//------------------------------------------------------------------------- /* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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) */ //------------------------------------------------------------------------- //*************************************************************************** // // Public header for CONTROL.C. // //*************************************************************************** #pragma once #ifndef control_public_h_ #define control_public_h_ #include "tarray.h" #include "inputstate.h" //*************************************************************************** // // DEFINES // //*************************************************************************** //*************************************************************************** // // TYPEDEFS // //*************************************************************************** typedef enum { axis_up, axis_down, axis_left, axis_right } axisdirection; typedef enum { analog_turning=0, analog_strafing=1, analog_lookingupanddown=2, analog_elevation=3, analog_rolling=4, analog_moving=5, analog_maxtype } analogcontrol; typedef enum { dir_North, dir_NorthEast, dir_East, dir_SouthEast, dir_South, dir_SouthWest, dir_West, dir_NorthWest, dir_None } direction; typedef struct { int32_t button0; int32_t button1; direction dir; } UserInput; typedef struct { int32_t dx; int32_t dy; int32_t dz; int32_t dyaw; int32_t dpitch; int32_t droll; int32_t mousex; int32_t mousey; } ControlInfo; typedef enum { controltype_keyboard, controltype_keyboardandmouse, controltype_keyboardandjoystick } controltype; typedef enum { controldevice_keyboard, controldevice_mouse, controldevice_joystick } controldevice; enum GameControllerButton : int { GAMECONTROLLER_BUTTON_INVALID = -1, GAMECONTROLLER_BUTTON_A, GAMECONTROLLER_BUTTON_B, GAMECONTROLLER_BUTTON_X, GAMECONTROLLER_BUTTON_Y, GAMECONTROLLER_BUTTON_BACK, GAMECONTROLLER_BUTTON_GUIDE, GAMECONTROLLER_BUTTON_START, GAMECONTROLLER_BUTTON_LEFTSTICK, GAMECONTROLLER_BUTTON_RIGHTSTICK, GAMECONTROLLER_BUTTON_LEFTSHOULDER, GAMECONTROLLER_BUTTON_RIGHTSHOULDER, GAMECONTROLLER_BUTTON_DPAD_UP, GAMECONTROLLER_BUTTON_DPAD_DOWN, GAMECONTROLLER_BUTTON_DPAD_LEFT, GAMECONTROLLER_BUTTON_DPAD_RIGHT, GAMECONTROLLER_BUTTON_MAX }; enum GameControllerAxis : int { GAMECONTROLLER_AXIS_INVALID = -1, GAMECONTROLLER_AXIS_LEFTX, GAMECONTROLLER_AXIS_LEFTY, GAMECONTROLLER_AXIS_RIGHTX, GAMECONTROLLER_AXIS_RIGHTY, GAMECONTROLLER_AXIS_TRIGGERLEFT, GAMECONTROLLER_AXIS_TRIGGERRIGHT, GAMECONTROLLER_AXIS_MAX }; enum class LastSeenInput : unsigned char { Keyboard, Joystick, }; //*************************************************************************** // // GLOBALS // //*************************************************************************** extern bool CONTROL_Started; extern bool CONTROL_MousePresent; extern bool CONTROL_JoyPresent; extern bool CONTROL_MouseEnabled; extern bool CONTROL_JoystickEnabled; extern LastSeenInput CONTROL_LastSeenInput; //*************************************************************************** // // PROTOTYPES // //*************************************************************************** //void CONTROL_MapKey( int32_t which, kb_scancode key1, kb_scancode key2 ); void CONTROL_MapButton(int whichfunction, int whichbutton, int doubleclicked, controldevice device); void CONTROL_DefineFlag( int which, int toggle ); int CONTROL_FlagActive( int which ); void CONTROL_ClearAssignments( void ); // void CONTROL_GetFunctionInput( void ); void CONTROL_GetInput( ControlInfo *info ); void CONTROL_ClearButton( int whichbutton ); void CONTROL_ClearAllButtons( void ); extern float CONTROL_MouseSensitivity; bool CONTROL_Startup(controltype which, int32_t ( *TimeFunction )( void ), int32_t ticspersecond); void CONTROL_Shutdown( void ); void CONTROL_MapAnalogAxis(int whichaxis, int whichanalog, controldevice device); void CONTROL_MapDigitalAxis(int32_t whichaxis, int32_t whichfunction, int32_t direction, controldevice device); void CONTROL_SetAnalogAxisScale(int32_t whichaxis, int32_t axisscale, controldevice device); void CONTROL_SetAnalogAxisInvert(int32_t whichaxis, int32_t invert, controldevice device); void CONTROL_ScanForControllers(void); int32_t CONTROL_GetGameControllerDigitalAxisPos(int32_t axis); int32_t CONTROL_GetGameControllerDigitalAxisNeg(int32_t axis); void CONTROL_ClearGameControllerDigitalAxisPos(int32_t axis); void CONTROL_ClearGameControllerDigitalAxisNeg(int32_t axis); //void CONTROL_PrintKeyMap(void); //void CONTROL_PrintControlFlag(int32_t which); //void CONTROL_PrintAxes( void ); ////////// KEY/MOUSE BIND STUFF ////////// // Direct use DEPRECATED: extern bool CONTROL_BindsEnabled; void CONTROL_ClearAllBinds(void); void CONTROL_BindKey(int i, char const * cmd, int repeat, char const * keyname); void CONTROL_BindMouse(int i, char const * cmd, int repeat, char const * keyname); void CONTROL_FreeKeyBind(int i); void CONTROL_FreeMouseBind(int i); static inline int CONTROL_KeyIsBound(int const key) { auto &bind = CONTROL_KeyBinds[key]; return bind.cmdstr && bind.key; } void CONTROL_ProcessBinds(void); #define CONTROL_GetUserInput(...) #define CONTROL_ClearUserInput(...) //////////////////// #define CONTROL_NUM_FLAGS 80 extern int32_t CONTROL_ButtonFlags[CONTROL_NUM_FLAGS]; extern bool CONTROL_SmoothMouse; #endif