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#ifndef _INPUT_H_
#define _INPUT_H_
#define NUMGAMEPADS 2
#define NUMBUTTONS 10
#define TOTALBUTTONS (NUMGAMEPADS*NUMBUTTONS)
#define DEADZONE (32768/3)
#include "core/api/NstApiInput.hpp"
typedef struct {
int u;
int d;
int l;
int r;
int select;
int start;
int a;
int b;
int ta;
int tb;
SDL_Event ju;
SDL_Event jd;
SDL_Event jl;
SDL_Event jr;
SDL_Event jselect;
SDL_Event jstart;
SDL_Event ja;
SDL_Event jb;
SDL_Event jta;
SDL_Event jtb;
SDL_Event rwstart;
SDL_Event rwstop;
SDL_Event softreset;
SDL_Event hardreset;
} gamepad_t;
typedef struct {
// User Interface
int qsave1;
int qsave2;
int qload1;
int qload2;
int screenshot;
int fdsflip;
int fdsswitch;
int insertcoin1;
int insertcoin2;
int reset;
int ffspeed;
int rwstart;
int rwstop;
int fullscreen;
// Player 1
int kb_p1u;
int kb_p1d;
int kb_p1l;
int kb_p1r;
int kb_p1select;
int kb_p1start;
int kb_p1a;
int kb_p1b;
int kb_p1ta;
int kb_p1tb;
char *js_p1u;
char *js_p1d;
char *js_p1l;
char *js_p1r;
char *js_p1select;
char *js_p1start;
char *js_p1a;
char *js_p1b;
char *js_p1ta;
char *js_p1tb;
char *js_rwstart;
char *js_rwstop;
char *js_softreset;
char *js_hardreset;
// Player 2
int kb_p2u;
int kb_p2d;
int kb_p2l;
int kb_p2r;
int kb_p2select;
int kb_p2start;
int kb_p2a;
int kb_p2b;
int kb_p2ta;
int kb_p2tb;
char *js_p2u;
char *js_p2d;
char *js_p2l;
char *js_p2r;
char *js_p2select;
char *js_p2start;
char *js_p2a;
char *js_p2b;
char *js_p2ta;
char *js_p2tb;
} inputsettings_t;
using namespace Nes::Api;
typedef struct {
unsigned char player;
unsigned char nescode;
unsigned char pressed;
unsigned char turboa;
unsigned char turbob;
} nesinput_t;
typedef struct {
int p1a;
int p1b;
int p2a;
int p2b;
} turbo_t;
void nst_input_init();
void nst_input_inject(Input::Controllers *controllers, nesinput_t input);
void nst_input_inject_mouse(Input::Controllers *controllers, int b, int s, int x, int y);
void nst_input_turbo_init();
void nst_input_turbo_pulse(Input::Controllers *controllers);
int nst_input_zapper_present();
int input_configure_item(int pnum, int bnum, int type);
void nstsdl_input_conf(int type, int pnum);
void nstsdl_input_conf_button(int pnum, int bnum);
void nstsdl_input_conf_defaults();
void nstsdl_input_conf_set(SDL_Event event, int pnum, int bnum);
void nstsdl_input_conf_read();
void nstsdl_input_conf_write();
void nstsdl_input_joysticks_detect();
void nstsdl_input_joysticks_close();
void nstsdl_input_match_joystick(Input::Controllers *controllers, SDL_Event event);
int nstsdl_input_checksign(int axisvalue);
void nstsdl_input_process(Input::Controllers *controllers, SDL_Event event);
char* nstsdl_input_translate_event(SDL_Event event);
SDL_Event nstsdl_input_translate_string(const char *string);
void fltkui_input_conf_set(int kval, int pnum, int bnum);
void fltkui_input_process_key(int e);
#endif
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