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//-----------------------------------------------------------------------------
// Name: keyTranslator.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <SDL.h>
#include <string>
// Represents a combination of controller axes and buttons
namespace ControllerInput {
enum Input {
A = 0,
B,
X,
Y,
D_UP,
D_RIGHT,
D_DOWN,
D_LEFT,
START,
BACK,
GUIDE,
L_STICK_PRESSED,
R_STICK_PRESSED,
LB,
RB,
L_STICK_X,
L_STICK_Y,
R_STICK_X,
R_STICK_Y,
L_TRIGGER,
R_TRIGGER,
NUM_INPUTS,
// There are constraints upon existing inputs, therefore they should not
// count to the number of available inputs.
L_STICK_XN,
L_STICK_XP,
L_STICK_YN,
L_STICK_YP,
R_STICK_XN,
R_STICK_XP,
R_STICK_YN,
R_STICK_YP,
NONE
};
}
void InitKeyTranslator();
// Translate to human readable strings
std::string SDLLocaleAdjustedStringFromScancode(SDL_Scancode scancode);
std::string StringFromMouseButton(int button);
std::string StringFromMouseString(const std::string& text); // e.g. mouse0 -> Left Mouse Button
std::string StringFromControllerInput(ControllerInput::Input input);
std::string StringFromInput(const std::string& input); // e.g. lshift -> Shift
SDL_Scancode StringToSDLScancode(const std::string& s);
/*#ifdef WIN32
int XBoxToXInput(const std::string &s);
#endif*/
const char* SDLScancodeToString(SDL_Scancode key);
const char* SDLKeycodeToString(SDL_Keycode key);
// Convert between internal values
ControllerInput::Input SDLControllerButtonToController(SDL_GameControllerButton button);
ControllerInput::Input SDLControllerAxisToController(SDL_GameControllerAxis axis);
SDL_GameControllerButton ControllerToSDLControllerButton(ControllerInput::Input input);
SDL_GameControllerAxis ControllerToSDLControllerAxis(ControllerInput::Input input);
// SDL string, sort of. Converts leftx+, leftx-, etc. as well, even though these
// are not directory SDL strings.
ControllerInput::Input SDLStringToController(const char* string);
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