Kart-Public/src/g_input.h
TehRealSalt cf5c0a7a6a New bindable keys
You can now remap Change Viewpoint, Screenshot, and Toggle GIF Recording to other keys, mainly for gamepads

They also pushed me to my breaking point and I couldn't tolerate the control menu anymore, thanks to toaster for the scrolling backport
2018-09-27 16:55:21 -04:00

170 lines
5 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 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
#ifdef _arch_dreamcast
#define MOUSEBUTTONS 5
#define JOYBUTTONS 8 // 8 buttons
#define JOYHATS 2 // 2 hats
#define JOYAXISSET 3 // 3 Sets of 2 axises
#elif defined (_XBOX)
#define MOUSEBUTTONS 5
#define JOYBUTTONS 12 // 12 buttons
#define JOYHATS 1 // 1 hat
#define JOYAXISSET 2 // 2 Sets of 2 axises
#elif defined (_PSP)
#define MOUSEBUTTONS 3
#define JOYBUTTONS 14 // 10 buttons
#define JOYHATS 1 // 1 hat
#define JOYAXISSET 1 // 1 Set of 2 axises
#elif defined (_WII)
#define MOUSEBUTTONS 3
#define JOYBUTTONS 20 // 20 buttons
#define JOYHATS 1 // 1 hat
#define JOYAXISSET 5 // 5 Sets of 2 axises
#else
#define MOUSEBUTTONS 8
#define JOYBUTTONS 32 // 32 buttons
#define JOYHATS 4 // 4 hats
#define JOYAXISSET 4 // 4 Sets of 2 axises
#endif
//
// mouse and joystick buttons are handled as 'virtual' keys
//
typedef enum
{
KEY_MOUSE1 = NUMKEYS,
KEY_JOY1 = KEY_MOUSE1 + MOUSEBUTTONS,
KEY_HAT1 = KEY_JOY1 + JOYBUTTONS,
KEY_DBLMOUSE1 =KEY_HAT1 + JOYHATS*4, // double clicks
KEY_DBLJOY1 = KEY_DBLMOUSE1 + MOUSEBUTTONS,
KEY_DBLHAT1 = KEY_DBLJOY1 + JOYBUTTONS,
KEY_2MOUSE1 = KEY_DBLHAT1 + JOYHATS*4,
KEY_2JOY1 = KEY_2MOUSE1 + MOUSEBUTTONS,
KEY_2HAT1 = KEY_2JOY1 + JOYBUTTONS,
KEY_DBL2MOUSE1 = KEY_2HAT1 + JOYHATS*4,
KEY_DBL2JOY1 = KEY_DBL2MOUSE1 + MOUSEBUTTONS,
KEY_DBL2HAT1 = KEY_DBL2JOY1 + JOYBUTTONS,
KEY_3JOY1 = KEY_DBL2HAT1 + JOYHATS*4,
KEY_3HAT1 = KEY_3JOY1 + JOYBUTTONS,
KEY_DBL3JOY1 = KEY_3HAT1 + JOYHATS*4,
KEY_DBL3HAT1 = KEY_DBL3JOY1 + JOYBUTTONS,
KEY_4JOY1 = KEY_DBL3HAT1 + JOYHATS*4,
KEY_4HAT1 = KEY_4JOY1 + JOYBUTTONS,
KEY_DBL4JOY1 = KEY_4HAT1 + JOYHATS*4,
KEY_DBL4HAT1 = KEY_DBL4JOY1 + JOYBUTTONS,
KEY_MOUSEWHEELUP = KEY_DBL4HAT1 + JOYHATS*4,
KEY_MOUSEWHEELDOWN = KEY_MOUSEWHEELUP + 1,
KEY_2MOUSEWHEELUP = KEY_MOUSEWHEELDOWN + 1,
KEY_2MOUSEWHEELDOWN = KEY_2MOUSEWHEELUP + 1,
NUMINPUTS = KEY_2MOUSEWHEELDOWN + 1,
} key_input_e;
typedef enum
{
gc_null = 0, // a key/button mapped to gc_null has no effect
gc_aimforward,
gc_aimbackward,
gc_turnleft,
gc_turnright,
gc_accelerate,
gc_drift,
gc_brake,
gc_fire,
gc_lookback,
gc_camreset,
gc_camtoggle,
gc_spectate,
gc_lookup,
gc_lookdown,
gc_centerview,
gc_talkkey,
gc_teamkey,
gc_scores,
gc_console,
gc_pause,
gc_systemmenu,
gc_screenshot,
gc_recordgif,
gc_viewpoint,
gc_custom1, // Lua scriptable
gc_custom2, // Lua scriptable
gc_custom3, // Lua scriptable
num_gamecontrols
} gamecontrols_e;
// mouse values are used once
extern consvar_t cv_mousesens, cv_mouseysens;
extern INT32 mousex, mousey;
extern INT32 mlooky; //mousey with mlookSensitivity
extern INT32 mouse2x, mouse2y, mlook2y;
extern INT32 joyxmove[JOYAXISSET], joyymove[JOYAXISSET], joy2xmove[JOYAXISSET], joy2ymove[JOYAXISSET],
joy3xmove[JOYAXISSET], joy3ymove[JOYAXISSET], joy4xmove[JOYAXISSET], joy4ymove[JOYAXISSET];
// current state of the keys: true if pushed
extern UINT8 gamekeydown[NUMINPUTS];
// two key codes (or virtual key) per game control
extern INT32 gamecontrol[num_gamecontrols][2];
extern INT32 gamecontrolbis[num_gamecontrols][2]; // secondary splitscreen player
extern INT32 gamecontrol3[num_gamecontrols][2];
extern INT32 gamecontrol4[num_gamecontrols][2];
#define PLAYER1INPUTDOWN(gc) (gamekeydown[gamecontrol[gc][0]] || gamekeydown[gamecontrol[gc][1]])
#define PLAYER2INPUTDOWN(gc) (gamekeydown[gamecontrolbis[gc][0]] || gamekeydown[gamecontrolbis[gc][1]])
#define PLAYER3INPUTDOWN(gc) (gamekeydown[gamecontrol3[gc][0]] || gamekeydown[gamecontrol3[gc][1]])
#define PLAYER4INPUTDOWN(gc) (gamekeydown[gamecontrol4[gc][0]] || gamekeydown[gamecontrol4[gc][1]])
// peace to my little coder fingers!
// check a gamecontrol being active or not
// 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);
// detach any keys associated to the given game control
void G_ClearControlKeys(INT32 (*setupcontrols)[2], INT32 control);
void Command_Setcontrol_f(void);
void Command_Setcontrol2_f(void);
void Command_Setcontrol3_f(void);
void Command_Setcontrol4_f(void);
void G_Controldefault(void);
void G_SaveKeySetting(FILE *f);
void G_CheckDoubleUsage(INT32 keynum);
#endif