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itgmania212121/stepmania/src/InputQueue.h
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#pragma once
/*
-----------------------------------------------------------------------------
Class: InputQueue
Desc: Stores a list of the most recently pressed MenuInputs for each player.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "MenuInput.h"
#include "GameConstantsAndTypes.h"
const int MAX_INPUT_QUEUE_LENGTH = 8;
class InputQueue
{
public:
InputQueue()
{
for( int p=0; p<NUM_PLAYERS; p++ )
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m_aQueue[p].SetSize( MAX_INPUT_QUEUE_LENGTH );
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}
void HandleInput( const PlayerNumber p, const MenuButton b )
{
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if( m_aQueue[p].GetSize() >= MAX_INPUT_QUEUE_LENGTH ) // full
m_aQueue[p].RemoveAt( 0, m_aQueue[p].GetSize()-MAX_INPUT_QUEUE_LENGTH+1 );
m_aQueue[p].Add( MenuButtonAndTime(b,TIMER->GetTimeSinceStart()) );
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};
bool MatchesPattern( const PlayerNumber p, const MenuButton* button_sequence, const int iNumButtons, float fMaxSecondsBack = -1 )
{
if( fMaxSecondsBack == -1 )
fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
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float fOldestTimeAllowed = TIMER->GetTimeSinceStart() - fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
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for( int queue_index=m_aQueue[p].GetSize()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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{
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MenuButtonAndTime BandT = m_aQueue[p][queue_index];
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if( BandT.button != button_sequence[sequence_index] ||
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BandT.fTime < fOldestTimeAllowed )
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{
return false;
}
if( sequence_index == 0 ) // we matched the whole pattern
{
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m_aQueue[p].RemoveAll(); // empty the queue so we don't match on it again
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return true;
}
sequence_index--;
}
return false;
}
protected:
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struct MenuButtonAndTime
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{
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MenuButtonAndTime() {}
MenuButtonAndTime( MenuButton b, float t ) { button = b; fTime = t; };
MenuButton button;
float fTime;
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};
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CArray<MenuButtonAndTime,MenuButtonAndTime> m_aQueue[NUM_PLAYERS];
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};
extern InputQueue* INPUTQUEUE; // global and accessable from anywhere in our program