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123 lines
2.8 KiB
C++
123 lines
2.8 KiB
C++
/*
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------------------------------------------------------------
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Kobo Deluxe - An enhanced SDL port of XKobo
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------------------------------------------------------------
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* Copyright (C) 1995, 1996, Akira Higuchi
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* Copyright (C) 2001, 2002, 2006, David Olofson
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#ifndef _KOBO_GAMECTL_H_
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#define _KOBO_GAMECTL_H_
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#include "glSDL.h"
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#include "config.h"
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#define KEY_KP_DOWN SDLK_KP2
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#define KEY_KP_LEFT SDLK_KP4
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#define KEY_KP_UP SDLK_KP8
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#define KEY_KP_RIGHT SDLK_KP6
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#define KEY_KP_DL SDLK_KP1
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#define KEY_KP_DR SDLK_KP3
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#define KEY_KP_UL SDLK_KP7
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#define KEY_KP_UR SDLK_KP9
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enum buttons_t
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{
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BTN_UP, //Joystick, arrows, numpad etc
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BTN_DOWN,
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BTN_LEFT,
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BTN_RIGHT,
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BTN_UL,
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BTN_UR,
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BTN_DL,
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BTN_DR,
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BTN_INC, // +
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BTN_DEC, // -
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BTN_NEXT, // PageUp
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BTN_PREV, // PageDn
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BTN_YES, // 'Y'
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BTN_NO, // 'N'
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BTN_FIRE, //ctrl, fire button, mouse button,...
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BTN_START, //Space
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BTN_SELECT, //Return, enter,...
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BTN_EXIT, //ESC
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BTN_PAUSE, //Pause or P; also used as an internal event.
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BTN_CLOSE, //Window close button, ALT-F4,...
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BTN_BACK, //Backspace
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BTN_F1, //Function keys
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BTN_F2,
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BTN_F3,
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BTN_F4,
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BTN_F5,
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BTN_F6,
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BTN_F7,
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BTN_F8,
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BTN_F9,
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BTN_F10,
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BTN_F11,
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BTN_F12
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};
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enum mousemodes_t
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{
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MMD_OFF = 0,
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MMD_CROSSHAIR,
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MMD_RELATIVE
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};
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class gamecontrol_t
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{
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static int r_delay, r_interval;
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static int afire;
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static int space;
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static int left, up, down, right, ul, ur, dl, dr;
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static int shot;
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static int direction, new_direction;
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static int latch_timer;
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static int movekey_pressed;
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static void change();
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public:
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gamecontrol_t();
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static void init(int always_fire);
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static void repeat(int delay, int interval);
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static void clear();
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static int map(SDLKey sym);
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static void process(); // Call every frame!
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static void press(int k);
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static void release(int k);
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static void mouse_press(int n);
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static void mouse_release(int n);
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static void mouse_position(int h, int v);
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static inline int dir() { return direction; }
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static inline int get_shot() { return shot || afire; }
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static inline int dir_push() { return movekey_pressed; }
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};
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extern gamecontrol_t gamecontrol;
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#endif //_KOBO_KEY_H_
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