taisei/src/gamepad.h

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/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2017, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2017, Andrei Alexeyev <akari@alienslab.net>.
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*/
#ifndef GAMEPAD_H
#define GAMEPAD_H
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#include <SDL.h>
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#include <stdbool.h>
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#include "events.h"
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#include "config.h"
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void gamepad_init(void);
void gamepad_shutdown(void);
void gamepad_restart(void);
float gamepad_axis_sens(int);
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void gamepad_event(SDL_Event*, EventHandler, EventFlags, void*);
int gamepad_devicecount(void);
const char* gamepad_devicename(int);
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void gamepad_deviceguid(int num, char *guid_str, size_t guid_str_sz);
int gamepad_numfromguid(const char *guid_str);
int gamepad_currentdevice(void);
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bool gamepad_buttonpressed(int btn);
bool gamepad_gamekeypressed(KeyIndex key);
const char* gamepad_button_name(SDL_GameControllerButton btn);
const char* gamepad_axis_name(SDL_GameControllerAxis btn);
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// shitty workaround for the options menu. Used to list devices while the gamepad subsystem is off.
// only initializes the SDL subsystem so you can use gamepad_devicecount/gamepad_devicename.
// if gamepad has been initialized already, these do nothing.
void gamepad_init_bare(void);
void gamepad_shutdown_bare(void);
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enum {
AXISVAL_LEFT = -1,
AXISVAL_RIGHT = 1,
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AXISVAL_UP = -1,
AXISVAL_DOWN = 1,
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AXISVAL_NULL = 0
};
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#define GAMEPAD_AXIS_MAX 32767
#define GAMEPAD_AXIS_MIN -32768
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#define AXISVAL sign
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#endif