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Every Switch button and the eight stick directions the keys drive get two key cells and a controller cell under the button layout. A cell takes the next key, mouse button or controller button pressed; a key in use moves over, a controller button swaps. The tab writes bind_ lines (new: bind_LSTICK_* / bind_RSTICK_*, key:default, pad:default) and input_win.c builds the tables again when one changes, so remapping applies while the game runs. More keys can be bound: Enter, Backspace, right Shift and Ctrl, Alt, the numpad, punctuation, F2-F7, F9, F12, mouse buttons 4 and 5. Alt alone no longer enters the window menu loop. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
84 lines
6.0 KiB
C
84 lines
6.0 KiB
C
// Host input sampling (runtime/input_win.c): SDL3 gamepad and the keyboard as one Switch npad.
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#pragma once
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#include <stdint.h>
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#ifdef _WIN32
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#include <windows.h>
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#endif
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// Bits of libnx HidNpadButton (A=0 B=1 X=2 Y=3 StickL=4 StickR=5 L=6 R=7 ZL=8 ZR=9 Plus=10 Minus=11 Left=12 Up=13 Right=14
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// Down=15) and the stick directions (StickLLeft..Down 16-19, StickRLeft..Down 20-23, derived from the sticks).
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// Sticks are -32767..32767, up is +y. TOTK_INPUT=none reports no input. Callable from any thread.
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void input_poll(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry);
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// The same for host UI (the text entry): never blocked. input_block(1) while a text entry is open: input_poll then
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// reports nothing; input_block(0) when it closes: nothing until all buttons and stick directions are released.
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void input_poll_ui(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry);
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void input_block(int on);
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// The in-game menu (ui/menu.h): input_menu(1) when it opens (input_poll reports nothing, the cursor is released), (0) when
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// it closes (nothing until every button and stick direction is released). Independent of input_block.
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void input_menu(int open);
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// The gamepad alone, for the menu: Switch button bits and the left stick (up +y). 0 without a connected gamepad.
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// Minus+Plus combo and the neutral pad while the menu is open (input_map.c, window-system free): *held is the caller's memory
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// of the combo, sticks are lx, ly, rx, ry. Returns 1 in the poll where the combo goes down (toggle the menu once).
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int input_menu_gate(int *held, int menu_open, uint64_t *buttons, int32_t sticks[4]);
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int input_pad_read(uint64_t *buttons, int32_t *lx, int32_t *ly);
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// The gamepad layout in effect (PAD_LAYOUT_*, input_map.h; TOTK_PAD_LAYOUT, live); -1 without a gamepad. Any thread.
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int input_pad_layout(void);
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// The label on a face button of the open gamepad (input_map.h PAD_SOUTH..PAD_NORTH, as SDL reports it); PAD_LABEL_NONE for another
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// button, an unknown label or no gamepad. Any thread.
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enum { PAD_LABEL_NONE, PAD_LABEL_A, PAD_LABEL_B, PAD_LABEL_X, PAD_LABEL_Y, PAD_LABEL_CROSS, PAD_LABEL_CIRCLE,
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PAD_LABEL_SQUARE, PAD_LABEL_TRIANGLE };
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int input_pad_label(int pad);
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// The menu's remapping rows (Controls tab). input_map_snapshot copies the tables in effect (after any changed TOTK_BIND_* line).
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// input_capture polls the keys, the mouse buttons and the gamepad for a press: reset 1 takes what is held now as the
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// start (a held key counts once released and pressed again) and returns NONE; then it returns KEY or PAD with *id the
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// key or pad id (input_map.h) pressed since the last call, or CANCEL for Esc. Keys count only while the game window is in front.
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enum { INPUT_CAPTURE_NONE, INPUT_CAPTURE_KEY, INPUT_CAPTURE_PAD, INPUT_CAPTURE_CANCEL };
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struct InputMap; // input_map.h (not included here: swkbd_win.c has button names of its own)
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void input_map_snapshot(struct InputMap *m);
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int input_capture(int reset, int *id);
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// The character on a punctuation key (KEY_MINUS..KEY_GRAVE) in the keyboard layout in use, 0 for another key.
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uint32_t input_key_char(int key);
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// Mouse camera and cursor (input_win.c, Win32 window thread). The window procedure calls input_window_msg first for raw
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// mouse input, cursor hiding and confinement; it returns 1 with *res set when the message is handled. input_cursor_suspend(1)
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// releases the cursor around an F11 window change, (0) captures it again once the client area has its new size.
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#ifdef _WIN32
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int input_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res);
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int input_cursor_released(void); // Esc or a non-client activation released the cursor (probe)
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// The menu's Win32 adapter (ui/menu_win.cpp), called next: F1 / Esc open or close the menu; while it is open, keys,
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// mouse and focus go to it. Returns 1 with *res set when the message is fully handled.
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int menu_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res);
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#endif
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void input_cursor_suspend(int on);
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// Rumble: SDL_RumbleGamepad on the open gamepad, low (heavy, left) and high (light, right) motor 0..65535 for ms
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// milliseconds. 1 if a gamepad with rumble took it. Callable from any thread.
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int input_rumble(uint16_t low, uint16_t high, uint32_t ms);
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// Motor value for a normalised amplitude: pow(a, curve) * strength, saturated to 0..65535. Pure.
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uint16_t rumble_motor(float a, float curve, float strength);
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// TOTK_RUMBLE_TRIGGERS=1: input_rumble also drives the impulse triggers (Xbox) with the high motor's value.
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int input_rumble_triggers_enabled(void);
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// Motion (TOTK_MOTION=0 turns it off, live). input_motion_start starts the sensor thread once: every 4 ms it reads the
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// gamepad's gyro and accelerometer (when it has them) and feeds motion_global(). Callable from any thread.
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void input_motion_start(void);
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// TOTK_MOTION is not "0" (a live setting: read again when cfg_version changes). Off: the sensor reads at rest.
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int input_motion_enabled(void);
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// SDL sensor values (accelerometer m/s^2, gyro rad/s, SDL gamepad axes) to the Switch controller frame motion_feed
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// takes (acceleration in G as gravity reads, rotation rad/s). The mapping is documented in input_win.c.
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void input_motion_axes(const float sdl_acc[3], const float sdl_gyro[3], double acc_g[3], double gyro[3]);
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// motion_fusion.c: nn::hid::SixAxisSensorState and the sensor fusion that produces it.
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typedef struct {
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int64_t delta_ns, sampling;
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float acc[3], gyro[3], angle[3], dir[9]; // G, revolutions/s, revolutions, controller axes in the reference frame
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uint32_t attributes, reserved; // bit 0 connected
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} MotionState;
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_Static_assert(sizeof(MotionState) == 0x60, "SixAxisSensorState ABI");
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typedef struct MotionFusion MotionFusion;
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MotionFusion *motion_new(void);
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MotionFusion *motion_global(void); // the gamepad's, fed by input_win.c
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void motion_feed(MotionFusion *m, const double acc_g[3], const double gyro_rad_s[3], uint64_t now_ns);
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int motion_read(MotionFusion *m, MotionState *out, int max, uint64_t now_ns); // newest first; 0 = none in 200 ms
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void motion_restart(MotionFusion *m); // angle and direction start over at the next sample
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