raze-gles/polymer/eduke32/source/jmact/mouse.h

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
#ifndef __mouse_h
#define __mouse_h
#ifdef __cplusplus
extern "C" {
#endif
#define LEFT_MOUSE 1
#define RIGHT_MOUSE 2
#define MIDDLE_MOUSE 4
#define THUMB_MOUSE 8
#define WHEELUP_MOUSE 16
#define WHEELDOWN_MOUSE 32
#define LEFT_MOUSE_PRESSED( button ) ( ( ( button ) & LEFT_MOUSE ) != 0 )
#define RIGHT_MOUSE_PRESSED( button ) ( ( ( button ) & RIGHT_MOUSE ) != 0 )
#define MIDDLE_MOUSE_PRESSED( button ) ( ( ( button ) & MIDDLE_MOUSE ) != 0 )
int32_t Mouse_Init( void );
void MOUSE_Shutdown( void );
void MOUSE_ShowCursor( void );
void MOUSE_HideCursor( void );
int32_t MOUSE_GetButtons( void );
int32_t MOUSE_ClearButton( int32_t b );
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
void MOUSE_ClearAllButtons(void);
void MOUSE_GetDelta( int32_t*x, int32_t*y );
#ifdef __cplusplus
};
#endif
#endif /* __mouse_h */