Further unify codes. Allow using hold-button, multiple-presses and

sequences in the same code.  Allow handling repeats and releases.

changes:
MenuLeft,MenuRight -> MenuLeft,MenuRight (sequence)
MenuLeft-MenuRight -> MenuLeft-MenuRight (tap)
MenuLeft+MenuRight -> @MenuLeft-MenuRight (hold-and-press)

new:

@MenuLeft-+MenuRight
   press MenuRighthold while holding MenuLeft; triggers on MenuRight repeats

@MenuLeft-+MenuRight
   release MenuRight while holding MenuLeft

@MenuLeft-MenuRight,@MenuLeft-MenuRight
   press MenuRight twice while holding MenuLeft

MenuLeft-MenuRight,MenuUp-MenuDown
   press MenuLeft and MenuRight simultaneously, then press MenuUp
   and MenuDown simultaneously
This commit is contained in:
Glenn Maynard
2007-03-16 01:34:54 +00:00
parent 21f01e2bdb
commit 927b3df18b
2 changed files with 72 additions and 71 deletions
+68 -69
View File
@@ -9,6 +9,7 @@
InputQueue* INPUTQUEUE = NULL; // global and accessable from anywhere in our program
const unsigned MAX_INPUT_QUEUE_LENGTH = 32;
InputQueue::InputQueue()
{
@@ -20,8 +21,6 @@ void InputQueue::RememberInput( const InputEventPlus &iep )
{
if( !iep.GameI.IsValid() )
return;
if( iep.type != IET_FIRST_PRESS )
return;
int c = iep.GameI.controller;
if( m_aQueue[c].size() >= MAX_INPUT_QUEUE_LENGTH ) // full
@@ -72,23 +71,28 @@ bool InputQueueCode::EnteredCode( GameController controller ) const
int iQueueIndex = aQueue.size()-1;
while( iQueueIndex >= 0 )
{
/* If the buttons are too old, stop searching because we're not going to find a match. */
if( aQueue[iQueueIndex].DeviceI.ts < OldestTimeAllowed )
return false;
/* If the last press is an input type we're not interested in, skip it
* and look again. */
const ButtonPress &Press = m_aPresses[iSequenceIndex];
if( !Press.m_InputTypes[aQueue[iQueueIndex].type] )
{
const InputEventPlus &iep = aQueue[iQueueIndex];
if( iep.DeviceI.ts < OldestTimeAllowed )
return false;
--iQueueIndex;
continue;
}
/* Search backwards for all of Press.m_aButtonsToPress pressed within g_fTapThreshold seconds
* with m_aButtonsToHold pressed. */
const ButtonPress &Press = m_aPresses[iSequenceIndex];
* with m_aButtonsToHold pressed. Start looking at iQueueIndex. */
RageTimer OldestTimeAllowedForTap( aQueue[iQueueIndex].DeviceI.ts );
OldestTimeAllowedForTap += -g_fSimultaneousThreshold;
bool bMatched = false;
int iMinSearchIndexUsed = iQueueIndex;
for( int b=0; b<(int) Press.m_aButtonsToPress.size(); ++b )
{
/* Search backwards for the buttons in this tap, within the tap threshold since iQueueIndex. */
RageTimer OldestTimeAllowedForTap( aQueue[iQueueIndex].DeviceI.ts );
OldestTimeAllowedForTap += -g_fSimultaneousThreshold;
const InputEventPlus *pIEP = NULL;
int iQueueSearchIndex = iQueueIndex;
for( ; iQueueSearchIndex>=0; --iQueueSearchIndex ) // iterate newest to oldest
@@ -97,6 +101,9 @@ bool InputQueueCode::EnteredCode( GameController controller ) const
if( iep.DeviceI.ts < OldestTimeAllowedForTap ) // buttons are too old. Stop searching because we're not going to find a match
break;
if( !Press.m_InputTypes[iep.type] )
continue;
if( iep.GameI.button == Press.m_aButtonsToPress[b] )
{
pIEP = &iep;
@@ -152,72 +159,64 @@ bool InputQueueCode::Load( RString sButtonsNames )
{
m_aPresses.clear();
vector<RString> asButtonNames;
bool bHasAPlus = sButtonsNames.find( '+' ) != string::npos;
bool bHasADash = sButtonsNames.find( '-' ) != string::npos;
if( bHasAPlus )
vector<RString> asPresses;
split( sButtonsNames, ",", asPresses, false );
FOREACH( RString, asPresses, sPress )
{
// press all buttons simultaneously
split( sButtonsNames, "+", asButtonNames, false );
}
else if( bHasADash )
{
// hold the first iNumButtons-1 buttons, then press the last
split( sButtonsNames, "-", asButtonNames, false );
}
else
{
// press the buttons in sequence
split( sButtonsNames, ",", asButtonNames, false );
}
vector<RString> asButtonNames;
if( asButtonNames.size() < 1 )
{
if( sButtonsNames != "" )
LOG->Trace( "Ignoring empty code \"%s\".", sButtonsNames.c_str() );
return false;
}
split( *sPress, "-", asButtonNames, false );
vector<GameButton> buttons;
for( unsigned i=0; i<asButtonNames.size(); i++ ) // for each button in this code
{
const RString sButtonName = asButtonNames[i];
// Search for the corresponding GameButton
const GameButton gb = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( sButtonName );
if( gb == GameButton_Invalid )
if( asButtonNames.size() < 1 )
{
LOG->Trace( "The code \"%s\" contains an unrecognized button \"%s\".", sButtonsNames.c_str(), sButtonName.c_str() );
m_aPresses.clear();
if( sButtonsNames != "" )
LOG->Trace( "Ignoring empty code \"%s\".", sButtonsNames.c_str() );
return false;
}
buttons.push_back( gb );
}
m_aPresses.push_back( ButtonPress() );
for( unsigned i=0; i<asButtonNames.size(); i++ ) // for each button in this code
{
RString sButtonName = asButtonNames[i];
if( bHasAPlus )
{
m_aPresses.push_back( ButtonPress() );
FOREACH( GameButton, buttons, gb )
{
m_aPresses.back().m_aButtonsToPress.push_back( *gb );
}
}
else if( bHasADash )
{
m_aPresses.push_back( ButtonPress() );
m_aPresses.back().m_aButtonsToHold.insert( m_aPresses.back().m_aButtonsToHold.begin(), buttons.begin(), buttons.end()-1 );
m_aPresses.back().m_aButtonsToPress.push_back( buttons.back() );
}
else
{
FOREACH( GameButton, buttons, gb )
{
m_aPresses.push_back( ButtonPress() );
m_aPresses.back().m_aButtonsToPress.push_back( *gb );
m_aPresses.back().m_bAllowIntermediatePresses = false;
bool bHold = false;
while(1)
{
if( sButtonName.Left(1) == "+" )
{
m_aPresses.back().m_InputTypes[IET_REPEAT] = true;
sButtonName.erase(0, 1);
}
else if( sButtonName.Left(1) == "~" )
{
m_aPresses.back().m_InputTypes[IET_FIRST_PRESS] = false;
m_aPresses.back().m_InputTypes[IET_RELEASE] = true;
sButtonName.erase(0, 1);
}
else if( sButtonName.Left(1) == "@" )
{
sButtonName.erase(0, 1);
bHold = true;
}
else
{
break;
}
}
// Search for the corresponding GameButton
const GameButton gb = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( sButtonName );
if( gb == GameButton_Invalid )
{
LOG->Trace( "The code \"%s\" contains an unrecognized button \"%s\".", sButtonsNames.c_str(), sButtonName.c_str() );
m_aPresses.clear();
return false;
}
if( bHold )
m_aPresses.back().m_aButtonsToHold.push_back( gb );
else
m_aPresses.back().m_aButtonsToPress.push_back( gb );
}
}