mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-05-23 06:54:33 -04:00
Added some more patch functionality, added recomp namespace
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#ifndef __RECOMP_INPUT_H__
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#define __RECOMP_INPUT_H__
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#include <cstdint>
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#include <variant>
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#include <vector>
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#include <type_traits>
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namespace recomp {
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struct ControllerState {
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enum Button : uint32_t {
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BUTTON_NORTH = 1 << 0,
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BUTTON_SOUTH = 1 << 1,
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BUTTON_EAST = 1 << 2,
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BUTTON_WEST = 1 << 3,
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BUTTON_L1 = 1 << 4, // Left Bumper
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BUTTON_R1 = 1 << 5, // Right Bumper
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BUTTON_L2 = 1 << 6, // Left Trigger Press
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BUTTON_R2 = 1 << 7, // Right Trigger Press
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BUTTON_L3 = 1 << 8, // Left Joystick Press
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BUTTON_R3 = 1 << 9, // Right Joystick Press
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BUTTON_DPAD_UP = 1 << 10,
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BUTTON_DPAD_DOWN = 1 << 11,
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BUTTON_DPAD_RIGHT = 1 << 12,
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BUTTON_DPAD_LEFT = 1 << 13,
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BUTTON_START = 1 << 14,
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};
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enum Axis : size_t {
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AXIS_LEFT_X,
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AXIS_LEFT_Y,
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AXIS_RIGHT_X,
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AXIS_RIGHT_Y,
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AXIS_LEFT_TRIGGER,
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AXIS_RIGHT_TRIGGER,
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AXIS_MAX
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};
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uint32_t buttons;
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float axes[AXIS_MAX];
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};
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struct MouseState {
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enum Button : uint32_t {
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LEFT = 1 << 0,
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RIGHT = 1 << 1,
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MIDDLE = 1 << 2,
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BACK = 1 << 3,
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FORWARD = 1 << 4,
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};
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int32_t wheel_pos;
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int32_t position_x;
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int32_t position_y;
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uint32_t buttons;
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};
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using InputState = std::variant<ControllerState, MouseState>;
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void get_keyboard_input(uint16_t* buttons_out, float* x_out, float* y_out);
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void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
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std::vector<InputState> get_input_states();
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void handle_events();
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}
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#endif
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