mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-09-02 18:32:44 -04:00
Split default input mappings by device, disabled input while menu is open, made config menu open with escape/select, made config menu close with escape
This commit is contained in:
+65
-26
@@ -42,24 +42,44 @@ void recomp::get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out) {
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float cur_x = 0.0f;
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float cur_y = 0.0f;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.a) ? N64Inputs::A : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.l) ? N64Inputs::L : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.r) ? N64Inputs::R : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.z) ? N64Inputs::Z : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.start) ? N64Inputs::START : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_up) ? N64Inputs::C_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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if (!recomp::game_input_disabled()) {
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.a) ? N64Inputs::A : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.l) ? N64Inputs::L : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.r) ? N64Inputs::R : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.z) ? N64Inputs::Z : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.start) ? N64Inputs::START : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.c_up) ? N64Inputs::C_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.a) ? N64Inputs::A : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.l) ? N64Inputs::L : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.r) ? N64Inputs::R : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.z) ? N64Inputs::Z : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.start) ? N64Inputs::START : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.c_up) ? N64Inputs::C_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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cur_x = recomp::get_input_analog(recomp::default_n64_keyboard_mappings.analog_right) - recomp::get_input_analog(recomp::default_n64_keyboard_mappings.analog_left);
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cur_y = recomp::get_input_analog(recomp::default_n64_keyboard_mappings.analog_up) - recomp::get_input_analog(recomp::default_n64_keyboard_mappings.analog_down);
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cur_x += recomp::get_input_analog(recomp::default_n64_controller_mappings.analog_right) - recomp::get_input_analog(recomp::default_n64_controller_mappings.analog_left);
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cur_y += recomp::get_input_analog(recomp::default_n64_controller_mappings.analog_up) - recomp::get_input_analog(recomp::default_n64_controller_mappings.analog_down);
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}
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*buttons_out = cur_buttons;
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cur_x = recomp::get_input_analog(recomp::default_n64_mappings.analog_right) - recomp::get_input_analog(recomp::default_n64_mappings.analog_left);
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cur_y = recomp::get_input_analog(recomp::default_n64_mappings.analog_up) - recomp::get_input_analog(recomp::default_n64_mappings.analog_down);
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*x_out = cur_x;
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*y_out = cur_y;
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}
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@@ -69,14 +89,25 @@ extern "C" void recomp_get_item_inputs(uint8_t* rdram, recomp_context* ctx) {
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uint32_t cur_buttons = 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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if (!recomp::game_input_disabled()) {
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_keyboard_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.b) ? N64Inputs::B : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.c_left) ? N64Inputs::C_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.c_right) ? N64Inputs::C_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.c_down) ? N64Inputs::C_DOWN : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_left) ? N64Inputs::DPAD_LEFT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_right) ? N64Inputs::DPAD_RIGHT : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_up) ? N64Inputs::DPAD_UP : 0;
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cur_buttons |= recomp::get_input_digital(recomp::default_n64_controller_mappings.dpad_down) ? N64Inputs::DPAD_DOWN : 0;
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}
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*buttons_out = cur_buttons;
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}
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@@ -108,8 +139,16 @@ extern "C" void recomp_get_camera_inputs(uint8_t* rdram, recomp_context* ctx) {
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float* x_out = _arg<0, float*>(rdram, ctx);
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float* y_out = _arg<1, float*>(rdram, ctx);
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float x_val = recomp::get_input_analog(recomp::default_n64_mappings.c_right) - recomp::get_input_analog(recomp::default_n64_mappings.c_left);
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float y_val = recomp::get_input_analog(recomp::default_n64_mappings.c_up) - recomp::get_input_analog(recomp::default_n64_mappings.c_down);
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float x_val = 0;
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float y_val = 0;
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if (!recomp::game_input_disabled()) {
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x_val += recomp::get_input_analog(recomp::default_n64_keyboard_mappings.c_right) - recomp::get_input_analog(recomp::default_n64_keyboard_mappings.c_left);
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y_val += recomp::get_input_analog(recomp::default_n64_keyboard_mappings.c_up) - recomp::get_input_analog(recomp::default_n64_keyboard_mappings.c_down);
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x_val += recomp::get_input_analog(recomp::default_n64_controller_mappings.c_right) - recomp::get_input_analog(recomp::default_n64_controller_mappings.c_left);
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y_val += recomp::get_input_analog(recomp::default_n64_controller_mappings.c_up) - recomp::get_input_analog(recomp::default_n64_controller_mappings.c_down);
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}
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*x_out = x_val;
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*y_out = y_val;
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+63
-19
@@ -83,80 +83,119 @@ constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_EAST = SDL_CONTROLLER_B
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constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_WEST = SDL_CONTROLLER_BUTTON_X;
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constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_NORTH = SDL_CONTROLLER_BUTTON_Y;
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const recomp::DefaultN64Mappings recomp::default_n64_mappings = {
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const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
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.a = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_SPACE}
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},
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.b = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LSHIFT}
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},
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.l = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_E}
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},
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.r = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_R}
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},
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.z = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_Q}
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},
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.start = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
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},
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.c_left = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LEFT}
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},
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.c_right = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RIGHT}
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},
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.c_up = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_UP}
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},
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.c_down = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_DOWN}
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},
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.dpad_left = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_J}
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},
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.dpad_right = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_L}
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},
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.dpad_up = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_I}
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},
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.dpad_down = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_K}
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},
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.analog_left = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_A}
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},
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.analog_right = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_D}
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},
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.analog_up = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_W}
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},
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.analog_down = {
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_S}
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},
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};
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const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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.a = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_SPACE}
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},
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.b = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_EAST},
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LSHIFT}
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},
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.l = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_E}
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},
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.r = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERRIGHT + 1},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_R}
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},
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.z = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERLEFT + 1},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_Q}
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},
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.start = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
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},
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.c_left = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTX + 1)},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LEFT}
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},
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.c_right = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTX + 1},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RIGHT}
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},
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.c_up = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTY + 1)},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_UP}
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},
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.c_down = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTY + 1},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_DOWN}
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},
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.dpad_left = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_J}
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},
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.dpad_right = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_L}
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},
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.dpad_up = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_UP},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_I}
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},
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.dpad_down = {
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{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_K}
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},
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.analog_left = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTX + 1)},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_A}
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},
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.analog_right = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTX + 1},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_D}
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},
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.analog_up = {
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{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTY + 1)},
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{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_W}
|
||||
},
|
||||
.analog_down = {
|
||||
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1},
|
||||
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_S}
|
||||
},
|
||||
};
|
||||
|
||||
@@ -272,3 +311,8 @@ bool recomp::get_input_digital(const std::span<const recomp::InputField> fields)
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool recomp::game_input_disabled() {
|
||||
// Disable input if any menu is open.
|
||||
return recomp::get_current_menu() != recomp::Menu::None;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user