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Input (input.c/h): - D380/D386: single effective PC layout; ini values ARE the bindings (no hidden defaults); versioned migration materialises effective GEPD defaults once (inputMigrateBinds, bindsVersion). - D385: keyboard keys and pad buttons 1..5 share the two bind slots; legacy extra ini tokens are migration-only. D386: SDL button-number correction in the D385 defaults. - D383/D384: opt-in inputBindingProbe (restores ini state); the PC settings editor must not navigate with live game keys. - D393/D394: Xbox 1.1 Jinx face map — A use, X reload, Y weapon cycle, B owned-gadget cycle (no N64 equivalent, port-side), L3/R3 crouch, LB aim; retires LB/RB weapon cycling. - D395: both options UIs refuse pad-initiated keyboard/mouse capture; pad B cancels a capture started by keyboard/mouse. Options UI (optionsoverlay.c/h): - D388: nested Input -> Bindings / Gameplay -> HUD roots in both F10 and front-options; redundant Low-end toggle retired (FPS cap / MSAA remain independent, stored values preserved on migration). - D391: hit bands follow rendered glyph baselines; dead zone + out-of-card click rejection. - D396: F10 pad B backs/closes a page (closes at root), A/X accepts/toggles without shifting sliders; left/right still adjust. All behind #ifdef PORT; N64 input/menu paths untouched. M7 (D387 AllUnlocked save-safety) intentionally NOT in this wave.
96 lines
3.8 KiB
C
96 lines
3.8 KiB
C
#ifndef PORT_INPUT_H
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#define PORT_INPUT_H
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/*
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* Input: SDL2 keyboard/mouse/gamepad -> N64 controller structs.
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* Modelled on the PD port's port/include/input.h.
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*
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* The game reads controllers via osContInit / osContStartReadData (src/joy.c).
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* This layer populates the N64 controller state (buttons, stick) from SDL
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* events. Default bindings follow the 1964GEPD / Xbox schemes; see the PD
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* port README for the reference table.
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*/
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#include <PR/ultratypes.h>
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#include <SDL.h> /* API types (SDL_GameControllerButton/Axis); cf. video.h */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Initialize SDL input. Returns 0 on success. */
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int inputInit(void);
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void inputDestroy(void);
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/* Poll once per frame; updates the connected-controller state that
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* osContStartReadData / osContRead will return. */
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void inputUpdate(void);
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/* Number of controllers currently "connected" (1..4). */
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int inputGetNumControllers(void);
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/* Bitmask of connected controllers (bit N = controller N). Bit 0 is always
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* set (keyboard/mouse). Consumed by libultra.c's osContInit. */
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int inputConnectedMask(void);
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/* Compute the N64 button mask + analog stick for controller `idx`.
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* Returns the 16-bit CONT_* button mask; writes the stick (-80..80) through
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* the out params. Reads current SDL keyboard/mouse/gamepad state plus the
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* mouse-aim accumulator maintained by inputUpdate(). */
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unsigned inputComputePad(int idx, signed char *stick_x, signed char *stick_y);
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/* Grab/release the mouse (relative-mouse mode). The host event pump calls
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* this on window focus loss/gain so alt-tabbing frees the cursor. A release
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* also suspends mouse-aim reads until re-grabbed. No-op if the mouse is
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* disabled in config. */
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void inputSetMouseGrab(int on);
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/* D287: apply queued mouse-mode/cursor changes; host (window) thread only. */
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void inputApplyMouseRequests(void);
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/* WI-1 click-to-lock cursor capture. The host event pump calls
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* inputNotifyClick() when a mouse button goes down inside the game window
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* (arms + locks the cursor), and inputReleaseCapture() when ESC is pressed
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* (frees it; returns 1 if it consumed the key). */
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void inputNotifyClick(void);
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int inputReleaseCapture(void);
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/* F10 options overlay: force the OS cursor free + visible while the overlay
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* owns the mouse. Safe to call every poll. */
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void inputSuspendForOverlay(void);
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/* Raw gamepad state for controller idx (the F10 options overlay's gamepad
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* navigation). Unaffected by the overlay's pad-swallow, which happens at our
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* logic layer, not SDL's. No pad open -> 0. */
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int inputPadButton(int idx, SDL_GameControllerButton b);
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short inputPadAxis(int idx, SDL_GameControllerAxis a);
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/* Queue a mouse-wheel weapon-cycle input (one short A-button press). Sign is
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* ignored -- GE only cycles forward on a bare A edge. */
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void inputPostWheel(int notches);
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/* v0.4.0 M3: re-derive the keyboard binds after an F10 change to
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* Input.CrouchMode or a future binding capture (optionsoverlay hook).
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* Also drops the latched-crouch state. Scheduler thread only. */
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void inputBindingsApply(void);
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/* D384/D385: Primary/Secondary each accept a key or Mouse 1..5.
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* Legacy extra ini tokens remain on disk but are ignored until action edit. */
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#define INPUT_BIND_SLOTS 2
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#define INPUT_BIND_MOUSE(button) (SDL_NUM_SCANCODES + (button))
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const char *inputBindingSlot(const char *key, int slot);
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int inputBindingSetSlot(const char *key, int slot, int code);
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int inputBindingResetKey(const char *key);
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/* D345(b): 1 while the 1:1 menu pointer owns cursor_h/v_pos (in a menu,
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* abs pointer available, mouse used within the re-assert window). Port
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* screens that teleport the crosshair should skip their snap when set. */
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int inputMenuPointerLive(void);
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/* Re-enumerate gamepads after a hotplug (SDL_CONTROLLERDEVICEADDED/REMOVED). */
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void inputRescanPads(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* PORT_INPUT_H */
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