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Controller-only machines (Steam Deck) had no way to open or navigate the F10 options overlay -- it was keyboard+mouse only. Now: - Select (BACK) rising edge toggles the overlay, tracked across both the open and closed poll paths (padSelectPrev) so a held button cannot re-toggle on the transition. BACK is read nowhere else in the port. - While open, D-pad or left stick up/down moves the selection, A/X step forward (the Enter equivalent), B/Y step back, Start closes. The gamepad bits are OR-ed into the existing keyboard edge logic, so repeat/clamp/ scroll behaviour is identical; input.c already swallows pad 0 while the overlay is open, so nothing reaches the game. - inputPadButton/inputPadAxis accessors expose raw SDL pad state to the overlay (unaffected by our logic-layer swallow). Smoke-tested headless with GE_OPTIONSOVERLAY=1 and no pad attached.
76 lines
2.7 KiB
C
76 lines
2.7 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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#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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/* 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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/* 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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