mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-08-22 07:04:33 -04:00
Input refactor to allow arbitrary bindings
This commit is contained in:
+33
-44
@@ -5,58 +5,47 @@
|
||||
#include <variant>
|
||||
#include <vector>
|
||||
#include <type_traits>
|
||||
#include <span>
|
||||
|
||||
namespace recomp {
|
||||
struct ControllerState {
|
||||
enum Button : uint32_t {
|
||||
BUTTON_NORTH = 1 << 0,
|
||||
BUTTON_SOUTH = 1 << 1,
|
||||
BUTTON_EAST = 1 << 2,
|
||||
BUTTON_WEST = 1 << 3,
|
||||
BUTTON_L1 = 1 << 4, // Left Bumper
|
||||
BUTTON_R1 = 1 << 5, // Right Bumper
|
||||
BUTTON_L2 = 1 << 6, // Left Trigger Press
|
||||
BUTTON_R2 = 1 << 7, // Right Trigger Press
|
||||
BUTTON_L3 = 1 << 8, // Left Joystick Press
|
||||
BUTTON_R3 = 1 << 9, // Right Joystick Press
|
||||
BUTTON_DPAD_UP = 1 << 10,
|
||||
BUTTON_DPAD_DOWN = 1 << 11,
|
||||
BUTTON_DPAD_RIGHT = 1 << 12,
|
||||
BUTTON_DPAD_LEFT = 1 << 13,
|
||||
BUTTON_START = 1 << 14,
|
||||
};
|
||||
enum Axis : size_t {
|
||||
AXIS_LEFT_X,
|
||||
AXIS_LEFT_Y,
|
||||
AXIS_RIGHT_X,
|
||||
AXIS_RIGHT_Y,
|
||||
AXIS_LEFT_TRIGGER,
|
||||
AXIS_RIGHT_TRIGGER,
|
||||
AXIS_MAX
|
||||
};
|
||||
uint32_t buttons;
|
||||
float axes[AXIS_MAX];
|
||||
struct InputField {
|
||||
uint32_t device_type;
|
||||
int32_t input_id;
|
||||
};
|
||||
|
||||
struct MouseState {
|
||||
enum Button : uint32_t {
|
||||
LEFT = 1 << 0,
|
||||
RIGHT = 1 << 1,
|
||||
MIDDLE = 1 << 2,
|
||||
BACK = 1 << 3,
|
||||
FORWARD = 1 << 4,
|
||||
};
|
||||
int32_t wheel_pos;
|
||||
int32_t position_x;
|
||||
int32_t position_y;
|
||||
uint32_t buttons;
|
||||
void poll_inputs();
|
||||
float get_input_analog(const InputField& field);
|
||||
float get_input_analog(const std::span<const recomp::InputField> fields);
|
||||
bool get_input_digital(const InputField& field);
|
||||
bool get_input_digital(const std::span<const recomp::InputField> fields);
|
||||
|
||||
struct DefaultN64Mappings {
|
||||
std::vector<InputField> a;
|
||||
std::vector<InputField> b;
|
||||
std::vector<InputField> l;
|
||||
std::vector<InputField> r;
|
||||
std::vector<InputField> z;
|
||||
std::vector<InputField> start;
|
||||
|
||||
std::vector<InputField> c_left;
|
||||
std::vector<InputField> c_right;
|
||||
std::vector<InputField> c_up;
|
||||
std::vector<InputField> c_down;
|
||||
|
||||
std::vector<InputField> dpad_left;
|
||||
std::vector<InputField> dpad_right;
|
||||
std::vector<InputField> dpad_up;
|
||||
std::vector<InputField> dpad_down;
|
||||
|
||||
std::vector<InputField> analog_left;
|
||||
std::vector<InputField> analog_right;
|
||||
std::vector<InputField> analog_up;
|
||||
std::vector<InputField> analog_down;
|
||||
};
|
||||
|
||||
using InputState = std::variant<ControllerState, MouseState>;
|
||||
extern const DefaultN64Mappings default_n64_mappings;
|
||||
|
||||
void get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out);
|
||||
void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
|
||||
std::vector<InputState> get_input_states();
|
||||
void handle_events();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user