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KPhoenix 8db521727d
`enum missile_id` -> `enum class MissileID`
3 years ago
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devices Produce multiple controller button events for SDL_JOYHATMOTION events 3 years ago
touch button.png: Arrange sprites horizontally 3 years ago
README.md 📝 Fixes Doxygen warnings (#4904) 4 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 Produce multiple controller button events for SDL_JOYHATMOTION events 3 years ago
controller.h Produce multiple controller button events for SDL_JOYHATMOTION events 3 years ago
controller_buttons.cpp Implement settings menu for gamepad customization 3 years ago
controller_buttons.h Implement settings menu for gamepad customization 3 years ago
controller_motion.cpp Clean up handling for gamepad IGNORE/NONE buttons 3 years ago
controller_motion.h Add padmapper for gamepad customization 3 years ago
game_controls.cpp Produce multiple controller button events for SDL_JOYHATMOTION events 3 years ago
game_controls.h Produce multiple controller button events for SDL_JOYHATMOTION events 3 years ago
input.h [gamepad] Reuse repeat logic from mouse 4 years ago
menu_controls.cpp Produce multiple controller button events for SDL_JOYHATMOTION events 3 years ago
menu_controls.h Produce multiple controller button events for SDL_JOYHATMOTION events 3 years ago
modifier_hints.cpp Simplify spell icon handling 3 years ago
modifier_hints.h improved hints and added icons 4 years ago
plrctrls.cpp `enum missile_id` -> `enum class MissileID` 3 years ago
plrctrls.h Further improve simulated mouse interaction 3 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