allow optionally specifying keys to map

This commit is contained in:
Glenn Maynard
2005-12-06 00:34:51 +00:00
parent d309efd598
commit 69473b0cf4
3 changed files with 53 additions and 34 deletions
+1
View File
@@ -2516,6 +2516,7 @@ TweenSeconds=0.3
Class=ScreenMapControllers
Fallback=ScreenOptionsServiceChild
NextScreen=ScreenOptionsService
ButtonsToMap=
EvenLineIn=addx,-SCREEN_WIDTH;decelerate,0.5;addx,SCREEN_WIDTH;
OddLineIn=addx,SCREEN_WIDTH;decelerate,0.5;addx,-SCREEN_WIDTH;
EvenLineOut=stoptweening;accelerate,0.3;addx,-SCREEN_WIDTH;
+50 -28
View File
@@ -12,6 +12,8 @@
#include "Command.h"
#include "InputEventPlus.h"
#define BUTTONS_TO_MAP THEME->GetMetric( m_sName, "ButtonsToMap" )
static const ThemeMetric<apActorCommands> EVEN_LINE_IN ("ScreenMapControllers","EvenLineIn");
static const ThemeMetric<apActorCommands> EVEN_LINE_OUT ("ScreenMapControllers","EvenLineOut");
static const ThemeMetric<apActorCommands> ODD_LINE_IN ("ScreenMapControllers","OddLineIn");
@@ -30,7 +32,6 @@ static const float BUTTON_COLUMN_X[NUM_SHOWN_GAME_TO_DEVICE_SLOTS*MAX_GAME_CONTR
50, 125, 200, 440, 515, 590
};
REGISTER_SCREEN_CLASS( ScreenMapControllers );
ScreenMapControllers::ScreenMapControllers( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
@@ -41,44 +42,64 @@ void ScreenMapControllers::Init()
{
ScreenWithMenuElements::Init();
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
CString sButtons = BUTTONS_TO_MAP;
if( sButtons.empty() )
{
KeyToMap k;
k.m_sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[b];
k.m_sSecondary = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), b );
k.m_GameButton = (GameButton) b;
m_KeysToMap.push_back( k );
/* Map all buttons for this game. */
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
{
KeyToMap k;
k.m_GameButton = (GameButton) b;
m_KeysToMap.push_back( k );
}
}
else
{
/* Map the specified buttons. */
vector<CString> asBits;
split( sButtons, ",", asBits );
for( unsigned i=0; i<asBits.size(); ++i )
{
KeyToMap k;
k.m_GameButton = StringToGameButton( GAMESTATE->GetCurrentGame(), asBits[i] );
m_KeysToMap.push_back( k );
}
}
for( unsigned b=0; b<m_KeysToMap.size(); b++ )
{
const KeyToMap *pKey = &m_KeysToMap[b];
KeyToMap *pKey = &m_KeysToMap[b];
m_textName[b].SetName( "Title" );
m_textName[b].LoadFromFont( THEME->GetPathF("Common","title") );
m_textName[b].SetXY( SCREEN_CENTER_X, -6 );
m_textName[b].SetText( pKey->m_sName );
ON_COMMAND( m_textName[b] );
m_Line[b].AddChild( &m_textName[b] );
BitmapText *pName = new BitmapText;
pName->SetName( "Title" );
pName->LoadFromFont( THEME->GetPathF("Common","title") );
pName->SetXY( SCREEN_CENTER_X, -6 );
pName->SetText( GAMESTATE->GetCurrentGame()->m_szButtonNames[pKey->m_GameButton] );
ON_COMMAND( pName );
m_Line[b].AddChild( pName );
m_textName2[b].SetName( "Secondary" );
m_textName2[b].LoadFromFont( THEME->GetPathF("Common","title") );
m_textName2[b].SetXY( SCREEN_CENTER_X, +6 );
m_textName2[b].SetText( pKey->m_sSecondary );
ON_COMMAND( m_textName2[b] );
m_Line[b].AddChild( &m_textName2[b] );
BitmapText *pSecondary = new BitmapText;
pSecondary->SetName( "Secondary" );
pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
pSecondary->SetXY( SCREEN_CENTER_X, +6 );
CString sText = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
pSecondary->SetText( sText );
ON_COMMAND( pSecondary );
m_Line[b].AddChild( pSecondary );
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
{
for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
{
m_textMappedTo[b][p][s].SetName( "MappedTo" );
m_textMappedTo[b][p][s].LoadFromFont( THEME->GetPathF("ScreenMapControllers","entry") );
m_textMappedTo[b][p][s].SetXY( BUTTON_COLUMN_X[p*NUM_SHOWN_GAME_TO_DEVICE_SLOTS+s], 0 );
ON_COMMAND( m_textMappedTo[b][p][s] );
m_Line[b].AddChild( &m_textMappedTo[b][p][s] );
pKey->m_textMappedTo[p][s] = new BitmapText;
pKey->m_textMappedTo[p][s]->SetName( "MappedTo" );
pKey->m_textMappedTo[p][s]->LoadFromFont( THEME->GetPathF("ScreenMapControllers","entry") );
pKey->m_textMappedTo[p][s]->SetXY( BUTTON_COLUMN_X[p*NUM_SHOWN_GAME_TO_DEVICE_SLOTS+s], 0 );
ON_COMMAND( pKey->m_textMappedTo[p][s] );
m_Line[b].AddChild( pKey->m_textMappedTo[p][s] );
}
}
m_Line[b].DeleteChildrenWhenDone();
m_Line[b].SetY( LINE_START_Y + b*LINE_GAP_Y );
this->AddChild( &m_Line[b] );
@@ -305,16 +326,17 @@ void ScreenMapControllers::TweenOffScreen()
void ScreenMapControllers::Refresh()
{
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
FOREACH_GameController( p )
{
for( unsigned b=0; b<m_KeysToMap.size(); b++ )
{
const KeyToMap *pKey = &m_KeysToMap[b];
for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
{
bool bSelected = p == m_iCurController && (int) b == m_iCurButton && s == m_iCurSlot;
BitmapText *pText = &m_textMappedTo[b][p][s];
GameInput cur_gi( (GameController)p, (GameButton)b );
BitmapText *pText = pKey->m_textMappedTo[p][s];
GameInput cur_gi( p, pKey->m_GameButton );
DeviceInput di;
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
pText->SetText( di.toString() );
+2 -6
View File
@@ -32,17 +32,13 @@ private:
struct KeyToMap
{
CString m_sName;
CString m_sSecondary;
GameButton m_GameButton;
// owned by m_Line
BitmapText *m_textMappedTo[MAX_GAME_CONTROLLERS][NUM_SHOWN_GAME_TO_DEVICE_SLOTS];
};
vector<KeyToMap> m_KeysToMap;
BitmapText m_textName[MAX_GAME_BUTTONS];
BitmapText m_textName2[MAX_GAME_BUTTONS];
BitmapText m_textMappedTo[MAX_GAME_BUTTONS][MAX_GAME_CONTROLLERS][NUM_SHOWN_GAME_TO_DEVICE_SLOTS];
ActorFrame m_Line[MAX_GAME_BUTTONS];
};