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port: flesh out the input system a bit
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@@ -5,8 +5,68 @@
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#include <PR/os_cont.h>
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#define INPUT_MAX_CONTROLLERS MAXCONTROLLERS
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#define INPUT_MAX_CONTROLLER_BUTTONS 32
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#define INPUT_RUMBLE_STRENGTH 0.333f
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#define CONT_STICK_XNEG 0x10000
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#define CONT_STICK_XPOS 0x20000
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#define CONT_STICK_YNEG 0x40000
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#define CONT_STICK_YPOS 0x80000
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#define CONT_NUM_BUTTONS 16 // not including the stick axes
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enum virtkey {
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/* same order as SDL scancodes */
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VK_KEYBOARD_BEGIN = 0,
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VK_RETURN = 40,
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VK_ESCAPE = 41,
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/* same order as SDL mouse buttons */
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VK_MOUSE_BEGIN = 512,
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VK_MOUSE_LEFT = VK_MOUSE_BEGIN,
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VK_MOUSE_MIDDLE,
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VK_MOUSE_RIGHT,
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VK_MOUSE_X1,
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VK_MOUSE_X2,
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VK_MOUSE_WHEEL_UP,
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VK_MOUSE_WHEEL_DN,
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/* same order as SDL gamecontroller buttons plus two buttons for triggers */
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VK_JOY_BEGIN,
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VK_JOY1_BEGIN = VK_JOY_BEGIN,
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VK_JOY1_LTRIG = VK_JOY1_BEGIN + 30,
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VK_JOY1_RTRIG = VK_JOY1_BEGIN + 31,
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VK_JOY2_BEGIN = VK_JOY1_BEGIN + INPUT_MAX_CONTROLLER_BUTTONS,
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VK_JOY3_BEGIN = VK_JOY2_BEGIN + INPUT_MAX_CONTROLLER_BUTTONS,
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VK_JOY4_BEGIN = VK_JOY3_BEGIN + INPUT_MAX_CONTROLLER_BUTTONS,
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VK_TOTAL_COUNT = VK_JOY_BEGIN + INPUT_MAX_CONTROLLERS * INPUT_MAX_CONTROLLER_BUTTONS,
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};
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enum contkey {
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CK_C_R,
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CK_C_L,
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CK_C_D,
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CK_C_U,
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CK_RTRIG,
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CK_LTRIG,
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CK_EXTRA0, // gap in CONT_
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CK_EXTRA1, // gap in CONT_
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CK_DPAD_R,
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CK_DPAD_L,
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CK_DPAD_D,
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CK_DPAD_U,
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CK_START,
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CK_ZTRIG,
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CK_B,
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CK_A,
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CK_STICK_XNEG,
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CK_STICK_XPOS,
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CK_STICK_YNEG,
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CK_STICK_YPOS,
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CK_TOTAL_COUNT
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};
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// returns bitmask of connected controllers or -1 if failed
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s32 inputInit(void);
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@@ -22,9 +82,22 @@ s32 inputControllerConnected(s32 idx);
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// returns bitmask of connected controllers
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s32 inputControllerMask(void);
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// vk is a value from the virtkey enum above
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s32 inputKeyPressed(u32 vk);
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// bind virtkey vk to n64 pad #idx's button/axis nbtn as represented by its contkey value
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// if bind is -1, picks a bind slot automatically
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void inputKeyBind(s32 idx, u32 cbtn, s32 bind, u32 vk);
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// 0 strength turns it off
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void inputRumble(s32 idx, f32 strength, f32 time);
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// locks the mouse cursor in the window and makes it invisible if argument is true
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void inputLockMouse(s32 lock);
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// returns the current state of the above
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s32 inputIsMouseLocked(void);
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// call this every frame
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void inputUpdate(void);
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