devilutionX/Source/controls
2021-12-24 23:08:41 +01:00
..
devices Improve behavior of ToControllerButtonEvent() 2021-12-24 23:08:41 +01:00
touch Correct DPI on devices that apply extra scaling 2021-12-05 17:32:41 +01:00
axis_direction.cpp 🎨 Run readability-identifier-naming on all src sub-folders 2021-04-22 03:53:35 +02:00
axis_direction.h Clang-tidy: readability-inconsistent-declaration-parameter-name 2021-06-27 01:06:00 +02:00
controller.cpp Improve behavior of ToControllerButtonEvent() 2021-12-24 23:08:41 +01:00
controller.h Improve behavior of ToControllerButtonEvent() 2021-12-24 23:08:41 +01:00
controller_buttons.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
controller_motion.cpp Implement virtual gamepad activation/deactivation 2021-11-15 00:55:32 +01:00
controller_motion.h Clang-tidy: readability-inconsistent-declaration-parameter-name 2021-06-27 01:06:00 +02:00
game_controls.cpp clang-format all files in {Source,test}/ 2021-11-24 23:44:12 +01:00
game_controls.h clang-format all files in {Source,test}/ 2021-11-24 23:44:12 +01:00
input.h Improve behavior of ToControllerButtonEvent() 2021-12-24 23:08:41 +01:00
menu_controls.cpp DiabloUI: Handle mouse back button in menus 2021-12-11 21:27:02 +00:00
menu_controls.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
modifier_hints.cpp Move UiFlags and UiPanels into their own files 2021-11-25 12:22:27 +01:00
modifier_hints.h 🚚 Rename CelOutputBuf to Surface and extract 2021-07-03 05:33:32 -07:00
plrctrls.cpp Add IsWallSpell helper 2021-12-07 12:00:52 +01:00
plrctrls.h Quick cast 2021-12-04 15:38:58 +01:00
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

#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