RetroArch/apple/common/apple_input.h
twinaphex a96e813fe1 (Apple) Big merge - merge ios_ui_refactor by hand - note to meancoot -
don't let a branch get out of date for this long - merging it by
hand was not pretty
2013-11-22 15:30:02 +01:00

79 lines
2.5 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2013 - Jason Fetters
*
* 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 __APPLE_RARCH_INPUT_H__
#define __APPLE_RARCH_INPUT_H__
#include "general.h"
// Input responder
#define MAX_TOUCHES 16
#define MAX_KEYS 256
typedef struct
{
int16_t screen_x, screen_y;
int16_t fixed_x, fixed_y;
int16_t full_x, full_y;
} apple_touch_data_t;
typedef struct
{
apple_touch_data_t touches[MAX_TOUCHES];
uint32_t touch_count;
uint32_t mouse_buttons;
int16_t mouse_delta[2];
uint32_t keys[MAX_KEYS];
uint32_t pad_buttons[MAX_PLAYERS];
int16_t pad_axis[MAX_PLAYERS][4];
} apple_input_data_t;
struct apple_pad_connection;
struct apple_pad_interface
{
void* (*connect)(struct apple_pad_connection* connection, uint32_t slot);
void (*disconnect)(void* device);
void (*packet_handler)(void* device, uint8_t *packet, uint16_t size);
void (*set_rumble)(void* device, enum retro_rumble_effect effect, uint16_t strength);
};
// Joypad data
int32_t apple_joypad_connect(const char* name, struct apple_pad_connection* connection);
void apple_joypad_disconnect(uint32_t slot);
void apple_joypad_packet(uint32_t slot, uint8_t* data, uint32_t length);
// This is implemented in the platform specific portions of the input code
void apple_joypad_send_hid_control(struct apple_pad_connection* connection, uint8_t* data, size_t size);
// Input data for the main thread and the game thread
extern apple_input_data_t g_current_input_data;
extern apple_input_data_t g_polled_input_data;
// Main thread only
void apple_input_enable_icade(bool on);
uint32_t apple_input_get_icade_buttons(void);
void apple_input_reset_icade_buttons(void);
void apple_input_handle_key_event(unsigned keycode, bool down);
extern int32_t apple_input_find_any_key(void);
extern int32_t apple_input_find_any_button(uint32_t port);
extern int32_t apple_input_find_any_axis(uint32_t port);
#endif