jediacademy/codemp/win32/win_input.h

102 lines
2.7 KiB
C

#ifndef _WIN_INPUT_H_
#define _WIN_INPUT_H_
bool IN_ControllersChanged(int inserted[], int removed[]);
#if defined (_XBOX ) || defined (_GAMECUBE)
#define _USE_RUMBLE
#endif
bool IN_AnyButtonPressed(void);
void IN_enableRumble( void );
void IN_disableRumble( void );
bool IN_usingRumble( void );
int IN_CreateRumbleScript(int controller, int numStates, bool deleteWhenFinished);
void IN_DeleteRumbleScript(int whichScript);
void IN_KillRumbleScript(int whichScript);
void IN_ExecuteRumbleScript(int whichScript);
bool IN_AdvanceToNextState(int whichScript);
void IN_KillRumbleScripts(int controller);
void IN_KillRumbleScripts( void );
#define IN_CMD_GOTO_XTIMES -5
#define IN_CMD_GOTO -6
#define IN_CMD_DEC_ARG2 -7
#define IN_CMD_INC_ARG2 -8
#define IN_CMD_DEC_ARG1 -9
#define IN_CMD_INC_ARG1 -10
#ifdef _XBOX
#define IN_CMD_DEC_LEFT -70
#define IN_CMD_DEC_RIGHT -71
#define IN_CMD_INC_LEFT -72
#define IN_CMD_INC_RIGHT -73
#endif
#if defined (_XBOX) // ----- XBOX --------
int IN_AddRumbleState(int whichScript, int leftSpeed, int rightSpeed, int timeInMs);
int IN_AddEffectFade4(int whichScript, int startLeft, int startRight, int endLeft, int endRight, int timeInMs);
int IN_AddEffectFadeExp6(int whichScript, int startLeft, int startRight, int endLeft, int endRight, char factor, int timeInMs);
#elif defined (_GAMECUBE) // ---- GAME CUBE ----
#define IN_GCACTION_START 1
#define IN_GCACTION_STOP 2
#define IN_GCACTION_STOPHARD 3
int IN_AddRumbleState(int whichScript, int action, int timeInMs, int arg = 0);
#endif // ------END IF-------
int IN_AddRumbleStateSpecial(int whichScript, int action, int arg1, int arg2);
void IN_KillRumbleState(int whichScript, int index);
void IN_PauseRumbling(int controller);
void IN_PauseRumbling( void );
void IN_UnPauseRumbling(int controller);
void IN_UnPauseRumbling( void );
void IN_TogglePauseRumbling(int controller);
void IN_TogglePauseRumbling( void );
int IN_GetMainController();
void IN_SetMainController(int id);
void IN_PadUnplugged(int controller);
void IN_PadPlugged(int controller);
void IN_CommonJoyPress(int controller, fakeAscii_t button, bool pressed);
void IN_CommonUpdate(void);
#define IN_MAX_JOYSTICKS 2
// Stores gamepad joystick info
struct JoystickInfo
{
bool valid;
float x, y;
};
// Stores gamepad id and joysick info
struct PadInfo
{
JoystickInfo joyInfo[2];
int padId;
};
// Buffer for gamepad info
extern PadInfo _padInfo;
bool IN_RumbleAdjust(int controller, int left, int right);
void IN_RumbleInit (void);
void IN_RumbleShutdown (void);
void IN_RumbleFrame (void);
#endif // END _WIN_INPUT_H_