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_joystick_h
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#define __QF_joystick_h
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#include <QF/qtypes.h>
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#include "QF/quakeio.h"
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#define JOY_MAX_AXES 32
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#define JOY_MAX_BUTTONS 64
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extern char *joy_device;
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extern int joy_enable;
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struct joy_axis_button {
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float threshold;
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int key;
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int state;
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};
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typedef enum {
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js_none, // ignore axis
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js_position, // linear delta
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js_angles, // linear delta
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js_button, // axis button
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} js_dest_t;
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typedef enum {
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js_clear,
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js_amp,
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js_pre_amp,
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js_deadzone,
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js_offset,
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js_type,
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js_axis_button,
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} js_opt_t;
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struct joy_axis {
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int current;
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float amp;
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float pre_amp;
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int deadzone;
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float offset;
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js_dest_t dest;
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int axis; // if linear delta
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int num_buttons; // if axis button
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struct joy_axis_button *axis_buttons; // if axis button
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};
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extern bool joy_found; // Joystick present?
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extern bool joy_active; // Joystick in use?
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struct joy_button {
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int old;
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int current;
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};
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extern struct joy_axis joy_axes[JOY_MAX_AXES];
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extern struct joy_button joy_buttons[JOY_MAX_BUTTONS];
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/*
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JOY_Command ()
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Use this function to process joystick button presses and generate key
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events. It is called inside the IN_Commands () input function, once each
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frame.
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You should exit this function immediately if either joy_active or
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joy_enable are zero.
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*/
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void JOY_Command (void);
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void joy_clear_axis (int i);
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/*
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JOY_Move (usercmd_t *) // FIXME: Not anymore!
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Use this function to process joystick movements to move the player around.
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You should exit this function immediately if either joy_active or
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joy_enable are zero.
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*/
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void JOY_Move (void);
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/*
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JOY_Init ()
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Use this function to initialize the joystick Cvars, open your joystick
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device, and get it ready for use. You MUST obey the value of the
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joy_enable Cvar. Set joy_found if there is a device, and joy_active if
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you have successfully enabled it.
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*/
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void JOY_Init (void);
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void JOY_Init_Cvars (void);
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/*
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JOY_Shutdown ()
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Use this function to close the joystick device and tell QuakeForge that it
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is no longer available. It is called from IN_Init (), but may be called
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elsewhere to disable the device.
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*/
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void JOY_Shutdown (void);
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/*
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JOY_Open ()
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JOY_Close ()
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OS-specific joystick init/deinit
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*/
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int JOY_Open (void);
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void JOY_Close (void);
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/*
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JOY_Read ()
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OS-specific joystick reading
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*/
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void JOY_Read (void);
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const char *JOY_GetOption_c (int i) __attribute__((pure));
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int JOY_GetOption_i (const char *c) __attribute__((pure));
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const char *JOY_GetDest_c (int i) __attribute__((pure));
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int JOY_GetDest_i (const char *c) __attribute__((pure));
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int JOY_GetAxis_i (int dest, const char *c);
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void Joy_WriteBindings (QFile *f);
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#endif//__QF_joystick_h
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