lib sdl = <alpha/sdlplugin.ssz>;
type k_t = |sdl.SDLKey;
/%&Keys in;
in.new[0].set(
-1,
(int)k_t::UP,
(int)k_t::DOWN,
(int)k_t::LEFT,
(int)k_t::RIGHT,
(int)k_t::z,
(int)k_t::x,
(int)k_t::c,
(int)k_t::a,
(int)k_t::s,
(int)k_t::d,
(int)k_t::RETURN);
in.new[1].set(
-1,
(int)k_t::t,
(int)k_t::g,
(int)k_t::f,
(int)k_t::h,
(int)k_t::j,
(int)k_t::k,
(int)k_t::l,
(int)k_t::i,
(int)k_t::o,
(int)k_t::p,
(int)k_t::q);
in.new[2].set(
0, -7, -8, -5, -6, 0, 1, 4, 2, 3, 5, 7);
in.new[3].set(
1, -7, -8, -5, -6, 0, 1, 4, 2, 3, 5, 7);
with this one that supports multiple characters input:lib sdl = <alpha/sdlplugin.ssz>;
type k_t = |sdl.SDLKey;
/%&Keys in;
loop{
int n = 0;
bool p1Gamepad = false;
bool p2Gamepad = false;
int numSimul = 4;
while;
do:
branch{
cond (n % 2 == 0):
branch{
cond p1Gamepad == false:
in.new[n].set(
-1,
(int)k_t::UP,
(int)k_t::DOWN,
(int)k_t::LEFT,
(int)k_t::RIGHT,
(int)k_t::z,
(int)k_t::x,
(int)k_t::c,
(int)k_t::a,
(int)k_t::s,
(int)k_t::d,
(int)k_t::RETURN);
else:
in.new[n].set(0, -7, -8, -5, -6, 0, 1, 4, 2, 3, 5, 7);
}
n++;
else:
branch{
cond p2Gamepad == false:
in.new[n].set(
-1,
(int)k_t::t,
(int)k_t::g,
(int)k_t::f,
(int)k_t::h,
(int)k_t::j,
(int)k_t::k,
(int)k_t::l,
(int)k_t::i,
(int)k_t::o,
(int)k_t::p,
(int)k_t::q);
else:
in.new[n].set(1, -7, -8, -5, -6, 0, 1, 4, 2, 3, 5, 7);
}
n++;
}
while n <= (numSimul * 2 - 1):
}
Keep in mind that until update is released this code won't be compatible with current Options screen input settings, so if you need to change controls do it manually.