mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-05-23 06:54:33 -04:00
Split recomp config handling into separate file, changed "inputs" RmlUi variable to be a struct with an "array" member and named fields for each input
This commit is contained in:
+47
-6
@@ -7,8 +7,50 @@
|
||||
#include <type_traits>
|
||||
#include <span>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
|
||||
namespace recomp {
|
||||
// x-macros to build input enums and arrays.
|
||||
// First parameter is the enum name, second parameter is the bit field for the input (or 0 if there is no associated one), third is the readable name.
|
||||
#define DEFINE_N64_BUTTON_INPUTS() \
|
||||
DEFINE_INPUT(A, 0x8000, "[A Button]") \
|
||||
DEFINE_INPUT(B, 0x4000, "[B Button]") \
|
||||
DEFINE_INPUT(Z, 0x2000, "[Z Button]") \
|
||||
DEFINE_INPUT(START, 0x1000, "[Start Button]") \
|
||||
DEFINE_INPUT(DPAD_UP, 0x0800, "[Dpad Up]") \
|
||||
DEFINE_INPUT(DPAD_DOWN, 0x0400, "[Dpad Down]") \
|
||||
DEFINE_INPUT(DPAD_LEFT, 0x0200, "[Dpad Left]") \
|
||||
DEFINE_INPUT(DPAD_RIGHT, 0x0100, "[Dpad Right]") \
|
||||
DEFINE_INPUT(L, 0x0020, "[L Button]") \
|
||||
DEFINE_INPUT(R, 0x0010, "[R Button]") \
|
||||
DEFINE_INPUT(C_UP, 0x0008, "[C Up]") \
|
||||
DEFINE_INPUT(C_DOWN, 0x0004, "[C Down]") \
|
||||
DEFINE_INPUT(C_LEFT, 0x0002, "[C Left]") \
|
||||
DEFINE_INPUT(C_RIGHT, 0x0001, "[C Right]")
|
||||
|
||||
#define DEFINE_N64_AXIS_INPUTS() \
|
||||
DEFINE_INPUT(X_AXIS_NEG, 0, "[Analog Left]") \
|
||||
DEFINE_INPUT(X_AXIS_POS, 0, "[Analog Right]") \
|
||||
DEFINE_INPUT(Y_AXIS_NEG, 0, "[Analog Down]") \
|
||||
DEFINE_INPUT(Y_AXIS_POS, 0, "[Analog Up]") \
|
||||
|
||||
#define DEFINE_ALL_INPUTS() \
|
||||
DEFINE_N64_BUTTON_INPUTS() \
|
||||
DEFINE_N64_AXIS_INPUTS()
|
||||
|
||||
// Enum containing every recomp input.
|
||||
#define DEFINE_INPUT(name, value, readable) name,
|
||||
enum class GameInput {
|
||||
DEFINE_ALL_INPUTS()
|
||||
|
||||
COUNT,
|
||||
N64_BUTTON_START = A,
|
||||
N64_BUTTON_COUNT = C_RIGHT - N64_BUTTON_START + 1,
|
||||
N64_AXIS_START = X_AXIS_NEG,
|
||||
N64_AXIS_COUNT = Y_AXIS_POS - N64_AXIS_START + 1,
|
||||
};
|
||||
#undef DEFINE_INPUT
|
||||
|
||||
struct InputField {
|
||||
uint32_t input_type;
|
||||
int32_t input_id;
|
||||
@@ -61,13 +103,12 @@ namespace recomp {
|
||||
|
||||
constexpr size_t bindings_per_input = 2;
|
||||
|
||||
// Loads the user's saved controller mapping if one exists, loads the default mappings if no saved mapping exists.
|
||||
void init_control_mappings();
|
||||
size_t get_num_inputs();
|
||||
const std::string& get_input_name(size_t input_index);
|
||||
const std::string& get_input_enum_name(size_t input_index);
|
||||
InputField& get_input_binding(size_t input_index, size_t binding_index, InputDevice device);
|
||||
void set_input_binding(size_t input_index, size_t binding_index, InputDevice device, InputField value);
|
||||
const std::string& get_input_name(GameInput input);
|
||||
const std::string& get_input_enum_name(GameInput input);
|
||||
GameInput get_input_from_enum_name(const std::string_view name);
|
||||
InputField& get_input_binding(GameInput input, size_t binding_index, InputDevice device);
|
||||
void set_input_binding(GameInput input, size_t binding_index, InputDevice device, InputField value);
|
||||
|
||||
void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
|
||||
void handle_events();
|
||||
|
||||
Reference in New Issue
Block a user