Files
goldeneye-pc-port/port/include/input.h
T
James Dansereau 9d136bc657 M-24: more playtest QoL — gamepad hotplug, wheel weapon-cycle, title FPS
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.
2026-08-30 12:18:55 -04:00

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 */