RetroArch/menu/menu_input.h
2019-02-22 19:13:36 -05:00

106 lines
2.9 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
* Copyright (C) 2016-2019 - Brad Parker
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _MENU_INPUT_H
#define _MENU_INPUT_H
#include <stdint.h>
#include <compat/strl.h>
#include <retro_common_api.h>
#include <libretro.h>
#include "menu_defines.h"
#include "../input/input_types.h"
RETRO_BEGIN_DECLS
typedef struct menu_input
{
struct
{
unsigned ptr;
} mouse;
struct
{
bool back;
bool pressed[2];
int16_t x;
int16_t y;
int16_t dx;
int16_t dy;
unsigned ptr;
unsigned counter;
float accel;
} pointer;
} menu_input_t;
typedef struct menu_input_ctx_hitbox
{
int32_t x1;
int32_t x2;
int32_t y1;
int32_t y2;
} menu_input_ctx_hitbox_t;
/*
* This function gets called in order to process all input events
* for the current frame.
*
* Sends input code to menu for one frame.
*
* It uses as input the local variables' input' and 'trigger_input'.
*
* Mouse and touch input events get processed inside this function.
*
* NOTE: 'input' and 'trigger_input' is sourced from the keyboard and/or
* the gamepad. It does not contain input state derived from the mouse
* and/or touch - this gets dealt with separately within this function.
*
* TODO/FIXME - maybe needs to be overhauled so we can send multiple
* events per frame if we want to, and we shouldn't send the
* entire button state either but do a separate event per button
* state.
*/
unsigned menu_event(input_bits_t *p_input, input_bits_t *p_trigger_state);
/* Set a specific keyboard key.
*
* 'down' sets the latch (true would
* mean the key is being pressed down, while 'false' would mean that
* the key has been released).
**/
void menu_event_kb_set(bool down, enum retro_key key);
/* Check if a specific keyboard key has been pressed. */
unsigned char menu_event_kb_is_set(enum retro_key key);
void menu_input_post_iterate(int *ret, unsigned action);
int16_t menu_input_pointer_state(enum menu_input_pointer_state state);
int16_t menu_input_mouse_state(enum menu_input_mouse_state state);
bool menu_input_mouse_check_vector_inside_hitbox(menu_input_ctx_hitbox_t *hitbox);
bool menu_input_ctl(enum menu_input_ctl_state state, void *data);
RETRO_END_DECLS
#endif