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#pragma once
// Controller actions implementation
#include <cstdint>
namespace devilution {
typedef enum belt_item_type : uint8_t {
BLT_HEALING,
BLT_MANA,
} belt_item_type;
// Runs every frame.
// Handles menu movement.
void plrctrls_every_frame();
// Run after every game logic iteration.
// Handles player movement.
void plrctrls_after_game_logic();
// Runs at the end of CheckCursMove()
// Handles item, object, and monster auto-aim.
void plrctrls_after_check_curs_move();
// Moves the map if active, the cursor otherwise.
void HandleRightStickMotion();
// Whether we're in a dialog menu that the game handles natively with keyboard controls.
bool InGameMenu();
// Whether the automap is being displayed.
bool IsAutomapActive();
// Whether the mouse cursor is being moved with the controller.
bool IsMovingMouseCursorWithController();
void UseBeltItem(int type);
// Talk to towners, click on inv items, attack, etc.
void PerformPrimaryAction();
// Open chests, doors, pickup items.
void PerformSecondaryAction();
bool TryDropItem();
void FocusOnInventory();
void PerformSpellAction();
void StoreSpellCoords();
extern int speedspellcount;
} // namespace devilution