125 lines
4.2 KiB
C++
125 lines
4.2 KiB
C++
#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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#include <span>
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#include <string>
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#include <string_view>
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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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#define DEFINE_N64_BUTTON_INPUTS() \
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DEFINE_INPUT(A, 0x8000, "[A Button]") \
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DEFINE_INPUT(B, 0x4000, "[B Button]") \
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DEFINE_INPUT(Z, 0x2000, "[Z Button]") \
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DEFINE_INPUT(START, 0x1000, "[Start Button]") \
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DEFINE_INPUT(DPAD_UP, 0x0800, "[Dpad Up]") \
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DEFINE_INPUT(DPAD_DOWN, 0x0400, "[Dpad Down]") \
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DEFINE_INPUT(DPAD_LEFT, 0x0200, "[Dpad Left]") \
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DEFINE_INPUT(DPAD_RIGHT, 0x0100, "[Dpad Right]") \
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DEFINE_INPUT(L, 0x0020, "[L Button]") \
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DEFINE_INPUT(R, 0x0010, "[R Button]") \
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DEFINE_INPUT(C_UP, 0x0008, "[C Up]") \
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DEFINE_INPUT(C_DOWN, 0x0004, "[C Down]") \
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DEFINE_INPUT(C_LEFT, 0x0002, "[C Left]") \
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DEFINE_INPUT(C_RIGHT, 0x0001, "[C Right]")
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#define DEFINE_N64_AXIS_INPUTS() \
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DEFINE_INPUT(X_AXIS_NEG, 0, "[Analog Left]") \
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DEFINE_INPUT(X_AXIS_POS, 0, "[Analog Right]") \
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DEFINE_INPUT(Y_AXIS_NEG, 0, "[Analog Down]") \
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DEFINE_INPUT(Y_AXIS_POS, 0, "[Analog Up]") \
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#define DEFINE_ALL_INPUTS() \
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DEFINE_N64_BUTTON_INPUTS() \
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DEFINE_N64_AXIS_INPUTS()
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// Enum containing every recomp input.
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#define DEFINE_INPUT(name, value, readable) name,
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enum class GameInput {
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DEFINE_ALL_INPUTS()
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COUNT,
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N64_BUTTON_START = A,
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N64_BUTTON_COUNT = C_RIGHT - N64_BUTTON_START + 1,
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N64_AXIS_START = X_AXIS_NEG,
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N64_AXIS_COUNT = Y_AXIS_POS - N64_AXIS_START + 1,
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};
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#undef DEFINE_INPUT
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struct InputField {
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uint32_t input_type;
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int32_t input_id;
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std::string to_string() const;
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auto operator<=>(const InputField& rhs) const = default;
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};
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void poll_inputs();
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float get_input_analog(const InputField& field);
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float get_input_analog(const std::span<const recomp::InputField> fields);
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bool get_input_digital(const InputField& field);
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bool get_input_digital(const std::span<const recomp::InputField> fields);
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enum class InputDevice {
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Controller,
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Keyboard,
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COUNT
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};
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void start_scanning_input(InputDevice device);
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void finish_scanning_input(InputField scanned_field);
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InputField get_scanned_input();
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struct DefaultN64Mappings {
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std::vector<InputField> a;
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std::vector<InputField> b;
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std::vector<InputField> l;
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std::vector<InputField> r;
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std::vector<InputField> z;
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std::vector<InputField> start;
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std::vector<InputField> c_left;
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std::vector<InputField> c_right;
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std::vector<InputField> c_up;
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std::vector<InputField> c_down;
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std::vector<InputField> dpad_left;
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std::vector<InputField> dpad_right;
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std::vector<InputField> dpad_up;
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std::vector<InputField> dpad_down;
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std::vector<InputField> analog_left;
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std::vector<InputField> analog_right;
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std::vector<InputField> analog_up;
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std::vector<InputField> analog_down;
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};
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extern const DefaultN64Mappings default_n64_keyboard_mappings;
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extern const DefaultN64Mappings default_n64_controller_mappings;
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constexpr size_t bindings_per_input = 2;
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size_t get_num_inputs();
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const std::string& get_input_name(GameInput input);
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const std::string& get_input_enum_name(GameInput input);
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GameInput get_input_from_enum_name(const std::string_view name);
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InputField& get_input_binding(GameInput input, size_t binding_index, InputDevice device);
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void set_input_binding(GameInput input, size_t binding_index, InputDevice device, InputField value);
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void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
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void handle_events();
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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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}
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#endif
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