devilutionX/Source/controls
2021-10-20 05:08:45 +02:00
..
devices Validate gamepad button count 2021-10-10 23:26:09 +02:00
touch [touch] Ignore irelevant input when in the inventory 2021-10-20 05:08:45 +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 replace dead links with their snapshot from the wayback machine 2021-10-09 12:54:29 +02:00
controller_motion.h Clang-tidy: readability-inconsistent-declaration-parameter-name 2021-06-27 01:06:00 +02:00
game_controls.cpp [Virtual Gamepad] Closing inventory drops item 2021-10-16 02:59:16 +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 Translatable mainpanel 2021-09-19 07:21:52 +02:00
modifier_hints.h 🚚 Rename CelOutputBuf to Surface and extract 2021-07-03 05:33:32 -07:00
plrctrls.cpp [gamepad] Fix OOB when using equiped items 2021-10-20 05:08:45 +02:00
plrctrls.h [gamepad] Allow for mixed mode navigation in inventory 2021-10-20 05:08:45 +02:00
README.md
remap_keyboard.h

#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