#ifndef __RECOMP_INPUT_H__ #define __RECOMP_INPUT_H__ #include #include #include #include #include #include #include #include "json/json.hpp" namespace zelda64 { // 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. // 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. #define DEFINE_N64_BUTTON_INPUTS() \ DEFINE_INPUT(A, 0x8000, "Action") \ DEFINE_INPUT(B, 0x4000, "Attack/Cancel") \ DEFINE_INPUT(Z, 0x2000, "Target") \ DEFINE_INPUT(START, 0x1000, "Start") \ DEFINE_INPUT(L, 0x0020, "Toggle map") \ DEFINE_INPUT(R, 0x0010, "Shield") \ DEFINE_INPUT(C_UP, 0x0008, "Look/Fairy") \ DEFINE_INPUT(C_LEFT, 0x0002, "Item 1") \ DEFINE_INPUT(C_DOWN, 0x0004, "Item 2") \ DEFINE_INPUT(C_RIGHT, 0x0001, "Item 3") \ DEFINE_INPUT(DPAD_UP, 0x0800, "Special Item 1") \ DEFINE_INPUT(DPAD_RIGHT, 0x0100, "Special Item 2") \ DEFINE_INPUT(DPAD_DOWN, 0x0400, "Special Item 3") \ DEFINE_INPUT(DPAD_LEFT, 0x0200, "Special Item 4") #define DEFINE_N64_AXIS_INPUTS() \ DEFINE_INPUT(Y_AXIS_POS, 0, "Up") \ DEFINE_INPUT(Y_AXIS_NEG, 0, "Down") \ DEFINE_INPUT(X_AXIS_NEG, 0, "Left") \ DEFINE_INPUT(X_AXIS_POS, 0, "Right") \ #define DEFINE_RECOMP_UI_INPUTS() \ DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu") #define DEFINE_ALL_INPUTS() \ DEFINE_N64_BUTTON_INPUTS() \ DEFINE_N64_AXIS_INPUTS() \ DEFINE_RECOMP_UI_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; std::string to_string() const; auto operator<=>(const InputField& rhs) const = default; }; void poll_inputs(); float get_input_analog(const InputField& field); float get_input_analog(const std::span fields); bool get_input_digital(const InputField& field); bool get_input_digital(const std::span fields); void get_gyro_deltas(float* x, float* y); void get_mouse_deltas(float* x, float* y); void get_right_analog(float* x, float* y); enum class InputDevice { Controller, Keyboard, COUNT }; void start_scanning_input(InputDevice device); void stop_scanning_input(); void finish_scanning_input(InputField scanned_field); void cancel_scanning_input(); void config_menu_set_cont_or_kb(bool cont_interacted); InputField get_scanned_input(); struct DefaultN64Mappings { std::vector a; std::vector b; std::vector l; std::vector r; std::vector z; std::vector start; std::vector c_left; std::vector c_right; std::vector c_up; std::vector c_down; std::vector dpad_left; std::vector dpad_right; std::vector dpad_up; std::vector dpad_down; std::vector analog_left; std::vector analog_right; std::vector analog_up; std::vector analog_down; std::vector toggle_menu; }; constexpr const std::vector& get_default_mapping_for_input(const DefaultN64Mappings& defaults, const GameInput input) { switch (input) { case GameInput::A: return defaults.a; case GameInput::B: return defaults.b; case GameInput::L: return defaults.l; case GameInput::R: return defaults.r; case GameInput::Z: return defaults.z; case GameInput::START: return defaults.start; case GameInput::C_LEFT: return defaults.c_left; case GameInput::C_RIGHT: return defaults.c_right; case GameInput::C_UP: return defaults.c_up; case GameInput::C_DOWN: return defaults.c_down; case GameInput::DPAD_LEFT: return defaults.dpad_left; case GameInput::DPAD_RIGHT: return defaults.dpad_right; case GameInput::DPAD_UP: return defaults.dpad_up; case GameInput::DPAD_DOWN: return defaults.dpad_down; case GameInput::X_AXIS_NEG: return defaults.analog_left; case GameInput::X_AXIS_POS: return defaults.analog_right; case GameInput::Y_AXIS_POS: return defaults.analog_up; case GameInput::Y_AXIS_NEG: return defaults.analog_down; case GameInput::TOGGLE_MENU: return defaults.toggle_menu; default: return std::vector(); } } extern const DefaultN64Mappings default_n64_keyboard_mappings; extern const DefaultN64Mappings default_n64_controller_mappings; constexpr size_t bindings_per_input = 2; size_t get_num_inputs(); 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 set_rumble(bool); void update_rumble(); void handle_events(); // Rumble strength ranges from 0 to 100. int get_rumble_strength(); void set_rumble_strength(int strength); // Gyro and mouse sensitivities range from 0 to 100. int get_gyro_sensitivity(); int get_mouse_sensitivity(); int get_joystick_deadzone(); void set_gyro_sensitivity(int strength); void set_mouse_sensitivity(int strength); void set_joystick_deadzone(int strength); void apply_joystick_deadzone(float x_in, float y_in, float* x_out, float* y_out); void set_right_analog_suppressed(bool suppressed); enum class TargetingMode { Switch, Hold, OptionCount }; NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::TargetingMode, { {zelda64::TargetingMode::Switch, "Switch"}, {zelda64::TargetingMode::Hold, "Hold"} }); TargetingMode get_targeting_mode(); void set_targeting_mode(TargetingMode mode); enum class BackgroundInputMode { On, Off, OptionCount }; NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::BackgroundInputMode, { {zelda64::BackgroundInputMode::On, "On"}, {zelda64::BackgroundInputMode::Off, "Off"} }); BackgroundInputMode get_background_input_mode(); void set_background_input_mode(BackgroundInputMode mode); enum class CameraInvertMode { InvertNone, InvertX, InvertY, InvertBoth, OptionCount }; NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::CameraInvertMode, { {zelda64::CameraInvertMode::InvertNone, "InvertNone"}, {zelda64::CameraInvertMode::InvertX, "InvertX"}, {zelda64::CameraInvertMode::InvertY, "InvertY"}, {zelda64::CameraInvertMode::InvertBoth, "InvertBoth"} }); CameraInvertMode get_camera_invert_mode(); void set_camera_invert_mode(CameraInvertMode mode); CameraInvertMode get_analog_camera_invert_mode(); void set_analog_camera_invert_mode(CameraInvertMode mode); bool game_input_disabled(); bool all_input_disabled(); // TODO move these somewhere else. void quicksave_save(); void quicksave_load(); void open_quit_game_prompt(); } #endif