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Nicholas Calaway cf33230293
#3380 Use appropriate terms for mouse/gamepad/touch #5234 (#5235)
4 years ago
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devices #3380 Use appropriate terms for mouse/gamepad/touch #5234 (#5235) 4 years ago
touch Set underlying type for all the enums 4 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 Fix OpenDingux/RetroFW builds 4 years ago
controller.h [gamepad] Reuse repeat logic from mouse 4 years ago
controller_buttons.h Modernize deprecated headers 5 years ago
controller_motion.cpp Reduce debug log output of Control 4 years ago
controller_motion.h Controller mouse emulation fixes 4 years ago
game_controls.cpp Replace `DVL_VK` virtual key codes with `SDLK` 4 years ago
game_controls.h #3380 Use appropriate terms for mouse/gamepad/touch #5234 (#5235) 4 years ago
input.h [gamepad] Reuse repeat logic from mouse 4 years ago
menu_controls.cpp Replace `DVL_VK` virtual key codes with `SDLK` 4 years ago
menu_controls.h Modernize deprecated headers 5 years ago
modifier_hints.cpp Remove more redundant `devilutionx.mpq` checks 4 years ago
modifier_hints.h improved hints and added icons 4 years ago
plrctrls.cpp #3380 Use appropriate terms for mouse/gamepad/touch #5234 (#5235) 4 years ago
plrctrls.h #3380 Use appropriate terms for mouse/gamepad/touch #5234 (#5235) 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