Zelda64Recomp/include/zelda_input.h

232 lines
8.1 KiB
C++

#ifndef __RECOMP_INPUT_H__
#define __RECOMP_INPUT_H__
#include <cstdint>
#include <variant>
#include <vector>
#include <type_traits>
#include <span>
#include <string>
#include <string_view>
#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<const zelda64::InputField> fields);
bool get_input_digital(const InputField& field);
bool get_input_digital(const std::span<const zelda64::InputField> 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<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;
std::vector<InputField> toggle_menu;
};
constexpr const std::vector<InputField>& 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<InputField>();
}
}
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