You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
Gleb Mazovetskiy c57644970f Move `UiFlags` and `UiPanels` into their own files 4 years ago
..
devices clang-format all files in {Source,test}/ 4 years ago
touch Move `UiFlags` and `UiPanels` into their own files 4 years ago
README.md 🎨 Format code 5 years ago
axis_direction.cpp 🎨 Run readability-identifier-naming on all src sub-folders 5 years ago
axis_direction.h Clang-tidy: readability-inconsistent-declaration-parameter-name 5 years ago
controller.cpp Clang-tidy: readability-static-accessed-through-instance 5 years ago
controller.h 🚚 Restructure files 5 years ago
controller_buttons.h Modernize deprecated headers 5 years ago
controller_motion.cpp Implement virtual gamepad activation/deactivation 4 years ago
controller_motion.h Clang-tidy: readability-inconsistent-declaration-parameter-name 5 years ago
game_controls.cpp clang-format all files in {Source,test}/ 4 years ago
game_controls.h clang-format all files in {Source,test}/ 4 years ago
keymapper.cpp Fix Keymapper doesn't set any default keys if no diablo.ini is present (after installation) 5 years ago
keymapper.hpp clang-format all files in {Source,test}/ 4 years ago
menu_controls.cpp 🎨 Correct type checks in src sub-folder 5 years ago
menu_controls.h Modernize deprecated headers 5 years ago
modifier_hints.cpp Move `UiFlags` and `UiPanels` into their own files 4 years ago
modifier_hints.h 🚚 Rename `CelOutputBuf` to `Surface` and extract 5 years ago
plrctrls.cpp Move `UiFlags` and `UiPanels` into their own files 4 years ago
plrctrls.h Fix speedbook navigation on gamepad 4 years ago
remap_keyboard.h 🚚 Restructure files 5 years ago

README.md

#Controls handling

DevilutionX supports mouse & keyboard and gamepad input.

This directory currently mostly handles gamepad input.

Low-level gamepad handling is abstracted and 3 implementations are provided:

  1. SDL2 controller API.

  2. SDL 1&2 joystick API.

    This can be used in SDL1 joystick platforms and for mapping additional buttons not defined by SDL2 controller mappings (e.g. additional Nintendo Switch arrows).

  3. Keyboard keys acting as controller buttons.

    This can be used for testing, or on devices where this is the only or the easiest API to use (e.g. RetroFW).

Example keyboard-as-controller build flags:

cmake .. -DUSE_SDL1=ON -DHAS_KBCTRL=1 -DPREFILL_PLAYER_NAME=ON \
-DKBCTRL_BUTTON_DPAD_LEFT=SDLK_LEFT \
-DKBCTRL_BUTTON_DPAD_RIGHT=SDLK_RIGHT \
-DKBCTRL_BUTTON_DPAD_UP=SDLK_UP \
-DKBCTRL_BUTTON_DPAD_DOWN=SDLK_DOWN \
-DKBCTRL_BUTTON_X=SDLK_y \
-DKBCTRL_BUTTON_Y=SDLK_x \
-DKBCTRL_BUTTON_B=SDLK_a \
-DKBCTRL_BUTTON_A=SDLK_b \
-DKBCTRL_BUTTON_RIGHTSHOULDER=SDLK_RIGHTBRACKET \
-DKBCTRL_BUTTON_LEFTSHOULDER=SDLK_LEFTBRACKET \
-DKBCTRL_BUTTON_LEFTSTICK=SDLK_TAB \
-DKBCTRL_BUTTON_START=SDLK_RETURN \
-DKBCTRL_BUTTON_BACK=SDLK_LSHIFT