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itgmania212121/stepmania/src/InputMapper.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: InputMapper
Desc: See Header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
#include "InputMapper.h"
#include "IniFile.h"
#include "GameManager.h"
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#include "GameState.h"
#include "RageLog.h"
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#include "InputFilter.h"
#include "RageUtil.h"
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#include "PrefsManager.h"
#include "RageInput.h"
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#include "arch/arch.h"
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InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program
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#define KEYMAPS_PATH "Data/Keymaps.ini"
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InputMapper::InputMapper()
{
ReadMappingsFromDisk();
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}
InputMapper::~InputMapper()
{
SaveMappingsToDisk();
}
void InputMapper::ClearAllMappings()
{
for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
m_GItoDI[i][j][k].MakeInvalid();
}
void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
{
// Clear default mappings. Default mappings are in the third slot.
for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
{
for( int b=0; b<pGameDef->m_iButtonsPerController; b++ )
{
int key = pGameDef->m_iDefaultKeyboardKey[c][b];
if( key == -1 ) // "no key" marker"
continue;
DeviceInput DeviceI( DEVICE_KEYBOARD, key );
GameInput GameI( (GameController)c, (GameButton)b );
if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping
SetInputMap( DeviceI, GameI, 2 );
}
}
}
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struct AutoJoyMapping
{
Game game;
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const char *szDriverRegex; // reported by InputHandler
const char *szControllerName; // the product name of the controller
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struct {
int iSlotIndex; // -1 == end marker
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int deviceButton;
GameButton gb;
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/* If this is true, this is an auxilliary mapping assigned to the second
* player. If two of the same device are found, and the device has secondary
* entries, the later entries take precedence. This way, if a Pump pad is
* found, it'll map P1 to the primary pad and P2 to the secondary pad.
* (We can't tell if a slave pad is actually there.) Then, if a second primary
* is found (DEVICE_PUMP2), 2P will be mapped to it.
*
* This isn't well-tested; I only have one Pump pad. */
bool SecondController;
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} maps[32];
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};
const AutoJoyMapping g_AutoJoyMappings[] =
{
{
GAME_DANCE,
"GIC USB Joystick",
"Boom USB convertor (black/gray)",
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{
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{ 0, JOY_16, DANCE_BUTTON_LEFT, false },
{ 0, JOY_14, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_13, DANCE_BUTTON_UP, false },
{ 0, JOY_15, DANCE_BUTTON_DOWN, false },
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{-1, -1, -1, false }, // end marker
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}
},
{
GAME_DANCE,
"4 axis 16 button joystick",
"PC Magic Box",
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{
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{ 0, JOY_16, DANCE_BUTTON_LEFT, false },
{ 0, JOY_14, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_13, DANCE_BUTTON_UP, false },
{ 0, JOY_15, DANCE_BUTTON_DOWN, false },
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{-1, -1, -1, false }, // end marker
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}
},
{
GAME_DANCE,
"GamePad Pro USB ", // yes, there is a space at the end
"GamePad Pro USB",
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{
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{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_1, DANCE_BUTTON_LEFT, false },
{ 1, JOY_3, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_4, DANCE_BUTTON_UP, false },
{ 1, JOY_2, DANCE_BUTTON_DOWN, false },
{ 0, JOY_5, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_6, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_9, DANCE_BUTTON_BACK, false },
{ 0, JOY_10, DANCE_BUTTON_START, false },
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{-1, -1, -1, false }, // end marker
}
},
{
GAME_DANCE,
"SideWinder Game Pad USB version 1.0",
"SideWinder Game Pad USB",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_5, DANCE_BUTTON_UP, false },
{ 1, JOY_1, DANCE_BUTTON_DOWN, false },
{ 0, JOY_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_9, DANCE_BUTTON_BACK, false },
{ 0, JOY_10, DANCE_BUTTON_START, false },
{-1, -1, -1, false }, // end marker
}
},
{
GAME_DANCE,
"4 axis 12 button joystick with hat switch",
"Super Joy Box 5",
{
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{ 0, JOY_HAT_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_HAT_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_HAT_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_HAT_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_1, DANCE_BUTTON_UP, false },
{ 1, JOY_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_5, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_6, DANCE_BUTTON_UPRIGHT, false },
{ 1, JOY_7, DANCE_BUTTON_UPLEFT, false },
{ 1, JOY_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_10, DANCE_BUTTON_BACK, false },
{ 0, JOY_9, DANCE_BUTTON_START, false },
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{-1, -1, -1, false }, // end marker
}
},
{
GAME_DANCE,
"MP-8866 Dual USB Joypad",
"Super Dual Box",
{
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{ 0, JOY_HAT_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_HAT_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_HAT_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_HAT_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_1, DANCE_BUTTON_UP, false },
{ 1, JOY_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_5, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_6, DANCE_BUTTON_UPRIGHT, false },
{ 1, JOY_7, DANCE_BUTTON_UPLEFT, false },
{ 1, JOY_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_10, DANCE_BUTTON_BACK, false },
{ 0, JOY_9, DANCE_BUTTON_START, false },
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{-1, -1, -1, false }, // end marker
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}
},
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{
GAME_DANCE,
"NTPAD",
"NTPAD",
{
{ 0, JOY_13, DANCE_BUTTON_LEFT, false },
{ 0, JOY_15, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_16, DANCE_BUTTON_UP, false },
{ 0, JOY_14, DANCE_BUTTON_DOWN, false },
{ 1, JOY_1, DANCE_BUTTON_LEFT, false },
{ 1, JOY_3, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_4, DANCE_BUTTON_UP, false },
{ 1, JOY_2, DANCE_BUTTON_DOWN, false },
{ 0, JOY_5, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_6, DANCE_BUTTON_UPRIGHT, false },
{ 1, JOY_7, DANCE_BUTTON_UPLEFT, false },
{ 1, JOY_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_9, DANCE_BUTTON_BACK, false },
{ 0, JOY_10, DANCE_BUTTON_START, false },
{-1, -1, -1, false }, // end marker
}
},
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{
GAME_DANCE,
"Psx Gamepad",
"PSXPAD",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_2, DANCE_BUTTON_LEFT, false },
{ 1, JOY_1, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_4, DANCE_BUTTON_UP, false },
{ 1, JOY_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_5, DANCE_BUTTON_UPRIGHT, false },
{ 1, JOY_8, DANCE_BUTTON_UPLEFT, false },
{ 1, JOY_6, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_10, DANCE_BUTTON_BACK, false },
{ 0, JOY_9, DANCE_BUTTON_START, false },
{-1, -1, -1, false }, // end marker
}
},
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{
GAME_DANCE,
"XBOX Gamepad Plugin V0.01",
"X-Box gamepad",
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{
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{ 0, JOY_HAT_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_HAT_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_HAT_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_HAT_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_1, DANCE_BUTTON_DOWN, false }, // A
{ 1, JOY_2, DANCE_BUTTON_RIGHT, false }, // B
{ 1, JOY_3, DANCE_BUTTON_LEFT, false }, // X
{ 1, JOY_4, DANCE_BUTTON_UP, false }, // Y
{ 0, JOY_7, DANCE_BUTTON_UPLEFT, false }, // L shoulder
{ 0, JOY_8, DANCE_BUTTON_UPRIGHT, false }, // R shoulder
{ 0, JOY_9, DANCE_BUTTON_START, false },
{ 0, JOY_10, DANCE_BUTTON_BACK, false },
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{-1, -1, -1, false }, // end marker
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}
},
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{
GAME_DANCE,
"0b43:0003", // The EMS USB2 doesn't provide a model string, so Linux
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// just gives us the VendorID and ModelID in hex.
"EMS USB2",
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{
// Player 1.
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{ 0, JOY_13, DANCE_BUTTON_UP, false },
{ 0, JOY_16, DANCE_BUTTON_LEFT, false },
{ 0, JOY_14, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_15, DANCE_BUTTON_DOWN, false },
{ 0, JOY_3, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_2, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_10, DANCE_BUTTON_START, false },
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// Player 2.
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{ 0, JOY_29, DANCE_BUTTON_UP, true },
{ 0, JOY_30, DANCE_BUTTON_RIGHT, true },
{ 0, JOY_31, DANCE_BUTTON_DOWN, true },
{ 0, JOY_32, DANCE_BUTTON_LEFT, true },
{ 0, JOY_18, DANCE_BUTTON_UPRIGHT, true },
{ 0, JOY_19, DANCE_BUTTON_UPLEFT, true },
{ 0, JOY_26, DANCE_BUTTON_START, true },
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{-1, -1, -1, false }, // end marker
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}
},
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{
GAME_PUMP,
"Pump USB",
"Pump USB pad",
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{
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{ 0, PUMP_UL, PUMP_BUTTON_UPLEFT, false },
{ 0, PUMP_UR, PUMP_BUTTON_UPRIGHT, false },
{ 0, PUMP_MID, PUMP_BUTTON_CENTER, false },
{ 0, PUMP_DL, PUMP_BUTTON_DOWNLEFT, false },
{ 0, PUMP_DR, PUMP_BUTTON_DOWNRIGHT, false },
{ 0, PUMP_ESCAPE, PUMP_BUTTON_BACK, false },
{ 0, PUMP_2P_UL, PUMP_BUTTON_UPLEFT, true },
{ 0, PUMP_2P_UR, PUMP_BUTTON_UPRIGHT, true },
{ 0, PUMP_2P_MID, PUMP_BUTTON_CENTER, true },
{ 0, PUMP_2P_DL, PUMP_BUTTON_DOWNLEFT, true },
{ 0, PUMP_2P_DR, PUMP_BUTTON_DOWNRIGHT, true },
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{-1, -1, -1, false }, // end marker
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}
},
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};
void InputMapper::AutoMapJoysticksForCurrentGame()
{
vector<InputDevice> vDevices;
vector<CString> vDescriptions;
INPUTMAN->GetDevicesAndDescriptions(vDevices,vDescriptions);
int iNumJoysticksMapped = 0;
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for( unsigned i=0; i<vDevices.size(); i++ )
{
InputDevice device = vDevices[i];
CString sDescription = vDescriptions[i];
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for( unsigned j=0; j<ARRAYSIZE(g_AutoJoyMappings); j++ )
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{
const AutoJoyMapping& mapping = g_AutoJoyMappings[j];
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CString sDriverRegex = mapping.szDriverRegex;
Regex regex( sDriverRegex );
if( regex.Compare(sDescription) )
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{
//
// We have a mapping for this joystick
//
GameController gc = (GameController)iNumJoysticksMapped;
if( gc >= GAME_CONTROLLER_INVALID )
break; // stop mapping. We already mapped one device for each game controller.
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LOG->Info( "Applying default joystick mapping #%d for device '%s' (%s)",
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iNumJoysticksMapped+1, mapping.szDriverRegex, mapping.szControllerName );
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for( int k=0; mapping.maps[k].iSlotIndex != -1; k++ )
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{
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if( mapping.maps[k].SecondController )
{
gc = (GameController)(gc+1);
/* If that pushed it over, then it's a second controller for
* a joystick that's already a second controller, so we'll
* just ignore it. (This can happen if eg. two primary
* Pump pads are connected.) */
if( gc >= GAME_CONTROLLER_INVALID )
continue;
}
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DeviceInput di( device, mapping.maps[k].deviceButton );
GameInput gi( gc, mapping.maps[k].gb );
SetInputMap( di, gi, mapping.maps[k].iSlotIndex );
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}
iNumJoysticksMapped++;
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}
}
}
}
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void InputMapper::ReadMappingsFromDisk()
{
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ASSERT( GAMEMAN != NULL );
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ClearAllMappings();
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IniFile ini;
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ini.SetPath( KEYMAPS_PATH );
if( !ini.ReadFile() )
LOG->Trace( "Couldn't open mapping file \"%s\": %s.", KEYMAPS_PATH, ini.error.c_str() );
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const IniFile::key *Key = ini.GetKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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if( Key )
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{
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for( IniFile::key::const_iterator i = Key->begin();
i != Key->end(); ++i )
{
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CString name = i->first;
CString value = i->second;
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GameInput GameI;
GameI.fromString( name );
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CStringArray sDeviceInputStrings;
split( value, ",", sDeviceInputStrings, false );
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for( unsigned i=0; i<sDeviceInputStrings.size() && i<unsigned(NUM_GAME_TO_DEVICE_SLOTS); i++ )
{
DeviceInput DeviceI;
DeviceI.fromString( sDeviceInputStrings[i] );
if( DeviceI.IsValid() )
SetInputMap( DeviceI, GameI, i );
}
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}
}
AddDefaultMappingsForCurrentGameIfUnmapped();
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}
void InputMapper::SaveMappingsToDisk()
{
IniFile ini;
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ini.SetPath( KEYMAPS_PATH );
ini.ReadFile();
// erase the key so that we overwrite everything for this game
ini.DeleteKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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// iterate over our input map and write all mappings to the ini file
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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{
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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{
CString sNameString, sValueString;
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GameInput GameI( (GameController)i, (GameButton)j );
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sNameString = GameI.toString();
sValueString = ssprintf( "%s,%s,%s",
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m_GItoDI[i][j][0].toString().c_str(), m_GItoDI[i][j][1].toString().c_str(), m_GItoDI[i][j][2].toString().c_str() );
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ini.SetValue( GAMESTATE->GetCurrentGameDef()->m_szName, sNameString, sValueString );
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}
}
ini.WriteFile();
}
void InputMapper::SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIndex )
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{
// remove the old input
ClearFromInputMap( DeviceI );
ClearFromInputMap( GameI, iSlotIndex );
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m_GItoDI[GameI.controller][GameI.button][iSlotIndex] = DeviceI;
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UpdateTempDItoGI();
}
void InputMapper::ClearFromInputMap( DeviceInput DeviceI )
{
// search for where this DeviceI maps to
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for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
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{
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
if( m_GItoDI[p][b][s] == DeviceI )
m_GItoDI[p][b][s].MakeInvalid();
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}
}
}
UpdateTempDItoGI();
}
void InputMapper::ClearFromInputMap( GameInput GameI, int iSlotIndex )
{
if( !GameI.IsValid() )
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return;
m_GItoDI[GameI.controller][GameI.button][iSlotIndex].MakeInvalid();
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UpdateTempDItoGI();
}
bool InputMapper::IsMapped( DeviceInput DeviceI )
{
return m_tempDItoGI[DeviceI.device][DeviceI.button].IsValid();
}
bool InputMapper::IsMapped( GameInput GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
if( m_GItoDI[GameI.controller][GameI.button][i].IsValid() )
return true;
return false;
}
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void InputMapper::UpdateTempDItoGI()
{
// clear out m_tempDItoGI
for( int d=0; d<NUM_INPUT_DEVICES; d++ )
{
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for( int b=0; b<NUM_DEVICE_BUTTONS[d]; b++ )
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{
m_tempDItoGI[d][b].MakeInvalid();
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}
}
// repopulate m_tempDItoGI
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for( int n=0; n<MAX_GAME_CONTROLLERS; n++ )
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{
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for( int b=0; b<MAX_GAME_BUTTONS; b++ )
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{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
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GameInput GameI( (GameController)n, (GameButton)b );
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DeviceInput DeviceI = m_GItoDI[n][b][s];
if( DeviceI.IsValid() )
m_tempDItoGI[DeviceI.device][DeviceI.button] = GameI;
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}
}
}
}
bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
{
GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
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return GameI.controller != GAME_CONTROLLER_INVALID;
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}
bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
{
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DeviceI = m_GItoDI[GameI.controller][GameI.button][iSoltNum];
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return DeviceI.device != DEVICE_NONE;
}
void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
{
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if( GAMESTATE->m_CurStyle == STYLE_INVALID )
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{
StyleI.MakeInvalid();
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return;
}
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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StyleI = pStyleDef->GameInputToStyleInput( GameI );
}
void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
{
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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MenuI = pGameDef->GameInputToMenuInput( GameI );
}
void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
{
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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GameI = pStyleDef->StyleInputToGameInput( StyleI );
}
void InputMapper::MenuToGame( MenuInput MenuI, GameInput GameIout[4] )
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{
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
pGameDef->MenuInputToGameInput( MenuI, GameIout );
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}
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bool InputMapper::IsButtonDown( GameInput GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
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if( INPUTFILTER->IsBeingPressed( DeviceI ) )
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return true;
}
return false;
}
bool InputMapper::IsButtonDown( MenuInput MenuI )
{
GameInput GameI[4];
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MenuToGame( MenuI, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() && IsButtonDown(GameI[i]) )
return true;
return false;
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}
bool InputMapper::IsButtonDown( StyleInput StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return IsButtonDown( GameI );
}
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float InputMapper::GetSecsHeld( GameInput GameI )
{
float fMaxSecsHeld = 0;
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
}
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( MenuInput MenuI )
{
float fMaxSecsHeld = 0;
GameInput GameI[4];
MenuToGame( MenuI, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() )
fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( StyleInput StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return GetSecsHeld( GameI );
}
void InputMapper::ResetKeyRepeat( GameInput GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
INPUTFILTER->ResetKeyRepeat( DeviceI );
}
}
void InputMapper::ResetKeyRepeat( MenuInput MenuI )
{
GameInput GameI[4];
MenuToGame( MenuI, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() )
ResetKeyRepeat( GameI[i] );
}
void InputMapper::ResetKeyRepeat( StyleInput StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
ResetKeyRepeat( GameI );
}