mirror of
https://github.com/ZDoom/Raze.git
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21ac5e87b5
- 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.
169 lines
4.7 KiB
C
169 lines
4.7 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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//***************************************************************************
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//
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// Public header for CONTROL.C.
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//
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//***************************************************************************
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#pragma once
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#ifndef control_public_h_
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#define control_public_h_
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#include "tarray.h"
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#include "inputstate.h"
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//***************************************************************************
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//
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// DEFINES
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//
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//***************************************************************************
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//***************************************************************************
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//
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// TYPEDEFS
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//
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//***************************************************************************
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typedef enum
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{
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axis_up,
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axis_down,
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axis_left,
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axis_right
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} axisdirection;
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typedef enum
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{
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analog_turning=0,
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analog_strafing=1,
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analog_lookingupanddown=2,
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analog_elevation=3,
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analog_rolling=4,
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analog_moving=5,
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analog_maxtype
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} analogcontrol;
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typedef enum
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{
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controltype_keyboard,
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controltype_keyboardandmouse,
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controltype_keyboardandjoystick
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} controltype;
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typedef enum
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{
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controldevice_keyboard,
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controldevice_mouse,
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controldevice_joystick
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} controldevice;
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enum GameControllerButton : int
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{
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GAMECONTROLLER_BUTTON_INVALID = -1,
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GAMECONTROLLER_BUTTON_A,
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GAMECONTROLLER_BUTTON_B,
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GAMECONTROLLER_BUTTON_X,
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GAMECONTROLLER_BUTTON_Y,
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GAMECONTROLLER_BUTTON_BACK,
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GAMECONTROLLER_BUTTON_GUIDE,
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GAMECONTROLLER_BUTTON_START,
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GAMECONTROLLER_BUTTON_LEFTSTICK,
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GAMECONTROLLER_BUTTON_RIGHTSTICK,
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GAMECONTROLLER_BUTTON_LEFTSHOULDER,
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GAMECONTROLLER_BUTTON_RIGHTSHOULDER,
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GAMECONTROLLER_BUTTON_DPAD_UP,
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GAMECONTROLLER_BUTTON_DPAD_DOWN,
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GAMECONTROLLER_BUTTON_DPAD_LEFT,
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GAMECONTROLLER_BUTTON_DPAD_RIGHT,
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GAMECONTROLLER_BUTTON_MAX
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};
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enum GameControllerAxis : int
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{
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GAMECONTROLLER_AXIS_INVALID = -1,
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GAMECONTROLLER_AXIS_LEFTX,
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GAMECONTROLLER_AXIS_LEFTY,
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GAMECONTROLLER_AXIS_RIGHTX,
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GAMECONTROLLER_AXIS_RIGHTY,
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GAMECONTROLLER_AXIS_TRIGGERLEFT,
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GAMECONTROLLER_AXIS_TRIGGERRIGHT,
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GAMECONTROLLER_AXIS_MAX
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};
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enum class LastSeenInput : unsigned char
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{
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Keyboard,
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Joystick,
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};
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//***************************************************************************
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//
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// GLOBALS
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//
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//***************************************************************************
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extern bool CONTROL_Started;
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extern bool CONTROL_MousePresent;
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extern bool CONTROL_JoyPresent;
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extern bool CONTROL_MouseEnabled;
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extern bool CONTROL_JoystickEnabled;
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extern LastSeenInput CONTROL_LastSeenInput;
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//***************************************************************************
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//
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// PROTOTYPES
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//
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//***************************************************************************
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void CONTROL_ClearAssignments( void );
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void CONTROL_GetInput( ControlInfo *info );
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bool CONTROL_Startup(controltype which, int32_t ( *TimeFunction )( void ), int32_t ticspersecond);
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void CONTROL_Shutdown( void );
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void CONTROL_MapAnalogAxis(int whichaxis, int whichanalog, controldevice device);
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void CONTROL_MapDigitalAxis(int32_t whichaxis, int32_t whichfunction, int32_t direction, controldevice device);
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void CONTROL_SetAnalogAxisScale(int32_t whichaxis, int32_t axisscale, controldevice device);
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void CONTROL_SetAnalogAxisInvert(int32_t whichaxis, int32_t invert, controldevice device);
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void CONTROL_ScanForControllers(void);
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int32_t CONTROL_GetGameControllerDigitalAxisPos(int32_t axis);
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int32_t CONTROL_GetGameControllerDigitalAxisNeg(int32_t axis);
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void CONTROL_ClearGameControllerDigitalAxisPos(int32_t axis);
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void CONTROL_ClearGameControllerDigitalAxisNeg(int32_t axis);
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////////// KEY/MOUSE BIND STUFF //////////
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////////////////////
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#endif
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