devilutionX/Source/controls
2021-09-01 22:26:37 +02:00
..
devices Fix mem leak in game_controller.cpp 2021-08-17 17:46:13 +02:00
axis_direction.cpp
axis_direction.h Clang-tidy: readability-inconsistent-declaration-parameter-name 2021-06-27 01:06:00 +02:00
controller.cpp Clang-tidy: readability-static-accessed-through-instance 2021-06-27 00:56:08 +02:00
controller.h
controller_buttons.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
controller_motion.cpp Fix warnings in controller_motion.cpp 2021-07-17 14:35:21 +02:00
controller_motion.h Clang-tidy: readability-inconsistent-declaration-parameter-name 2021-06-27 01:06:00 +02:00
game_controls.cpp Remove some more use of miniwin 2021-07-17 23:54:13 +02:00
game_controls.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
keymapper.cpp Fix Keymapper doesn't set any default keys if no diablo.ini is present (after installation) 2021-08-07 16:32:52 +02:00
keymapper.hpp Keymapper: remove now useless INI access functions 2021-07-27 21:12:22 +02:00
menu_controls.cpp
menu_controls.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
modifier_hints.cpp Rename UiFlags members to group related options 2021-07-31 20:22:40 +02:00
modifier_hints.h 🚚 Rename CelOutputBuf to Surface and extract 2021-07-03 05:33:32 -07:00
plrctrls.cpp 🚚 Rename 'MonsterStruct' to 'Monster' 2021-09-01 22:26:37 +02:00
plrctrls.h ♻️ Replace 'coord' struct with 'Point' 2021-05-31 06:05:13 +02:00
README.md
remap_keyboard.h
touch.cpp General clean up 2021-07-08 03:30:25 -07:00
touch.h Clang-tidy: readability-inconsistent-declaration-parameter-name 2021-06-27 01:06:00 +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