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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-07-05 13:44:03 -04:00
Migrate to N64ModernRuntime (#354)
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+1
-41
@@ -14,6 +14,7 @@
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namespace recomp {
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// x-macros to build input enums and arrays.
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// 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.
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// TODO refactor this to allow projects to rename these, or get rid of the readable name and leave that up to individual projects to map.
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#define DEFINE_N64_BUTTON_INPUTS() \
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DEFINE_INPUT(A, 0x8000, "Action") \
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DEFINE_INPUT(B, 0x4000, "Attack/Cancel") \
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@@ -168,20 +169,6 @@ namespace recomp {
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void apply_joystick_deadzone(float x_in, float y_in, float* x_out, float* y_out);
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void set_right_analog_suppressed(bool suppressed);
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enum class TargetingMode {
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Switch,
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Hold,
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OptionCount
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};
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NLOHMANN_JSON_SERIALIZE_ENUM(recomp::TargetingMode, {
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{recomp::TargetingMode::Switch, "Switch"},
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{recomp::TargetingMode::Hold, "Hold"}
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});
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TargetingMode get_targeting_mode();
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void set_targeting_mode(TargetingMode mode);
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enum class BackgroundInputMode {
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On,
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Off,
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@@ -196,35 +183,8 @@ namespace recomp {
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BackgroundInputMode get_background_input_mode();
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void set_background_input_mode(BackgroundInputMode mode);
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enum class CameraInvertMode {
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InvertNone,
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InvertX,
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InvertY,
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InvertBoth,
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OptionCount
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};
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NLOHMANN_JSON_SERIALIZE_ENUM(recomp::CameraInvertMode, {
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{recomp::CameraInvertMode::InvertNone, "InvertNone"},
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{recomp::CameraInvertMode::InvertX, "InvertX"},
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{recomp::CameraInvertMode::InvertY, "InvertY"},
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{recomp::CameraInvertMode::InvertBoth, "InvertBoth"}
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});
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CameraInvertMode get_camera_invert_mode();
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void set_camera_invert_mode(CameraInvertMode mode);
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CameraInvertMode get_analog_camera_invert_mode();
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void set_analog_camera_invert_mode(CameraInvertMode mode);
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bool game_input_disabled();
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bool all_input_disabled();
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// TODO move these
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void quicksave_save();
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void quicksave_load();
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void open_quit_game_prompt();
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}
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#endif
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