void input_set_item(SDL_Event event, int type, int pnum, int counter) { #ifdef _GTK gtkui_config_input_focus(counter); #endif if (type == 0) { // Keyboard switch(counter) { case 0: player[pnum].u = event.key.keysym.scancode; break; case 1: player[pnum].d = event.key.keysym.scancode; break; case 2: player[pnum].l = event.key.keysym.scancode; break; case 3: player[pnum].r = event.key.keysym.scancode; break; case 4: player[pnum].select = event.key.keysym.scancode; break; case 5: player[pnum].start = event.key.keysym.scancode; break; case 6: player[pnum].a = event.key.keysym.scancode; break; case 7: player[pnum].b = event.key.keysym.scancode; break; case 8: player[pnum].ta = event.key.keysym.scancode; break; case 9: player[pnum].tb = event.key.keysym.scancode; break; default: break; } } else if (type == 1) { // Joystick switch(counter) { case 0: player[pnum].ju = input_translate_string(input_translate_event(event)); break; case 1: player[pnum].jd = input_translate_string(input_translate_event(event)); break; case 2: player[pnum].jl = input_translate_string(input_translate_event(event)); break; case 3: player[pnum].jr = input_translate_string(input_translate_event(event)); break; case 4: player[pnum].jselect = input_translate_string(input_translate_event(event)); break; case 5: player[pnum].jstart = input_translate_string(input_translate_event(event)); break; case 6: player[pnum].ja = input_translate_string(input_translate_event(event)); break; case 7: player[pnum].jb = input_translate_string(input_translate_event(event)); break; case 8: player[pnum].jta = input_translate_string(input_translate_event(event)); break; case 9: player[pnum].jtb = input_translate_string(input_translate_event(event)); break; default: break; } } #ifdef _GTK gtkui_config_input_fields(type, pnum); #endif }
void input_set_default() { // Set default input config player[0].u = SDL_GetScancodeFromName("Up"); player[0].d = SDL_GetScancodeFromName("Down"); player[0].l = SDL_GetScancodeFromName("Left"); player[0].r = SDL_GetScancodeFromName("Right"); player[0].select = SDL_GetScancodeFromName("Right Shift"); player[0].start = SDL_GetScancodeFromName("Right Ctrl"); player[0].a = SDL_GetScancodeFromName("Z"); player[0].b = SDL_GetScancodeFromName("A"); player[0].ta = SDL_GetScancodeFromName("X"); player[0].tb = SDL_GetScancodeFromName("S"); player[0].ju = input_translate_string("j0h01"); player[0].jd = input_translate_string("j0h04"); player[0].jl = input_translate_string("j0h08"); player[0].jr = input_translate_string("j0h02"); player[0].jselect = input_translate_string("j0b8"); player[0].jstart = input_translate_string("j0b9"); player[0].ja = input_translate_string("j0b1"); player[0].jb = input_translate_string("j0b0"); player[0].jta = input_translate_string("j0b2"); player[0].jtb = input_translate_string("j0b3"); player[1].u = SDL_GetScancodeFromName("I"); player[1].d = SDL_GetScancodeFromName("K"); player[1].l = SDL_GetScancodeFromName("J"); player[1].r = SDL_GetScancodeFromName("L"); player[1].select = SDL_GetScancodeFromName("Left Shift"); player[1].start = SDL_GetScancodeFromName("Left Ctrl"); player[1].a = SDL_GetScancodeFromName("M"); player[1].b = SDL_GetScancodeFromName("N"); player[1].ta = SDL_GetScancodeFromName("B"); player[1].tb = SDL_GetScancodeFromName("V"); player[1].ju = input_translate_string("j1h01"); player[1].jd = input_translate_string("j1h04"); player[1].jl = input_translate_string("j1h08"); player[1].jr = input_translate_string("j1h02"); player[1].jselect = input_translate_string("j1b8"); player[1].jstart = input_translate_string("j1b9"); player[1].ja = input_translate_string("j1b1"); player[1].jb = input_translate_string("j1b0"); player[1].jta = input_translate_string("j1b2"); player[1].jtb = input_translate_string("j1b3"); }
void input_config_read() { // Read the input config file snprintf(inputconfpath, sizeof(inputconfpath), "%sinput.conf", nstpaths.nstdir); if (ini_parse(inputconfpath, input_config_match, &inputconf) < 0) { fprintf(stderr, "Failed to load input config file %s: Using defaults.\n", inputconfpath); } else { // Map the input settings from the config file // Player 1 player[0].u = SDL_GetScancodeFromName(inputconf.kb_p1u); player[0].d = SDL_GetScancodeFromName(inputconf.kb_p1d); player[0].l = SDL_GetScancodeFromName(inputconf.kb_p1l); player[0].r = SDL_GetScancodeFromName(inputconf.kb_p1r); player[0].select = SDL_GetScancodeFromName(inputconf.kb_p1select); player[0].start = SDL_GetScancodeFromName(inputconf.kb_p1start); player[0].a = SDL_GetScancodeFromName(inputconf.kb_p1a); player[0].b = SDL_GetScancodeFromName(inputconf.kb_p1b); player[0].ta = SDL_GetScancodeFromName(inputconf.kb_p1ta); player[0].tb = SDL_GetScancodeFromName(inputconf.kb_p1tb); player[0].ju = input_translate_string(inputconf.js_p1u); player[0].jd = input_translate_string(inputconf.js_p1d); player[0].jl = input_translate_string(inputconf.js_p1l); player[0].jr = input_translate_string(inputconf.js_p1r); player[0].jselect = input_translate_string(inputconf.js_p1select); player[0].jstart = input_translate_string(inputconf.js_p1start); player[0].ja = input_translate_string(inputconf.js_p1a); player[0].jb = input_translate_string(inputconf.js_p1b); player[0].jta = input_translate_string(inputconf.js_p1ta); player[0].jtb = input_translate_string(inputconf.js_p1tb); // Player 2 player[1].u = SDL_GetScancodeFromName(inputconf.kb_p2u); player[1].d = SDL_GetScancodeFromName(inputconf.kb_p2d); player[1].l = SDL_GetScancodeFromName(inputconf.kb_p2l); player[1].r = SDL_GetScancodeFromName(inputconf.kb_p2r); player[1].select = SDL_GetScancodeFromName(inputconf.kb_p2select); player[1].start = SDL_GetScancodeFromName(inputconf.kb_p2start); player[1].a = SDL_GetScancodeFromName(inputconf.kb_p2a); player[1].b = SDL_GetScancodeFromName(inputconf.kb_p2b); player[1].ta = SDL_GetScancodeFromName(inputconf.kb_p2ta); player[1].tb = SDL_GetScancodeFromName(inputconf.kb_p2tb); player[1].ju = input_translate_string(inputconf.js_p2u); player[1].jd = input_translate_string(inputconf.js_p2d); player[1].jl = input_translate_string(inputconf.js_p2l); player[1].jr = input_translate_string(inputconf.js_p2r); player[1].jselect = input_translate_string(inputconf.js_p2select); player[1].jstart = input_translate_string(inputconf.js_p2start); player[1].ja = input_translate_string(inputconf.js_p2a); player[1].jb = input_translate_string(inputconf.js_p2b); player[1].jta = input_translate_string(inputconf.js_p2ta); player[1].jtb = input_translate_string(inputconf.js_p2tb); } }
void input_set_default() { // Set default input config ui.qsave1 = SDL_GetScancodeFromName("F5"); ui.qsave2 = SDL_GetScancodeFromName("F6"); ui.qload1 = SDL_GetScancodeFromName("F7"); ui.qload2 = SDL_GetScancodeFromName("F8"); ui.screenshot = SDL_GetScancodeFromName("F9"); ui.fdsflip = SDL_GetScancodeFromName("F3"); ui.fdsswitch = SDL_GetScancodeFromName("F4"); ui.insertcoin1 = SDL_GetScancodeFromName("F1"); ui.insertcoin2 = SDL_GetScancodeFromName("F2"); ui.reset = SDL_GetScancodeFromName("F12"); ui.altspeed = SDL_GetScancodeFromName("`"); ui.rwstart = SDL_GetScancodeFromName("Backspace"); ui.rwstop = SDL_GetScancodeFromName("\\"); ui.fullscreen = SDL_GetScancodeFromName("F"); ui.filter = SDL_GetScancodeFromName("T"); ui.scalefactor = SDL_GetScancodeFromName("G"); player[0].u = SDL_GetScancodeFromName("Up"); player[0].d = SDL_GetScancodeFromName("Down"); player[0].l = SDL_GetScancodeFromName("Left"); player[0].r = SDL_GetScancodeFromName("Right"); player[0].select = SDL_GetScancodeFromName("Right Shift"); player[0].start = SDL_GetScancodeFromName("Return"); player[0].a = SDL_GetScancodeFromName("Z"); player[0].b = SDL_GetScancodeFromName("A"); player[0].ta = SDL_GetScancodeFromName("X"); player[0].tb = SDL_GetScancodeFromName("S"); player[0].ju = input_translate_string("j0h01"); player[0].jd = input_translate_string("j0h04"); player[0].jl = input_translate_string("j0h08"); player[0].jr = input_translate_string("j0h02"); player[0].jselect = input_translate_string("j0b8"); player[0].jstart = input_translate_string("j0b9"); player[0].ja = input_translate_string("j0b1"); player[0].jb = input_translate_string("j0b0"); player[0].jta = input_translate_string("j0b2"); player[0].jtb = input_translate_string("j0b3"); player[1].u = SDL_GetScancodeFromName("I"); player[1].d = SDL_GetScancodeFromName("K"); player[1].l = SDL_GetScancodeFromName("J"); player[1].r = SDL_GetScancodeFromName("L"); player[1].select = SDL_GetScancodeFromName("Left Shift"); player[1].start = SDL_GetScancodeFromName("Left Ctrl"); player[1].a = SDL_GetScancodeFromName("M"); player[1].b = SDL_GetScancodeFromName("N"); player[1].ta = SDL_GetScancodeFromName("B"); player[1].tb = SDL_GetScancodeFromName("V"); player[1].ju = input_translate_string("j1h01"); player[1].jd = input_translate_string("j1h04"); player[1].jl = input_translate_string("j1h08"); player[1].jr = input_translate_string("j1h02"); player[1].jselect = input_translate_string("j1b8"); player[1].jstart = input_translate_string("j1b9"); player[1].ja = input_translate_string("j1b1"); player[1].jb = input_translate_string("j1b0"); player[1].jta = input_translate_string("j1b2"); player[1].jtb = input_translate_string("j1b3"); }
void input_config_read() { // Read the input config file snprintf(inputconfpath, sizeof(inputconfpath), "%sinput.conf", nstpaths.nstdir); if (ini_parse(inputconfpath, input_config_match, &inputconf) < 0) { fprintf(stderr, "Failed to load input config file %s: Using defaults.\n", inputconfpath); } else { // Map the input settings from the config file // User Interface ui.qsave1 = SDL_GetScancodeFromName(inputconf.qsave1); ui.qsave2 = SDL_GetScancodeFromName(inputconf.qsave2); ui.qload1 = SDL_GetScancodeFromName(inputconf.qload1); ui.qload2 = SDL_GetScancodeFromName(inputconf.qload2); ui.screenshot = SDL_GetScancodeFromName(inputconf.screenshot); ui.fdsflip = SDL_GetScancodeFromName(inputconf.fdsflip); ui.fdsswitch = SDL_GetScancodeFromName(inputconf.fdsswitch); ui.insertcoin1 = SDL_GetScancodeFromName(inputconf.insertcoin1); ui.insertcoin2 = SDL_GetScancodeFromName(inputconf.insertcoin2); ui.reset = SDL_GetScancodeFromName(inputconf.reset); ui.altspeed = SDL_GetScancodeFromName(inputconf.altspeed); ui.rwstart = SDL_GetScancodeFromName(inputconf.rwstart); ui.rwstop = SDL_GetScancodeFromName(inputconf.rwstop); ui.fullscreen = SDL_GetScancodeFromName(inputconf.fullscreen); ui.filter = SDL_GetScancodeFromName(inputconf.filter); ui.scalefactor = SDL_GetScancodeFromName(inputconf.scalefactor); // Player 1 player[0].u = SDL_GetScancodeFromName(inputconf.kb_p1u); player[0].d = SDL_GetScancodeFromName(inputconf.kb_p1d); player[0].l = SDL_GetScancodeFromName(inputconf.kb_p1l); player[0].r = SDL_GetScancodeFromName(inputconf.kb_p1r); player[0].select = SDL_GetScancodeFromName(inputconf.kb_p1select); player[0].start = SDL_GetScancodeFromName(inputconf.kb_p1start); player[0].a = SDL_GetScancodeFromName(inputconf.kb_p1a); player[0].b = SDL_GetScancodeFromName(inputconf.kb_p1b); player[0].ta = SDL_GetScancodeFromName(inputconf.kb_p1ta); player[0].tb = SDL_GetScancodeFromName(inputconf.kb_p1tb); player[0].ju = input_translate_string(inputconf.js_p1u); player[0].jd = input_translate_string(inputconf.js_p1d); player[0].jl = input_translate_string(inputconf.js_p1l); player[0].jr = input_translate_string(inputconf.js_p1r); player[0].jselect = input_translate_string(inputconf.js_p1select); player[0].jstart = input_translate_string(inputconf.js_p1start); player[0].ja = input_translate_string(inputconf.js_p1a); player[0].jb = input_translate_string(inputconf.js_p1b); player[0].jta = input_translate_string(inputconf.js_p1ta); player[0].jtb = input_translate_string(inputconf.js_p1tb); // Player 2 player[1].u = SDL_GetScancodeFromName(inputconf.kb_p2u); player[1].d = SDL_GetScancodeFromName(inputconf.kb_p2d); player[1].l = SDL_GetScancodeFromName(inputconf.kb_p2l); player[1].r = SDL_GetScancodeFromName(inputconf.kb_p2r); player[1].select = SDL_GetScancodeFromName(inputconf.kb_p2select); player[1].start = SDL_GetScancodeFromName(inputconf.kb_p2start); player[1].a = SDL_GetScancodeFromName(inputconf.kb_p2a); player[1].b = SDL_GetScancodeFromName(inputconf.kb_p2b); player[1].ta = SDL_GetScancodeFromName(inputconf.kb_p2ta); player[1].tb = SDL_GetScancodeFromName(inputconf.kb_p2tb); player[1].ju = input_translate_string(inputconf.js_p2u); player[1].jd = input_translate_string(inputconf.js_p2d); player[1].jl = input_translate_string(inputconf.js_p2l); player[1].jr = input_translate_string(inputconf.js_p2r); player[1].jselect = input_translate_string(inputconf.js_p2select); player[1].jstart = input_translate_string(inputconf.js_p2start); player[1].ja = input_translate_string(inputconf.js_p2a); player[1].jb = input_translate_string(inputconf.js_p2b); player[1].jta = input_translate_string(inputconf.js_p2ta); player[1].jtb = input_translate_string(inputconf.js_p2tb); } }
void input_set_item(SDL_Event event, int type, int pnum, int counter) { // Set an input item to what was requested by configuration process if (type == 0) { // Keyboard switch(counter) { case 0: player[pnum].u = event.key.keysym.scancode; break; case 1: player[pnum].d = event.key.keysym.scancode; break; case 2: player[pnum].l = event.key.keysym.scancode; break; case 3: player[pnum].r = event.key.keysym.scancode; break; case 4: player[pnum].select = event.key.keysym.scancode; break; case 5: player[pnum].start = event.key.keysym.scancode; break; case 6: player[pnum].a = event.key.keysym.scancode; break; case 7: player[pnum].b = event.key.keysym.scancode; break; case 8: player[pnum].ta = event.key.keysym.scancode; break; case 9: player[pnum].tb = event.key.keysym.scancode; break; default: break; } } else if (type == 1) { // Joystick switch(counter) { case 0: player[pnum].ju = input_translate_string(input_translate_event(event)); break; case 1: player[pnum].jd = input_translate_string(input_translate_event(event)); break; case 2: player[pnum].jl = input_translate_string(input_translate_event(event)); break; case 3: player[pnum].jr = input_translate_string(input_translate_event(event)); break; case 4: player[pnum].jselect = input_translate_string(input_translate_event(event)); break; case 5: player[pnum].jstart = input_translate_string(input_translate_event(event)); break; case 6: player[pnum].ja = input_translate_string(input_translate_event(event)); break; case 7: player[pnum].jb = input_translate_string(input_translate_event(event)); break; case 8: player[pnum].jta = input_translate_string(input_translate_event(event)); break; case 9: player[pnum].jtb = input_translate_string(input_translate_event(event)); break; default: break; } } }