Zelda64Recomp/include/recomp_input.h
2024-01-14 22:49:04 -05:00

63 lines
1.8 KiB
C++

#ifndef __RECOMP_INPUT_H__
#define __RECOMP_INPUT_H__
#include <cstdint>
#include <variant>
#include <vector>
#include <type_traits>
#include <span>
namespace recomp {
struct InputField {
uint32_t device_type;
int32_t input_id;
};
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);
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;
// Loads the user's saved controller mapping if one exists, loads the default mappings if no saved mapping exists.
void init_control_mappings();
void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
void handle_events();
bool game_input_disabled();
// TODO move these
void quicksave_save();
void quicksave_load();
}
#endif