raze/source/mact/include/control.h
Christoph Oelckers 21ac5e87b5 - added blend table translucency estimation instead of using a lame default.
- draw fullscreen blends below the console.
- moved all mouse event processing out of the SDL backend to D_PostEvent.
- removed all remaining code for dealing with mouse buttons directly.
2019-11-10 15:15:14 +01:00

169 lines
4.7 KiB
C

//-------------------------------------------------------------------------
/*
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
{
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_ClearAssignments( void );
void CONTROL_GetInput( ControlInfo *info );
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);
////////// KEY/MOUSE BIND STUFF //////////
////////////////////
#endif