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Use the SDL gamepad API to add full gamepad support. Adds rumble for supported gamepads and changes the FF in-game options to take immediate effect instead of requiring a restart. Additionally this makes changes to allow gamepad triggers to be used as both an axis and a button. This support is specific to gamepads since we can explicitly identify the trigger with the API and act on it accordingly. FSO control config doesn't currently support such an action directly however so we have to hack it in just a bit. Due to this the control binding will show the trigger axis name bound to a button control only while a gamepad is connected, otherwise it shows a button name associated with the trigger.
39 lines
965 B
C
39 lines
965 B
C
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef __JOY_FF_H__
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#define __JOY_FF_H__
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#include "globalincs/pstypes.h"
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bool joy_ff_init();
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void joy_ff_shutdown();
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bool joy_ff_reinit();
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bool joy_ff_hit_effect_enabled();
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void joy_ff_stop_effects();
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void joy_ff_mission_init(vec3d v);
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void joy_reacquire_ff();
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void joy_unacquire_ff();
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void joy_ff_play_vector_effect(vec3d *v, float scaler);
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void joy_ff_play_dir_effect(float x, float y);
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void joy_ff_play_primary_shoot(int gain);
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void joy_ff_play_secondary_shoot(int gain);
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void joy_ff_adjust_handling(int speed);
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void joy_ff_docked();
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void joy_ff_play_reload_effect();
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void joy_ff_afterburn_on();
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void joy_ff_afterburn_off();
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void joy_ff_explode();
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void joy_ff_fly_by(int mag);
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void joy_ff_deathroll();
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#endif
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