devilutionX/Source/controls
2021-05-08 18:48:19 +02:00
..
devices Fix fmt issue with a nullptr controller mapping 2021-05-02 13:14:59 +02:00
axis_direction.cpp 🎨 Run readability-identifier-naming on all src sub-folders 2021-04-22 03:53:35 +02:00
axis_direction.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
controller.cpp 🎨 llvm-include-order 2021-04-19 20:11:20 +02:00
controller.h 🚚 Restructure files 2021-04-16 03:57:22 +02:00
controller_buttons.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
controller_motion.cpp 🎨 Run readability-identifier-naming on all src sub-folders 2021-04-22 03:53:35 +02:00
controller_motion.h Fix SDL1 Builds 2021-04-22 15:07:31 +02:00
game_controls.cpp 🎨 Correct type checks in src sub-folder 2021-04-22 20:33:24 +02:00
game_controls.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
keymapper.cpp 🎨 Run clang-format 2021-05-07 23:26:39 +02:00
keymapper.hpp Add a keymapper 2021-05-03 17:51:40 +02:00
menu_controls.cpp 🎨 Correct type checks in src sub-folder 2021-04-22 20:33:24 +02:00
menu_controls.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
modifier_hints.cpp ♻️Replace PrintGameStr with DrawString 2021-05-08 18:48:19 +02:00
modifier_hints.h 🧹 performance-unnecessary-value-param 2021-04-22 00:08:19 +02:00
plrctrls.cpp ♻️Clean up automap code 2021-05-02 15:27:38 +02:00
plrctrls.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
README.md 🎨 Format code 2021-04-19 00:37:33 +02:00
remap_keyboard.h 🚚 Restructure files 2021-04-16 03:57:22 +02:00
touch.cpp 🖌️ Refurbish tables in source code (clang-format off) 2021-04-25 23:48:25 +02:00
touch.h 🚚 Restructure files 2021-04-16 03:57:22 +02:00

#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