Move logic away from platform dependend code
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@@ -52,7 +52,29 @@ void move_mouse(input_t &input, int deltaX, int deltaY);
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void button_mouse(input_t &input, int button, bool release);
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void scroll(input_t &input, int distance);
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void keyboard(input_t &input, uint16_t modcode, bool release);
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void gamepad(input_t &input, const gamepad_state_t &gamepad_state);
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namespace gp {
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void dpad_y(input_t &input, int button_state); // up pressed == -1, down pressed == 1, else 0
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void dpad_x(input_t &input, int button_state); // left pressed == -1, right pressed == 1, else 0
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void start(input_t &input, int button_down);
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void back(input_t &input, int button_down);
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void left_stick(input_t &input, int button_down);
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void right_stick(input_t &input, int button_down);
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void left_button(input_t &input, int button_down);
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void right_button(input_t &input, int button_down);
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void home(input_t &input, int button_down);
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void a(input_t &input, int button_down);
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void b(input_t &input, int button_down);
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void x(input_t &input, int button_down);
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void y(input_t &input, int button_down);
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void left_trigger(input_t &input, std::uint8_t abs_z);
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void right_trigger(input_t &input, std::uint8_t abs_z);
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void left_stick_x(input_t &input, std::int16_t x);
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void left_stick_y(input_t &input, std::int16_t y);
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void right_stick_x(input_t &input, std::int16_t x);
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void right_stick_y(input_t &input, std::int16_t y);
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void sync(input_t &input);
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}
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}
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#endif //SUNSHINE_COMMON_H
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