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itgmania212121/stepmania/src/InputQueue.cpp
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#include "global.h"
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#include "InputQueue.h"
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#include "RageTimer.h"
#include "InputEventPlus.h"
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InputQueue* INPUTQUEUE = NULL; // global and accessable from anywhere in our program
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InputQueue::InputQueue()
{
FOREACH_GameController ( gc )
m_aQueue[gc].resize( MAX_INPUT_QUEUE_LENGTH );
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}
void InputQueue::RememberInput( const InputEventPlus &iep )
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{
int c = iep.GameI.controller;
if( m_aQueue[c].size() >= MAX_INPUT_QUEUE_LENGTH ) // full
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m_aQueue[c].erase( m_aQueue[c].begin(), m_aQueue[c].begin() + (m_aQueue[c].size()-MAX_INPUT_QUEUE_LENGTH+1) );
m_aQueue[c].push_back( iep );
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}
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bool InputQueue::MatchesSequence( GameController c, const GameButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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{
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if( c == GameController_Invalid )
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return false;
if( fMaxSecondsBack == -1 )
fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
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RageTimer OldestTimeAllowed;
OldestTimeAllowed += -fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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{
const InputEventPlus &iep = m_aQueue[c][queue_index];
if( iep.GameI.button != button_sequence[sequence_index] ||
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iep.DeviceI.ts < OldestTimeAllowed )
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{
return false;
}
if( sequence_index == 0 ) // we matched the whole pattern
{
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m_aQueue[c].clear(); // empty the queue so we don't match on it again
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return true;
}
sequence_index--;
}
return false;
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}
bool InputQueue::WasPressedRecently( GameController c, const GameButton button, const RageTimer &OldestTimeAllowed, InputEventPlus *pIEP )
{
for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
{
const InputEventPlus &iep = m_aQueue[c][queue_index];
if( iep.DeviceI.ts < OldestTimeAllowed ) // buttons are too old. Stop searching because we're not going to find a match
return false;
if( iep.GameI.button != button )
continue;
if( pIEP != NULL )
*pIEP = iep;
return true;
}
return false; // didn't find the button
}
bool InputQueue::AllWerePressedRecently( GameController c, const GameButton* buttons, int iNumButtons, float fMaxSecondsBack )
{
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RageTimer OldestTimeAllowed;
OldestTimeAllowed += -fMaxSecondsBack;
for( int b=0; b<iNumButtons; b++ )
{
if( !WasPressedRecently(c, buttons[b], OldestTimeAllowed) )
return false; // didn't find the button
}
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ClearQueue( c ); // empty the queue so we don't match on it again
return true;
}
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void InputQueue::ClearQueue( GameController c )
{
m_aQueue[c].clear();
}
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/*
* (c) 2001-2003 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.
*/