forked from Ports/goldeneye-pc-port
port/src/input.c: - inputRescanPads(): close + re-open all pads on hotplug. Game latches the connected mask at osContInit so a late pad merges into controller 0. - inputPostWheel(): a wheel notch queues a 2-poll A-button press. GE's default scheme cycles weapon forward on a bare A edge (invButtons=A, bondview2.c:5162/5326). Both directions cycle forward. port/src/video.c: pump SDL_MOUSEWHEEL -> inputPostWheel, SDL_CONTROLLERDEVICEADDED/REMOVED -> inputRescanPads, and refresh the window title with vidAvgFPS ~1 Hz via wmAPI->set_window_title. -level_09 2/2 crash-free to frame 900, unregressed (91.6%). Build green.
59 lines
1.9 KiB
C
59 lines
1.9 KiB
C
#ifndef PORT_INPUT_H
|
|
#define PORT_INPUT_H
|
|
|
|
/*
|
|
* Input: SDL2 keyboard/mouse/gamepad -> N64 controller structs.
|
|
* Modelled on the PD port's port/include/input.h.
|
|
*
|
|
* The game reads controllers via osContInit / osContStartReadData (src/joy.c).
|
|
* This layer populates the N64 controller state (buttons, stick) from SDL
|
|
* events. Default bindings follow the 1964GEPD / Xbox schemes; see the PD
|
|
* port README for the reference table.
|
|
*/
|
|
|
|
#include <PR/ultratypes.h>
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/* Initialize SDL input. Returns 0 on success. */
|
|
int inputInit(void);
|
|
void inputDestroy(void);
|
|
|
|
/* Poll once per frame; updates the connected-controller state that
|
|
* osContStartReadData / osContRead will return. */
|
|
void inputUpdate(void);
|
|
|
|
/* Number of controllers currently "connected" (1..4). */
|
|
int inputGetNumControllers(void);
|
|
|
|
/* Bitmask of connected controllers (bit N = controller N). Bit 0 is always
|
|
* set (keyboard/mouse). Consumed by libultra.c's osContInit. */
|
|
int inputConnectedMask(void);
|
|
|
|
/* Compute the N64 button mask + analog stick for controller `idx`.
|
|
* Returns the 16-bit CONT_* button mask; writes the stick (-80..80) through
|
|
* the out params. Reads current SDL keyboard/mouse/gamepad state plus the
|
|
* mouse-aim accumulator maintained by inputUpdate(). */
|
|
unsigned inputComputePad(int idx, signed char *stick_x, signed char *stick_y);
|
|
|
|
/* Grab/release the mouse (relative-mouse mode). The host event pump calls
|
|
* this on window focus loss/gain so alt-tabbing frees the cursor. A release
|
|
* also suspends mouse-aim reads until re-grabbed. No-op if the mouse is
|
|
* disabled in config. */
|
|
void inputSetMouseGrab(int on);
|
|
|
|
/* Queue a mouse-wheel weapon-cycle input (one short A-button press). Sign is
|
|
* ignored -- GE only cycles forward on a bare A edge. */
|
|
void inputPostWheel(int notches);
|
|
|
|
/* Re-enumerate gamepads after a hotplug (SDL_CONTROLLERDEVICEADDED/REMOVED). */
|
|
void inputRescanPads(void);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif /* PORT_INPUT_H */
|