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itgmania212121/stepmania/src/ControllerStateDisplay.cpp
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#include "global.h"
#include "ControllerStateDisplay.h"
#include "EnumHelper.h"
#include "RageUtil.h"
#include "RageInputDevice.h"
#include "ThemeManager.h"
#include "InputMapper.h"
#include "InputFilter.h"
#include "RageLog.h"
#include "LuaBinding.h"
static const char *ControllerStateButtonNames[] = {
"Up",
"Down",
"Left",
"Right",
};
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XToString2( ControllerStateButton );
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static const DeviceButton ControllerStateButtonToDeviceButton[] = {
JOY_UP,
JOY_DOWN,
JOY_LEFT,
JOY_RIGHT,
};
// TODO: Generalize for all game types
static const GameButton ControllerStateButtonToGameButton[] = {
DANCE_BUTTON_UP,
DANCE_BUTTON_DOWN,
DANCE_BUTTON_LEFT,
DANCE_BUTTON_RIGHT,
};
REGISTER_ACTOR_CLASS( ControllerStateDisplay )
ControllerStateDisplay::ControllerStateDisplay()
{
m_bIsLoaded = false;
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m_mp = MultiPlayer_Invalid;
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}
void ControllerStateDisplay::LoadMultiPlayer( MultiPlayer mp )
{
LoadInternal( mp, GAME_CONTROLLER_1 );
}
void ControllerStateDisplay::LoadGameController( GameController gc )
{
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LoadInternal( MultiPlayer_Invalid, gc );
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}
void ControllerStateDisplay::LoadInternal( MultiPlayer mp, GameController gc )
{
ASSERT( !m_bIsLoaded );
m_bIsLoaded = true;
m_sprFrame.Load( THEME->GetPathG("ControllerStateDisplay", "frame") );
this->AddChild( m_sprFrame );
m_mp = mp;
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FOREACH_ENUM( ControllerStateButton, b )
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{
Button &button = m_Buttons[ b ];
RString sPath = THEME->GetPathG( "ControllerStateDisplay", ControllerStateButtonToString(b) );
button.spr.Load( sPath );
this->AddChild( m_Buttons[b].spr );
button.gi = GameInput( gc, ControllerStateButtonToGameButton[b] );
}
}
void ControllerStateDisplay::Update( float fDelta )
{
ActorFrame::Update( fDelta );
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FOREACH_ENUM( ControllerStateButton, b )
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{
Button &button = m_Buttons[ b ];
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bool bVisible = INPUTMAPPER->IsBeingPressed( button.gi, m_mp );
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button.spr->SetVisible( bVisible );
}
}
// lua start
class LunaControllerStateDisplay: public Luna<ControllerStateDisplay>
{
public:
static int LoadGameController( T* p, lua_State *L ) { p->LoadGameController( (GameController)IArg(1) ); return 0; }
static int LoadMultiPlayer( T* p, lua_State *L ) { p->LoadMultiPlayer( (MultiPlayer)IArg(1) ); return 0; }
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LunaControllerStateDisplay()
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{
ADD_METHOD( LoadGameController );
ADD_METHOD( LoadMultiPlayer );
}
};
LUA_REGISTER_DERIVED_CLASS( ControllerStateDisplay, Actor )
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/