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dcd1fa28ba
With some hacks that are not included (plan on handling events and contexts properly), button inputs, including using listeners, are working nicely: my little game is working again. While the trampoline code was a bit repetitive (and I do want to clean that up), connecting button listeners directly to Ruamoko instance methods proved to be quite nice.
38 lines
1.5 KiB
R
38 lines
1.5 KiB
R
#include "input.h"
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void IN_LoadConfig (struct plitem_s *config) = #0;
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in_button_t *IN_CreateButton (string name, string description) = #0;
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in_axis_t *IN_CreateAxis (string name, string description) = #0;
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int IN_FindDeviceId (string _id) = #0;
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string IN_GetDeviceName (int devid) = #0;
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string IN_GetDeviceId (int devid) = #0;
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//IN_AxisInfo () = #0;
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//IN_ButtonInfo () = #0;
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string IN_GetAxisName (int devid, int axis) = #0;
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string IN_GetButtonName (int devid, int axis) = #0;
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int IN_GetAxisNumber (int devid, string axis) = #0;
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int IN_GetButtonNumber (int devid, string axis) = #0;
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void IN_ProcessEvents (void) = #0;
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void IN_ClearStates (void) = #0;
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int IN_GetAxisInfo (int devid, int axis, in_axisinfo_t *info) = #0;
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int IN_GetButtonInfo (int devid, int button, in_buttoninfo_t *info) = #0;
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@overload
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void IN_ButtonAddListener (in_button_t *button, button_listener_t listener,
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void *data) = #0;
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@overload
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void IN_ButtonRemoveListener (in_button_t *button, button_listener_t listener,
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void *data) = #0;
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@overload
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void IN_AxisAddListener (in_axis_t *axis, axis_listener_t listener,
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void *data) = #0;
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@overload
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void IN_AxisRemoveListener (in_axis_t *axis, axis_listener_t listener,
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void *data) = #0;
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@overload
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void IN_ButtonAddListener (in_button_t *button, IMP listener, id obj) = #0;
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@overload
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void IN_ButtonRemoveListener (in_button_t *button, IMP listener, id obj) = #0;
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@overload
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void IN_AxisAddListener (in_axis_t *axis, IMP listener, id obj) = #0;
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@overload
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void IN_AxisRemoveListener (in_axis_t *axis, IMP listener, id obj) = #0;
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