devilutionX/Source/controls
2021-07-03 18:27:17 -07:00
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devices Fix NOLINT line for readability-convert-member-functions-to-static 2021-06-27 10:52:58 +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 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 🚚 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 Clang-tidy: readability-uppercase-literal-suffix 2021-06-27 03:17:36 +02:00
controller_motion.h Clang-tidy: readability-inconsistent-declaration-parameter-name 2021-06-27 01:06:00 +02:00
game_controls.cpp Clang-tidy: bugprone-argument-comment 2021-06-27 03:09:02 +02:00
game_controls.h Modernize deprecated headers 2021-04-25 02:50:31 +02:00
keymapper.cpp Fully apply clang-tidy/format to all files 2021-07-03 16:41:43 -07:00
keymapper.hpp Keymapper: add enabled condition, fix being able 2021-05-30 21:45:34 +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 🚚 Rename CelOutputBuf to Surface and extract 2021-07-03 05:33:32 -07:00
modifier_hints.h 🚚 Rename CelOutputBuf to Surface and extract 2021-07-03 05:33:32 -07:00
plrctrls.cpp Apply various cleanups via Android Studio 2021-07-03 18:27:17 -07:00
plrctrls.h ♻️ Replace 'coord' struct with 'Point' 2021-05-31 06:05:13 +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 Apply various cleanups via Android Studio 2021-07-03 18:27:17 -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