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.
 
 
 
 
 
 
Juliano Leal Goncalves 28ad9d43c5 🎨 Rename 'plr_class' enum to 'HeroClass' 5 years ago
..
devices 🚚 Move all enums to there respective headers 5 years ago
README.md Use LF for Markdown files instead of CRLF 6 years ago
axis_direction.cpp 🎨 Change namespace to devilution 5 years ago
axis_direction.h 🎨 Consistent enum value style (#1458) 5 years ago
controller.cpp 🎨 Change namespace to devilution 5 years ago
controller.h 🚚 Move all enums to there respective headers 5 years ago
controller_buttons.h 🎨 Consistent enum value style (#1458) 5 years ago
controller_motion.cpp add an ini option to configure gamepad deadzone 5 years ago
controller_motion.h 🚚 Move all enums to there respective headers 5 years ago
game_controls.cpp 🎨 Change namespace to devilution 5 years ago
game_controls.h 🎨 Consistent enum value style (#1458) 5 years ago
menu_controls.cpp 🚚 Move all enums to there respective headers 5 years ago
menu_controls.h 🎨 Consistent enum value style (#1458) 5 years ago
modifier_hints.cpp 🎨 Change namespace to devilution 5 years ago
modifier_hints.h 🚚 Move all enums to there respective headers 5 years ago
plrctrls.cpp 🎨 Rename 'plr_class' enum to 'HeroClass' 5 years ago
plrctrls.h 🚚 Move all enums to there respective headers 5 years ago
remap_keyboard.h 🚚 Move all enums to there respective headers 5 years ago
touch.cpp 🎨 Consistent enum value style (#1458) 5 years ago
touch.h 🚚 Move all enums to there respective headers 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