/* input.h * * Receives input from the user. * * (c) 2006, Joseph Curtis */ #include "x86.h" #ifndef x86 #include #endif #ifdef x86 #define PSP_CTRL_SELECT SDLK_p #define PSP_CTRL_START SDLK_RETURN #define PSP_CTRL_UP SDLK_UP #define PSP_CTRL_RIGHT SDLK_RIGHT #define PSP_CTRL_DOWN SDLK_DOWN #define PSP_CTRL_LEFT SDLK_LEFT #define PSP_CTRL_LTRIGGER SDLK_PAGEUP #define PSP_CTRL_RTRIGGER SDLK_PAGEDOWN #define PSP_CTRL_TRIANGLE SDLK_c #define PSP_CTRL_CIRCLE SDLK_x #define PSP_CTRL_CROSS SDLK_z #define PSP_CTRL_SQUARE SDLK_v #endif /** * The input loop. Sureley a better way to do it? Callbacks people! * I guess this will do for this situation because it is a turn-based * game. * * Needs to handle may keystrokes in quick succession as one. */ int input_loop(); #ifdef x86 /** * For when SDL is being used. */ int sdl_input_loop(); #endif /** * Left trigger activated. */ void ctrl_ltrigger(); /** * Right trigger activated. */ void ctrl_rtrigger(); /** * Called when analogue stick is activated. */ void ctrl_analogue(int x, int y); void ctrl_left(); void ctrl_right(); void ctrl_up(); void ctrl_down(); void ctrl_cross(); void ctrl_circle(); void ctrl_triangle(); void ctrl_square(); void ctrl_start(); void ctrl_select(); /* Hmmmmm, not too software engineeringy */ void main_menu(); /** * Wait until the X button is pushed, then return; */ void wait_on_x(); /** * Wait until the button is pressed, then return */ void wait_on_button(int button); /** * Wait until some button is pushed and the return it. */ int wait_on_input();