work in progress ScreenMapControllers2 because I'm sick of working on it
This commit is contained in:
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#include "global.h"
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#include "ScreenMapControllers2.h"
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#include "ScreenManager.h"
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#include "RageLog.h"
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#include "GameState.h"
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#include "RageInput.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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#include "ScreenDimensions.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#include "Foreach.h"
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#include "LuaBinding.h"
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static const float g_fSecondsToWaitForInput = 0.05f;
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static const char *MapControlsStateNames[] = {
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"SelectingButton",
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"EditingMappings"
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};
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XToString( MapControlsState );
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LuaXType( MapControlsState );
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REGISTER_SCREEN_CLASS( ScreenMapControllers2 );
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ScreenMapControllers2::ScreenMapControllers2()
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{
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this->SubscribeToMessage( Message_AutoJoyMappingApplied );
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m_MapControlsState = MCS_Button;
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m_EditingButton = GAME_BUTTON_MENULEFT;
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ZERO( m_iMappingChoice );
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ZERO( m_iNumMappingRows );
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}
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static LocalizedString ADD_MAPPING( "ScreenMapControllers2", "Add Mapping" );
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void ScreenMapControllers2::Init()
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{
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ScreenWithMenuElements::Init();
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// load sounds
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m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
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m_soundDelete.Load( THEME->GetPathS(m_sName,"delete"), true );
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// set devices text
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m_textDevices.LoadFromFont( THEME->GetPathF(m_sName,"devices") );
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m_textDevices.SetName( "Devices" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_textDevices );
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this->AddChild( &m_textDevices );
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// button input scroller
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WRAP_INPUT_SCROLLER.Load( m_sName, "WrapInputScroller" );
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LOOP_INPUT_SCROLLER.Load( m_sName, "LoopInputScroller" );
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INPUT_SCROLLER_SECONDS_PER_ITEM.Load( m_sName, "InputScrollerSecondsPerItem" );
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INPUT_SCROLLER_NUM_ITEMS_TO_DRAW.Load( m_sName, "InputScrollerNumItemsToDraw" );
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INPUT_SCROLLER_TRANSFORM.Load( m_sName, "InputScrollerTransform" );
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INPUT_SCROLLER_SUBDIVISIONS.Load( m_sName, "InputScrollerSubdivisions" );
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// map all buttons for this game. (todo: re-add BUTTONS_TO_MAP support?)
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FOREACH_GameButtonInScheme( INPUTMAPPER->GetInputScheme(), gb )
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{
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KeyToMap k;
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k.m_GameButton = gb;
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m_KeysToMap.push_back( k );
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}
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// input button names
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int iRow = 0;
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for( unsigned b=0; b<m_KeysToMap.size(); b++ )
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{
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KeyToMap *pKey = &m_KeysToMap[b];
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{
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BitmapText *pName = new BitmapText;
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pName->SetName( "ButtonName" );
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pName->LoadFromFont( THEME->GetPathF(m_sName,"ButtonName") );
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RString sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), pKey->m_GameButton );
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pName->SetText( sText );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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pName->PlayCommand( b == (unsigned)m_iInputChoice ? "GainFocus" : "LoseFocus" );
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m_InputLine[iRow].AddChild( pName );
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}
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m_InputLine[iRow].DeleteChildrenWhenDone();
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m_InputLine[iRow].SetName( "InputLine" );
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ActorUtil::LoadAllCommands( m_InputLine[iRow], m_sName );
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m_InputScroller.AddChild( &m_InputLine[iRow] );
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iRow++;
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}
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m_InputScroller.SetName( "InputScroller" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_InputScroller );
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m_InputScroller.SetLoop( LOOP_INPUT_SCROLLER );
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m_InputScroller.SetNumItemsToDraw( INPUT_SCROLLER_NUM_ITEMS_TO_DRAW );
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m_InputScroller.Load2();
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m_InputScroller.SetTransformFromReference( INPUT_SCROLLER_TRANSFORM );
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m_InputScroller.SetSecondsPerItem( INPUT_SCROLLER_SECONDS_PER_ITEM );
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m_InputScroller.SetNumSubdivisions( INPUT_SCROLLER_SUBDIVISIONS );
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this->AddChild( &m_InputScroller );
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// set player scrollers:
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vector<PlayerNumber> vpns;
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FOREACH_PlayerNumber( p )
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vpns.push_back( p );
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// per-player mappings
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WRAP_MAPPING_SCROLLER.Load( m_sName, "WrapMappingScroller" );
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LOOP_MAPPING_SCROLLER.Load( m_sName, "LoopMappingScroller" );
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MAPPING_SCROLLER_SECONDS_PER_ITEM.Load( m_sName, "MappingScrollerSecondsPerItem" );
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MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW.Load( m_sName, "MappingScrollerNumItemsToDraw" );
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MAPPING_SCROLLER_TRANSFORM.Load( m_sName, "MappingScrollerTransform" );
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MAPPING_SCROLLER_SUBDIVISIONS.Load( m_sName, "MappingScrollerSubdivisions" );
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FOREACH( PlayerNumber, vpns, p )
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{
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// mapping scroller
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m_MappingScroller[*p].SetLoop( LOOP_MAPPING_SCROLLER );
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m_MappingScroller[*p].SetNumItemsToDraw( MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW );
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m_MappingScroller[*p].Load2();
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m_MappingScroller[*p].SetTransformFromReference( MAPPING_SCROLLER_TRANSFORM );
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m_MappingScroller[*p].SetSecondsPerItem( MAPPING_SCROLLER_SECONDS_PER_ITEM );
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m_MappingScroller[*p].SetNumSubdivisions( MAPPING_SCROLLER_SUBDIVISIONS );
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m_MappingScroller[*p].SetName( "MappingScroller"+ssprintf("P%d",(*p)+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MappingScroller[*p] );
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this->AddChild( &m_MappingScroller[*p] );
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}
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}
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void ScreenMapControllers2::BeginScreen()
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{
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m_iInputChoice = 0;
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m_ActivePlayerMapping = PLAYER_1;
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ScreenWithMenuElements::BeginScreen();
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m_WaitingForPress.SetZero();
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Refresh();
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}
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void ScreenMapControllers2::Update( float fDeltaTime )
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{
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ScreenWithMenuElements::Update( fDeltaTime );
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// Update devices text
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m_textDevices.SetText( INPUTMAN->GetDisplayDevicesString() );
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if( !m_WaitingForPress.IsZero() && m_DeviceIToMap.IsValid() )
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{
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// we're going to map an input
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if( m_WaitingForPress.PeekDeltaTime() < g_fSecondsToWaitForInput )
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return; // keep waiting
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m_WaitingForPress.SetZero();
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/* do stuff here */
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//ASSERT( m_iCurButton < (int) m_KeysToMap.size() );
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//const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
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//GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
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//INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
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//INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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// commit to disk after each change
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//INPUTMAPPER->SaveMappingsToDisk();
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Refresh();
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/*
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BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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pText->PlayCommand( "MappedInput" );
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*/
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SCREENMAN->PlayStartSound();
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}
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}
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/* Note that this isn't necessarily correct. For example, JOY_LEFT might
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* actually be a D-pad and not an axis. All this is actually doing is giving
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* priority to some inputs over others; this function is unsuitable for other use. */
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static bool IsAxis( const DeviceInput& DeviceI )
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{
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if( !DeviceI.IsJoystick() )
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return false;
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static int axes[] =
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{
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JOY_LEFT, JOY_RIGHT, JOY_UP, JOY_DOWN,
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JOY_LEFT_2, JOY_RIGHT_2, JOY_UP_2, JOY_DOWN_2,
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JOY_Z_UP, JOY_Z_DOWN,
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JOY_ROT_UP, JOY_ROT_DOWN, JOY_ROT_LEFT, JOY_ROT_RIGHT, JOY_ROT_Z_UP, JOY_ROT_Z_DOWN,
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JOY_HAT_LEFT, JOY_HAT_RIGHT, JOY_HAT_UP, JOY_HAT_DOWN,
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JOY_AUX_1, JOY_AUX_2, JOY_AUX_3, JOY_AUX_4,
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-1
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};
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for( int ax = 0; axes[ax] != -1; ++ax )
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if( DeviceI.button == axes[ax] )
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return true;
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return false;
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}
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void ScreenMapControllers2::ChangeActivePlayer()
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{
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m_ActivePlayerMapping = (m_ActivePlayerMapping == PLAYER_1) ? PLAYER_2 : PLAYER_1;
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Message msg("ActivePlayerChanged");
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msg.SetParam("NewActivePlayer",m_ActivePlayerMapping);
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MESSAGEMAN->Broadcast(msg);
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}
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void ScreenMapControllers2::Input( const InputEventPlus &input )
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{
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if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
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return; // ignore
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if( IsTransitioning() )
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return; // ignore
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LOG->Trace( "ScreenMapControllers2::Input(): device: %d, button: %d",
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input.DeviceI.device, input.DeviceI.button );
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int button = input.DeviceI.button;
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/* TRICKY: Some adapters map the PlayStation digital d-pad to both axes and
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* buttons. We want buttons to be used for any mappings where possible
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* because presses of buttons aren't mutually exclusive and presses of axes
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* are (e.g. can't read presses of both Left and Right simultaneously). So,
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* when the user presses a button, we'll wait until the next Update before
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* adding a mapping so that we get a chance to see all input events the
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* user's press of a panel. Prefer non-axis events over axis events. */
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if( !m_WaitingForPress.IsZero() )
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{
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if( input.type != IET_FIRST_PRESS )
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return;
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// Don't allow function keys to be mapped.
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if( input.DeviceI.device == DEVICE_KEYBOARD && (input.DeviceI.button >= KEY_F1 && input.DeviceI.button <= KEY_F12) )
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{
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SCREENMAN->SystemMessage( "INVALID_BUTTON" );
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SCREENMAN->PlayInvalidSound();
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}
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else
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{
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if( m_DeviceIToMap.IsValid() &&
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!IsAxis(m_DeviceIToMap) &&
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IsAxis(input.DeviceI) )
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{
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LOG->Trace("Ignored input; non-axis event already received");
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return; // ignore this press
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}
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m_DeviceIToMap = input.DeviceI;
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}
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}
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else if( input.DeviceI.device == DEVICE_KEYBOARD )
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{
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switch( button )
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{
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// todo: m_MapControlsState checks
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case KEY_UP: // mapping list up
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{
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if( m_MapControlsState == MCS_EditMappings )
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{
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if( m_iMappingChoice[m_ActivePlayerMapping] == 0 )
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break;
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m_iMappingChoice[m_ActivePlayerMapping]--;
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}
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}
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break;
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case KEY_DOWN: // mapping list down
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{
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if( m_MapControlsState == MCS_EditMappings )
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{
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if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
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break;
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m_iMappingChoice[m_ActivePlayerMapping]++;
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}
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}
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break;
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case KEY_LEFT: // on P2, changing to P1
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{
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if( m_MapControlsState == MCS_EditMappings )
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{
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if(m_ActivePlayerMapping == PLAYER_2)
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ChangeActivePlayer();
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}
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}
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break;
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case KEY_RIGHT: // on P1, changing to P2
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{
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if( m_MapControlsState == MCS_EditMappings )
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{
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if(m_ActivePlayerMapping == PLAYER_1)
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ChangeActivePlayer();
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}
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}
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break;
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case KEY_DEL:
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case KEY_BACK:
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if( m_MapControlsState == MCS_EditMappings )
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{
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// clear mapping
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/*
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if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
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break; // on "add"
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{
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// stuff
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m_soundDelete.Play();
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// commit to disk after each change
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INPUTMAPPER->SaveMappingsToDisk();
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}
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*/
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}
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break;
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case KEY_ESC:
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{
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if(m_MapControlsState == MCS_EditMappings)
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{
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// xxx: make sure it's not getting a button.
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m_MapControlsState = MCS_Button;
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SCREENMAN->PlayCancelSound();
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}
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else
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{
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// Quit the screen.
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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}
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break;
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case KEY_ENTER:
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case KEY_KP_ENTER:
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{
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if( m_MapControlsState == MCS_EditMappings )
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{
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// map button
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LOG->Trace("got an enter press...");
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LOG->Trace( ssprintf("current choice: %i",m_iMappingChoice[m_ActivePlayerMapping]) );
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if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
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{
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// add
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LOG->Trace("Adding a new mapping");
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}
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else
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{
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// replace
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LOG->Trace("Replacing an existing mapping");
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}
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/*
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m_WaitingForPress.Touch();
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m_DeviceIToMap.MakeInvalid();
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SCREENMAN->PlayStartSound();
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*/
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}
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}
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break;
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}
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}
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ScreenWithMenuElements::Input( input ); // default handler
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Refresh();
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}
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void ScreenMapControllers2::Refresh()
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{
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// update mapping scrollers
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UpdateMappingScrollers();
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}
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void ScreenMapControllers2::HandleMessage( const Message &msg )
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{
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if( msg == Message_AutoJoyMappingApplied )
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{
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Refresh();
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}
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ScreenWithMenuElements::HandleMessage( msg );
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}
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void ScreenMapControllers2::MenuStart( const InputEventPlus &input )
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{
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// MCS_EditMappings is handled in Input() above.
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if( m_MapControlsState == MCS_Button )
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{
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m_MapControlsState = MCS_EditMappings;
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}
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}
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void ScreenMapControllers2::UpdateMappingScrollers()
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{
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FOREACH_ENUM( GameController, c )
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{
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PlayerNumber pn = (PlayerNumber)c;
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m_MappingScroller[pn].RemoveAllChildren();
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int iLast = 0;
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for(unsigned s = 0; s < NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++)
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{
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GameInput cur_gi( c, m_EditingButton );
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DeviceInput di;
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RString sInput = "";
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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sInput = INPUTMAN->GetDeviceSpecificInputString(di);
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if( sInput != "" )
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{
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m_MappingLine[iLast].RemoveAllChildren();
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// we have an input, add to the scroller
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BitmapText *pText = new BitmapText;
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pText->SetName( "MappedTo"+PlayerNumberToString(pn) );
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pText->LoadFromFont( THEME->GetPathF(m_sName,"Mapping") );
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ActorUtil::LoadAllCommands(pText,m_sName);
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pText->PlayCommand( ((unsigned)m_iMappingChoice[pn] == s) ? "GainFocus" : "LoseFocus" );
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pText->SetText( sInput );
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m_MappingLine[iLast].AddChild( pText );
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m_MappingLine[iLast].DeleteChildrenWhenDone();
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m_MappingLine[iLast].SetName("MappingLine");
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ActorUtil::LoadAllCommands(m_MappingLine[iLast],m_sName);
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m_MappingScroller[pn].AddChild( &m_MappingLine[iLast] );
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iLast++;
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}
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}
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BitmapText &text = m_textAddMapping[pn];
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text.LoadFromFont( THEME->GetPathF(m_sName,"AddMapping") );
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text.SetName( "AddMapping"+PlayerNumberToString(pn) );
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ActorUtil::LoadAllCommands( text, m_sName );
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text.PlayCommand( (m_iMappingChoice[pn] == m_iNumMappingRows[pn]) ? "GainFocus" : "LoseFocus" );
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text.SetText( ADD_MAPPING );
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m_MappingScroller[pn].AddChild( &m_textAddMapping[c] );
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iLast++;
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m_iNumMappingRows[pn] = iLast;
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m_MappingScroller[pn].Load2();
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m_MappingScroller[pn].SetTransformFromReference( MAPPING_SCROLLER_TRANSFORM );
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m_MappingScroller[pn].SetCurrentAndDestinationItem( (float)m_iMappingChoice[pn] );
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}
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}
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// change game/system button scroller selection
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void ScreenMapControllers2::ChangeInputSelection(int iDir)
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{
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m_InputLine[m_iInputChoice].PlayCommand("LoseFocus");
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m_iInputChoice += iDir;
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m_soundChange.Play();
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m_InputLine[m_iInputChoice].PlayCommand("GainFocus");
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// set scroller
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m_InputScroller.SetCurrentAndDestinationItem( (float)m_iInputChoice );
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// set current game button
|
||||
KeyToMap *pKey = &m_KeysToMap[m_iInputChoice];
|
||||
m_EditingButton = pKey->m_GameButton;
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::MenuUp( const InputEventPlus &input )
|
||||
{
|
||||
if( m_MapControlsState == MCS_Button )
|
||||
{
|
||||
if( m_iInputChoice == 0 ) // limit
|
||||
return;
|
||||
ChangeInputSelection(-1);
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::MenuDown( const InputEventPlus &input )
|
||||
{
|
||||
if( m_MapControlsState == MCS_Button )
|
||||
{
|
||||
if( m_iInputChoice == (int)m_KeysToMap.size()-1 ) // limit
|
||||
return;
|
||||
ChangeInputSelection(1);
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::TweenOnScreen()
|
||||
{
|
||||
ScreenWithMenuElements::TweenOnScreen();
|
||||
|
||||
m_InputScroller.SetCurrentAndDestinationItem( (float)m_iInputChoice );
|
||||
}
|
||||
|
||||
// lua start
|
||||
#include "LuaBinding.h"
|
||||
|
||||
/** @brief Allow Lua to have access to ScreenEdit. */
|
||||
class LunaScreenMapControllers2: public Luna<ScreenMapControllers2>
|
||||
{
|
||||
public:
|
||||
//static int MapControlsState( T* p, lua_State *L ) //
|
||||
//static int GetEditingGameButton( T* p, lua_State *L ) // GetEditingGameButton()
|
||||
DEFINE_METHOD( GetInputIndex, GetInputIndex() );
|
||||
DEFINE_METHOD( GetNumInputs, GetNumInputs() );
|
||||
LunaScreenMapControllers2()
|
||||
{
|
||||
//ADD_METHOD( GetEditingGameButton );
|
||||
ADD_METHOD( GetInputIndex );
|
||||
ADD_METHOD( GetNumInputs );
|
||||
//ADD_METHOD( MapControlsState );
|
||||
}
|
||||
};
|
||||
|
||||
LUA_REGISTER_DERIVED_CLASS( ScreenMapControllers2, ScreenWithMenuElements )
|
||||
|
||||
|
||||
/*
|
||||
* (c) 2011 AJ Kelly
|
||||
* 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.
|
||||
*/
|
||||
Reference in New Issue
Block a user