Zelda64Recomp/include/recomp_input.h

125 lines
4.2 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>
namespace recomp {
// 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.
#define DEFINE_N64_BUTTON_INPUTS() \
DEFINE_INPUT(A, 0x8000, "[A Button]") \
DEFINE_INPUT(B, 0x4000, "[B Button]") \
DEFINE_INPUT(Z, 0x2000, "[Z Button]") \
DEFINE_INPUT(START, 0x1000, "[Start Button]") \
DEFINE_INPUT(DPAD_UP, 0x0800, "[Dpad Up]") \
DEFINE_INPUT(DPAD_DOWN, 0x0400, "[Dpad Down]") \
DEFINE_INPUT(DPAD_LEFT, 0x0200, "[Dpad Left]") \
DEFINE_INPUT(DPAD_RIGHT, 0x0100, "[Dpad Right]") \
DEFINE_INPUT(L, 0x0020, "[L Button]") \
DEFINE_INPUT(R, 0x0010, "[R Button]") \
DEFINE_INPUT(C_UP, 0x0008, "[C Up]") \
DEFINE_INPUT(C_DOWN, 0x0004, "[C Down]") \
DEFINE_INPUT(C_LEFT, 0x0002, "[C Left]") \
DEFINE_INPUT(C_RIGHT, 0x0001, "[C Right]")
#define DEFINE_N64_AXIS_INPUTS() \
DEFINE_INPUT(X_AXIS_NEG, 0, "[Analog Left]") \
DEFINE_INPUT(X_AXIS_POS, 0, "[Analog Right]") \
DEFINE_INPUT(Y_AXIS_NEG, 0, "[Analog Down]") \
DEFINE_INPUT(Y_AXIS_POS, 0, "[Analog Up]") \
#define DEFINE_ALL_INPUTS() \
DEFINE_N64_BUTTON_INPUTS() \
DEFINE_N64_AXIS_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 recomp::InputField> fields);
bool get_input_digital(const InputField& field);
bool get_input_digital(const std::span<const recomp::InputField> fields);
enum class InputDevice {
Controller,
Keyboard,
COUNT
};
void start_scanning_input(InputDevice device);
void finish_scanning_input(InputField scanned_field);
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;
};
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 handle_events();
bool game_input_disabled();
bool all_input_disabled();
// TODO move these
void quicksave_save();
void quicksave_load();
}
#endif