Add keyboard mappings to N64 controller

These should be accurate to the original PC game
The plan is to make these rebindable
This commit is contained in:
Hannes Mann 2016-06-13 17:06:13 +02:00
parent 8187541233
commit fd9f68e4f8
3 changed files with 59 additions and 3 deletions

View file

@ -22,7 +22,7 @@ namespace openrayman
a = (1 << 6),
b = (1 << 7),
// The triggers.
// The triggers. Used for targeting and info
l = (1 << 8),
r = (1 << 9),
z = (1 << 10),

View file

@ -21,8 +21,63 @@ namespace openrayman
const input_state& standalone_input_provider::poll()
{
m_input.stick_x = m_input.stick_y = m_input.buttons = m_input.commands = 0;
if(glfwGetKey(m_window, GLFW_KEY_F11) == GLFW_PRESS)
m_input.commands |= input_command::toggle_fullscreen;
poll_keyboard();
return m_input;
}
void standalone_input_provider::poll_keyboard()
{
// Keyboard
// This is not 100% accurate to the original PC version because
// the N64 version is not the same as the PC version
// TODO: rebindable keyboard controls
// and controller...
// Control stick
// This simulates a slower walk done by the control stick
// Used in some areas to avoid pirates
// TODO: Is half (64) accurate?!?!
int walk_strength = glfwGetKey(m_window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS ? 64 : 127;
if(glfwGetKey(m_window, GLFW_KEY_LEFT) == GLFW_PRESS)
m_input.stick_x -= walk_strength;
if(glfwGetKey(m_window, GLFW_KEY_RIGHT) == GLFW_PRESS)
m_input.stick_x += walk_strength;
if(glfwGetKey(m_window, GLFW_KEY_UP) == GLFW_PRESS)
m_input.stick_y -= walk_strength;
if(glfwGetKey(m_window, GLFW_KEY_DOWN) == GLFW_PRESS)
m_input.stick_y += walk_strength;
// Front buttons
if(glfwGetKey(m_window, GLFW_KEY_SPACE) == GLFW_PRESS)
m_input.buttons |= input_button::a;
if(glfwGetKey(m_window, GLFW_KEY_A) == GLFW_PRESS)
m_input.buttons |= input_button::b;
// Triggers
if(glfwGetKey(m_window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS)
m_input.buttons |= input_button::z;
if(glfwGetKey(m_window, GLFW_KEY_F1) == GLFW_PRESS)
m_input.buttons |= input_button::l;
if(glfwGetKey(m_window, GLFW_KEY_J) == GLFW_PRESS)
m_input.buttons |= input_button::r;
// Start button
if(glfwGetKey(m_window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
m_input.buttons |= input_button::start;
// C buttons
if(glfwGetKey(m_window, GLFW_KEY_Q) == GLFW_PRESS)
m_input.commands |= input_button::cbtn_left;
if(glfwGetKey(m_window, GLFW_KEY_W) == GLFW_PRESS)
m_input.commands |= input_button::cbtn_right;
if(glfwGetKey(m_window, GLFW_KEY_O) == GLFW_PRESS)
m_input.commands |= input_button::cbtn_up;
if(glfwGetKey(m_window, GLFW_KEY_END) == GLFW_PRESS)
m_input.commands |= input_button::cbtn_down;
// Commands
if(glfwGetKey(m_window, GLFW_KEY_F11) == GLFW_PRESS)
m_input.commands |= input_command::toggle_fullscreen;
}
}

View file

@ -19,6 +19,7 @@ public:
const std::string get_description() const override;
const input_state& poll() override;
private:
void poll_keyboard();
input_state m_input;
GLFWwindow* m_window;
};