5d05b9d3e9
This ports id Software's Quake to run on the SDL plugin runtime. The source code originated from id under the GPLv2 license. I used https://github.com/ahefner/sdlquake as the base of my port. Performance is, unsurprisingly, not on par with what you're probably used to on PC. I average about 10FPS on ipod6g, but it's still playable. Sound works well enough, but in-game music is not supported. I've written ARM assembly routines for the inner sound loop. Make sure you turn the "brightness" all the way down, or colors will look funky. To run, extract Quake's data files to /.rockbox/quake. Have fun! Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
134 lines
3 KiB
C
134 lines
3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//
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// these are the key numbers that should be passed to Key_Event
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//
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#define K_TAB 9
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#define K_ENTER 13
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#define K_ESCAPE 27
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#define K_SPACE 32
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// normal keys should be passed as lowercased ascii
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#define K_BACKSPACE 127
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#define K_UPARROW 128
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#define K_DOWNARROW 129
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#define K_LEFTARROW 130
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#define K_RIGHTARROW 131
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#define K_ALT 132
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#define K_CTRL 133
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#define K_SHIFT 134
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#define K_F1 135
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#define K_F2 136
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#define K_F3 137
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#define K_F4 138
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#define K_F5 139
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#define K_F6 140
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#define K_F7 141
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#define K_F8 142
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#define K_F9 143
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#define K_F10 144
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#define K_F11 145
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#define K_F12 146
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#define K_INS 147
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#define K_DEL 148
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#define K_PGDN 149
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#define K_PGUP 150
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#define K_HOME 151
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#define K_END 152
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#define K_PAUSE 255
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//
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// mouse buttons generate virtual keys
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//
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#define K_MOUSE1 200
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#define K_MOUSE2 201
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#define K_MOUSE3 202
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//
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// joystick buttons
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//
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#define K_JOY1 203
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#define K_JOY2 204
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#define K_JOY3 205
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#define K_JOY4 206
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//
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// aux keys are for multi-buttoned joysticks to generate so they can use
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// the normal binding process
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//
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#define K_AUX1 207
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#define K_AUX2 208
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#define K_AUX3 209
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#define K_AUX4 210
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#define K_AUX5 211
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#define K_AUX6 212
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#define K_AUX7 213
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#define K_AUX8 214
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#define K_AUX9 215
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#define K_AUX10 216
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#define K_AUX11 217
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#define K_AUX12 218
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#define K_AUX13 219
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#define K_AUX14 220
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#define K_AUX15 221
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#define K_AUX16 222
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#define K_AUX17 223
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#define K_AUX18 224
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#define K_AUX19 225
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#define K_AUX20 226
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#define K_AUX21 227
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#define K_AUX22 228
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#define K_AUX23 229
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#define K_AUX24 230
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#define K_AUX25 231
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#define K_AUX26 232
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#define K_AUX27 233
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#define K_AUX28 234
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#define K_AUX29 235
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#define K_AUX30 236
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#define K_AUX31 237
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#define K_AUX32 238
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// JACK: Intellimouse(c) Mouse Wheel Support
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#define K_MWHEELUP 239
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#define K_MWHEELDOWN 240
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typedef int keydest_t;
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enum {key_game, key_console, key_message, key_menu};
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extern keydest_t key_dest;
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extern char *keybindings[256];
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extern int key_repeats[256];
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extern int key_count; // incremented every key event
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extern int key_lastpress;
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void Key_Event (int key, qboolean down);
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void Key_Init (void);
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void Key_WriteBindings (FILE *f);
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void Key_SetBinding (int keynum, char *binding);
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void Key_ClearStates (void);
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