work in progress ScreenMapControllers2 because I'm sick of working on it
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/* ScreenMapControllers2 - Maps device input to game buttons. */
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#ifndef SCREEN_MAP_CONTROLLERS2_H
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#define SCREEN_MAP_CONTROLLERS2_H
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#include "ScreenWithMenuElements.h"
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#include "BitmapText.h"
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#include "InputMapper.h"
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#include "ActorScroller.h"
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#include "RageSound.h"
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#include "EnumHelper.h"
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#include "ThemeMetric.h"
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/* old inputmapper consts:
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const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
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const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
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const int NUM_USER_GAME_TO_DEVICE_SLOTS = 2;
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*/
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const int MAPPING_LINE = NUM_SHOWN_GAME_TO_DEVICE_SLOTS+1; // +1 for "Add Mapping"
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enum MapControlsState
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{
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MCS_Button, // which button to edit mappings for
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MCS_EditMappings, // player is editing mappings
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NUM_MapControlsState,
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MapControlsState_Invalid
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};
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const RString& MapControlsStateToString( MapControlsState mct );
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LuaDeclareType( MapControlsState );
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class ScreenMapControllers2 : public ScreenWithMenuElements
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{
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public:
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ScreenMapControllers2();
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virtual void Init();
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virtual void BeginScreen();
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//virtual void EndScreen();
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virtual void Update( float fDeltaTime );
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virtual void Input( const InputEventPlus &input );
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virtual void MenuUp( const InputEventPlus &input );
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virtual void MenuDown( const InputEventPlus &input );
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virtual void MenuStart( const InputEventPlus &input );
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virtual void TweenOnScreen();
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MapControlsState GetMapControlsState(){ return m_MapControlsState; }
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GameButton GetEditingGameButton() { return m_EditingButton; }
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int GetInputIndex(){ return m_iInputChoice; }
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int GetNumInputs(){ return m_KeysToMap.size(); }
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int GetMappingIndex(PlayerNumber pn){ return m_iMappingChoice[pn]; }
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// Lua
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virtual void PushSelf( lua_State *L );
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protected:
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virtual void HandleMessage( const Message &msg );
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void ChangeActivePlayer();
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void ChangeInputSelection(int iDir);
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void UpdateMappingScrollers();
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void Refresh();
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MapControlsState m_MapControlsState;
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RageTimer m_WaitingForPress;
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DeviceInput m_DeviceIToMap;
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struct KeyToMap
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{
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GameButton m_GameButton;
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BitmapText* m_textLabel;
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};
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vector<KeyToMap> m_KeysToMap;
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BitmapText m_textDevices;
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//vector<BitmapText> m_textMappingLabels[NUM_PLAYERS];
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BitmapText m_textAddMapping[NUM_PLAYERS];
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// possible inputs
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int m_iInputChoice;
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ActorScroller m_InputScroller;
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ActorFrame m_InputLine[NUM_GameButton];
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ThemeMetric<bool> WRAP_INPUT_SCROLLER;
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ThemeMetric<bool> LOOP_INPUT_SCROLLER;
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ThemeMetric<float> INPUT_SCROLLER_SECONDS_PER_ITEM;
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ThemeMetric<float> INPUT_SCROLLER_NUM_ITEMS_TO_DRAW;
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ThemeMetric<LuaReference> INPUT_SCROLLER_TRANSFORM;
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ThemeMetric<int> INPUT_SCROLLER_SUBDIVISIONS;
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// per-player button mappings.
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GameButton m_EditingButton;
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PlayerNumber m_ActivePlayerMapping;
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int m_iMappingChoice[NUM_PLAYERS];
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int m_iNumMappingRows[NUM_PLAYERS];
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ActorScroller m_MappingScroller[NUM_PLAYERS];
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ActorFrame m_MappingLine[MAPPING_LINE];
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ThemeMetric<bool> WRAP_MAPPING_SCROLLER;
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ThemeMetric<bool> LOOP_MAPPING_SCROLLER;
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ThemeMetric<float> MAPPING_SCROLLER_SECONDS_PER_ITEM;
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ThemeMetric<float> MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW;
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ThemeMetric<LuaReference> MAPPING_SCROLLER_TRANSFORM;
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ThemeMetric<int> MAPPING_SCROLLER_SUBDIVISIONS;
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// should be handled in lua
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//BitmapText m_textLabel[NUM_GameController];
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RageSound m_soundChange;
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RageSound m_soundDelete;
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};
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#endif
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/*
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* (c) 2011 AJ Kelly
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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