Implement menu navigation using gamepad
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9b4a48f2c3
@ -27,16 +27,30 @@ namespace Game
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{GPAD_RIGHT, K_DPAD_RIGHT}
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};
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StickToCodeMap_t analogStickList[]
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StickToCodeMap_t analogStickList[4]
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{
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{GPAD_LY, GPAD_STICK_POS, K_DPAD_UP},
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{GPAD_LY, GPAD_STICK_NEG, K_DPAD_DOWN},
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{GPAD_LX, GPAD_STICK_POS, K_DPAD_RIGHT},
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{GPAD_LX, GPAD_STICK_NEG, K_DPAD_LEFT},
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{GPAD_LX, K_APAD_RIGHT, K_APAD_LEFT},
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{GPAD_LY, K_APAD_UP, K_APAD_DOWN},
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{GPAD_RX, K_APAD_RIGHT, K_APAD_LEFT},
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{GPAD_RY, K_APAD_UP, K_APAD_DOWN},
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};
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GamePadStick stickForAxis[GPAD_PHYSAXIS_COUNT]
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{
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GPAD_RX,
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GPAD_RY,
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GPAD_LX,
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GPAD_LY,
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GPAD_INVALID,
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GPAD_INVALID
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};
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keyNum_t menuScrollButtonList[]
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{
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K_APAD_UP,
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K_APAD_DOWN,
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K_APAD_LEFT,
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K_APAD_RIGHT,
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K_DPAD_UP,
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K_DPAD_DOWN,
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K_DPAD_LEFT,
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@ -106,6 +120,29 @@ namespace Components
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std::chrono::milliseconds Gamepad::lastNavigationTime = 0ms;
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std::chrono::milliseconds Gamepad::msBetweenNavigations = 220ms;
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struct ControllerMenuKeyMapping
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{
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Game::keyNum_t controllerKey;
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Game::keyNum_t pcKey;
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};
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ControllerMenuKeyMapping controllerMenuKeyMappings[]
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{
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{Game::K_BUTTON_A, Game::K_KP_ENTER},
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{Game::K_BUTTON_START, Game::K_KP_ENTER},
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{Game::K_BUTTON_B, Game::K_ESCAPE},
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{Game::K_BUTTON_BACK, Game::K_ESCAPE},
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{Game::K_DPAD_UP, Game::K_KP_UPARROW},
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{Game::K_APAD_UP, Game::K_KP_UPARROW},
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{Game::K_DPAD_DOWN, Game::K_KP_DOWNARROW},
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{Game::K_APAD_DOWN, Game::K_KP_DOWNARROW},
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{Game::K_DPAD_LEFT, Game::K_KP_LEFTARROW},
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{Game::K_APAD_LEFT, Game::K_KP_LEFTARROW},
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{Game::K_DPAD_RIGHT, Game::K_KP_RIGHTARROW},
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{Game::K_APAD_RIGHT, Game::K_KP_RIGHTARROW},
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};
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// This should be read from a text file in the players/ folder, most probably / or from config_mp.cfg
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std::vector<Gamepad::ActionMapping> mappings = {
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Gamepad::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
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@ -125,14 +162,6 @@ namespace Components
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};
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// Same thing
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std::vector<Gamepad::MenuMapping> menuMappings = {
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Gamepad::MenuMapping(XINPUT_GAMEPAD_A, Game::keyNum_t::K_KP_ENTER),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_B, Game::keyNum_t::K_ESCAPE),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_RIGHT, Game::keyNum_t::K_KP_RIGHTARROW),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_LEFT, Game::keyNum_t::K_KP_LEFTARROW),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_UP, Game::keyNum_t::K_KP_UPARROW),
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Gamepad::MenuMapping(XINPUT_GAMEPAD_DPAD_DOWN, Game::keyNum_t::K_KP_DOWNARROW)
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};
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// void Gamepad::Vibrate(int leftVal, int rightVal)
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// {
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@ -339,65 +368,6 @@ namespace Components
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}
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}
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void Gamepad::MenuNavigate()
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{
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auto& gamePad = gamePads[0];
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Game::menuDef_t* menuDef = Game::Menu_GetFocused(Game::uiContext);
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if (menuDef)
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{
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if (gamePad.enabled)
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{
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std::chrono::milliseconds now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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std::chrono::milliseconds timeSinceLastNavigation = now - lastNavigationTime;
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bool canNavigate = timeSinceLastNavigation > msBetweenNavigations;
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if (gamePad.stickDown[1][Game::GPAD_STICK_POS])
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{
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if (canNavigate)
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{
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Menu_SetPrevCursorItem(Game::uiContext, menuDef, 1);
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lastMenuNavigationDirection = Game::GPAD_STICK_POS;
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lastNavigationTime = now;
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}
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}
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else if (gamePad.stickDown[1][Game::GPAD_STICK_NEG])
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{
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if (canNavigate)
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{
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Menu_SetNextCursorItem(Game::uiContext, menuDef, 1);
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lastMenuNavigationDirection = Game::GPAD_STICK_NEG;
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lastNavigationTime = now;
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}
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}
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else
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{
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lastMenuNavigationDirection = Game::GPAD_STICK_DIR_COUNT;
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}
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for (auto& mapping : menuMappings)
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{
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if (mapping.wasPressed)
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{
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if (gamePad.digitals & mapping.input)
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{
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// Button still pressed, do not send info
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}
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else
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{
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mapping.wasPressed = false;
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}
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}
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else if (gamePad.digitals & mapping.input)
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{
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Game::UI_KeyEvent(0, mapping.keystroke, 1);
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mapping.wasPressed = true;
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}
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}
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}
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}
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}
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int Gamepad::unk_CheckKeyHook(int localClientNum, Game::keyNum_t keyCode)
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{
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const auto& gamePad = gamePads[0];
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@ -589,20 +559,99 @@ namespace Components
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}
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}
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void Gamepad::CL_GamepadEvent(int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, const float value)
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void Gamepad::CL_GamepadGenerateAPad(const int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, unsigned time)
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(physicalAxis < Game::GPAD_PHYSAXIS_COUNT && physicalAxis >= 0);
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auto& gamePad = gamePads[gamePadIndex];
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const auto stick = Game::stickForAxis[physicalAxis];
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const auto stickIndex = stick & Game::GPAD_VALUE_MASK;
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if(stick != Game::GPAD_INVALID)
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{
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assert(stickIndex < 4);
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const auto& mapping = Game::analogStickList[stickIndex];
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if(gamePad.stickDown[stickIndex][Game::GPAD_STICK_POS])
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{
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const Game::GamePadButtonEvent event = gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_POS] ? Game::GPAD_BUTTON_UPDATE : Game::GPAD_BUTTON_PRESSED;
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CL_GamepadButtonEvent(gamePadIndex, mapping.posCode, event, time, Game::GPAD_NONE);
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}
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else if(gamePad.stickDown[stickIndex][Game::GPAD_STICK_NEG])
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{
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const Game::GamePadButtonEvent event = gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_NEG] ? Game::GPAD_BUTTON_UPDATE : Game::GPAD_BUTTON_PRESSED;
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CL_GamepadButtonEvent(gamePadIndex, mapping.negCode, event, time, Game::GPAD_NONE);
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}
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else if(gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_POS])
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{
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CL_GamepadButtonEvent(gamePadIndex, mapping.posCode, Game::GPAD_BUTTON_RELEASED, time, Game::GPAD_NONE);
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}
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else if(gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_NEG])
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{
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CL_GamepadButtonEvent(gamePadIndex, mapping.negCode, Game::GPAD_BUTTON_RELEASED, time, Game::GPAD_NONE);
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}
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}
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}
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void Gamepad::CL_GamepadEvent(int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, const float value, const unsigned time)
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(physicalAxis < Game::GPAD_PHYSAXIS_COUNT && physicalAxis >= 0);
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Game::gaGlobs[gamePadIndex].axesValues[physicalAxis] = value;
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CL_GamepadGenerateAPad(gamePadIndex, physicalAxis, time);
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}
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void Gamepad::UI_GamepadKeyEvent(int gamePadIndex, int key, bool down)
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void Gamepad::UI_GamepadKeyEvent(const int gamePadIndex, const int key, const bool down)
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{
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for(const auto& mapping : controllerMenuKeyMappings)
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{
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if(mapping.controllerKey == key)
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{
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Game::UI_KeyEvent(gamePadIndex, mapping.pcKey, down);
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return;
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}
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}
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void Gamepad::CL_GamepadButtonEvent(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, unsigned time, Game::GamePadButton button)
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// No point in sending unmapped controller keystrokes to the key event handler since it doesn't know how to use it anyway
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// Game::UI_KeyEvent(gamePadIndex, key, down);
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}
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bool Gamepad::CL_CheckForIgnoreDueToRepeat(const int gamePadIndex, const int key, const int repeatCount, const unsigned time)
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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if(Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
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{
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const int scrollDelayFirst = gpad_menu_scroll_delay_first.get<int>();
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const int scrollDelayRest = gpad_menu_scroll_delay_rest.get<int>();
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for(const auto menuScrollButton : Game::menuScrollButtonList)
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{
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if(key == menuScrollButton)
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{
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if(repeatCount == 1)
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{
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gamePadGlobal.nextScrollTime = time + scrollDelayFirst;
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return false;
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}
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if(time > gamePadGlobal.nextScrollTime)
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{
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gamePadGlobal.nextScrollTime = time + scrollDelayRest;
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return false;
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}
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break;
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}
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}
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}
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return repeatCount > 1;
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}
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void Gamepad::CL_GamepadButtonEvent(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time, const Game::GamePadButton button)
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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@ -612,18 +661,21 @@ namespace Components
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auto& keyState = Game::playerKeys[gamePadIndex];
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keyState.keys[key].down = pressedOrUpdated;
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if(pressed)
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if(pressedOrUpdated)
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{
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if (++keyState.keys[key].repeats == 1)
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keyState.anyKeyDown++;
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}
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else if(keyState.keys[key].repeats > 0)
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else if(buttonEvent == Game::GPAD_BUTTON_RELEASED && keyState.keys[key].repeats > 0)
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{
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keyState.keys[key].repeats = 0;
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if (--keyState.anyKeyDown < 0)
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keyState.anyKeyDown = 0;
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}
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if (pressedOrUpdated && CL_CheckForIgnoreDueToRepeat(gamePadIndex, key, keyState.keys[key].repeats, time))
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return;
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if(Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_LOCATION_SELECTION) && pressedOrUpdated)
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{
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if(key == Game::K_BUTTON_B || keyState.keys[key].binding && strcmp(keyState.keys[key].binding, "+actionslot 4") == 0)
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@ -641,9 +693,6 @@ namespace Components
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const auto* keyBinding = keyState.keys[key].binding;
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if (!keyBinding)
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return;
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char cmd[1024];
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if(pressedOrUpdated)
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{
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@ -653,7 +702,9 @@ namespace Components
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return;
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}
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if(keyBinding[0] == '+')
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if (keyBinding)
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{
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if (keyBinding[0] == '+')
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{
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float floatValue;
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if (button)
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@ -670,9 +721,10 @@ namespace Components
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Game::Cbuf_AddText(gamePadIndex, "\n");
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}
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}
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}
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else
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{
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if (keyBinding[0] == '+')
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if (keyBinding && keyBinding[0] == '+')
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{
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float floatValue;
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if (button)
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@ -765,20 +817,9 @@ namespace Components
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if(button & Game::GPAD_DIGITAL_MASK)
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{
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const auto buttonValue = button & Game::GPAD_VALUE_MASK;
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if (button & 0xF && buttonValue & gamePad.digitals && (gamePad.digitals & 0xF) != (button & 0xF))
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{
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down = false;
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lastDown = false;
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}
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else
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{
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down = (buttonValue & gamePad.digitals) != 0;
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if (button & 0xF && buttonValue & gamePad.lastDigitals && (gamePad.lastDigitals & 0xF) != (button & 0xF))
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lastDown = false;
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else
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lastDown = (buttonValue & gamePad.lastDigitals) != 0;
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}
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}
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else if(button & Game::GPAD_ANALOG_MASK)
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{
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const auto analogIndex = button & Game::GPAD_VALUE_MASK;
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@ -796,7 +837,7 @@ namespace Components
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bool Gamepad::GPad_ButtonRequiresUpdates(const int gamePadIndex, Game::GamePadButton button)
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{
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return button & Game::GPAD_ANALOG_MASK && GPad_GetButton(gamePadIndex, button) > 0.0f;
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return (button & Game::GPAD_ANALOG_MASK || button & Game::GPAD_DPAD_MASK) && GPad_GetButton(gamePadIndex, button) > 0.0f;
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}
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bool Gamepad::GPad_IsButtonReleased(int gamePadIndex, Game::GamePadButton button)
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@ -985,12 +1026,12 @@ namespace Components
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const auto leftTrig = GPad_GetButton(gamePadIndex, Game::GPAD_L_TRIG);
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const auto rightTrig = GPad_GetButton(gamePadIndex, Game::GPAD_R_TRIG);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LSTICK_X, lx);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LSTICK_Y, ly);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RSTICK_X, rx);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RSTICK_Y, ry);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LTRIGGER, leftTrig);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RTRIGGER, rightTrig);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LSTICK_X, lx, time);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LSTICK_Y, ly, time);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RSTICK_X, rx, time);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RSTICK_Y, ry, time);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LTRIGGER, leftTrig, time);
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CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RTRIGGER, rightTrig, time);
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for (const auto& buttonMapping : Game::buttonList)
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{
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@ -1109,8 +1150,6 @@ namespace Components
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//Utils::Hook(0x5A6816, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
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//Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick();
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//Scheduler::OnFrame(MenuNavigate);
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xpadSensitivity = Dvar::Register<float>("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
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xpadEarlyTime = Dvar::Register<int>("xpad_early_time", 130, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
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xpadEarlyMultiplier = Dvar::Register<float>("xpad_early_multiplier", 0.25f, 0.01f, 1.0f, Game::DVAR_FLAG_SAVED,
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@ -5,6 +5,7 @@ namespace Game
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static constexpr auto MAX_GAMEPADS = 1;
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static constexpr auto GPAD_VALUE_MASK = 0xFFFFFFFu;
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static constexpr auto GPAD_DPAD_MASK = XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_DPAD_RIGHT;
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static constexpr auto GPAD_DIGITAL_MASK = 1u << 28;
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static constexpr auto GPAD_ANALOG_MASK = 1u << 29;
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static constexpr auto GPAD_STICK_MASK = 1u << 30;
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@ -84,8 +85,8 @@ namespace Game
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struct StickToCodeMap_t
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{
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GamePadStick padStick;
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GamePadStickDir padStickDir;
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int code;
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int posCode;
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int negCode;
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};
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struct GamepadVirtualAxisMapping
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@ -151,19 +152,6 @@ namespace Components
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}
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};
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struct MenuMapping
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{
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int input;
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Game::keyNum_t keystroke;
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bool wasPressed = false;
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MenuMapping(int input, Game::keyNum_t keystroke)
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{
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this->keystroke = keystroke;
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this->input = input;
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}
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};
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private:
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static GamePad gamePads[Game::MAX_GAMEPADS];
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static GamePadGlobals gamePadGlobals[Game::MAX_GAMEPADS];
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@ -210,7 +198,6 @@ namespace Components
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static void CL_CreateCmdStub();
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static void CL_GamepadMove(int, Game::usercmd_s*);
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static void MenuNavigate();
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static void MSG_WriteDeltaUsercmdKeyStub();
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@ -224,8 +211,10 @@ namespace Components
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static void GamepadStickTo01(SHORT value, SHORT deadzone, float& output01);
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static void CL_GamepadResetMenuScrollTime(int gamePadIndex, int key, bool down, unsigned int time);
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static bool CL_CheckForIgnoreDueToRepeat(int gamePadIndex, int key, int repeatCount, unsigned int time);
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static void UI_GamepadKeyEvent(int gamePadIndex, int key, bool down);
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static void CL_GamepadEvent(int gamePadIndex, Game::GamepadPhysicalAxis physicalAxis, float value);
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static void CL_GamepadGenerateAPad(int gamePadIndex, Game::GamepadPhysicalAxis physicalAxis, unsigned time);
|
||||
static void CL_GamepadEvent(int gamePadIndex, Game::GamepadPhysicalAxis physicalAxis, float value, unsigned time);
|
||||
static void CL_GamepadButtonEvent(int gamePadIndex, int key, Game::GamePadButtonEvent buttonEvent, unsigned time, Game::GamePadButton button);
|
||||
static void CL_GamepadButtonEventForPort(int gamePadIndex, int key, Game::GamePadButtonEvent buttonEvent, unsigned int time, Game::GamePadButton button);
|
||||
|
||||
|
@ -426,7 +426,7 @@ namespace Game
|
||||
typedef void(__cdecl* Menu_HandleKey_t)(UiContext* ctx, menuDef_t* menu, Game::keyNum_t key, int down);
|
||||
extern Menu_HandleKey_t Menu_HandleKey;
|
||||
|
||||
typedef bool(__cdecl* UI_KeyEvent_t)(int clientNum, Game::keyNum_t key, int down);
|
||||
typedef bool(__cdecl* UI_KeyEvent_t)(int clientNum, int key, int down);
|
||||
extern UI_KeyEvent_t UI_KeyEvent;
|
||||
|
||||
typedef void(__cdecl * MSG_Init_t)(msg_t *buf, char *data, int length);
|
||||
|
@ -249,6 +249,14 @@ namespace Game
|
||||
K_DPAD_UPDOWN = 0x19,
|
||||
K_LASTGAMEPADBUTTON_RANGE_2 = 0x19, // Last Gamepad 2
|
||||
K_ESCAPE = 0x1B,
|
||||
K_FIRSTGAMEPADBUTTON_RANGE_3 = 0x1C, // First Gamepad 3
|
||||
K_FIRSTAPAD = 0x1C, // First APad
|
||||
K_APAD_UP = 0x1C,
|
||||
K_APAD_DOWN = 0x1D,
|
||||
K_APAD_LEFT = 0x1E,
|
||||
K_APAD_RIGHT = 0x1F,
|
||||
K_LASTAPAD = 0x1F, // Last APad
|
||||
K_LASTGAMEPADBUTTON_RANGE_3 = 0x1F, // Last Gamepad 3
|
||||
K_SPACE = 0x20,
|
||||
K_BACKSPACE = 0x7F,
|
||||
K_ASCII_FIRST = 0x80,
|
||||
|
Loading…
Reference in New Issue
Block a user