split InputDevice into a separate file (so RageInput.h can be edited
without recompiling everything)
This commit is contained in:
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/*
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* Define all of the input devices we know about.
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*/
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#include "stdafx.h"
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#include "RageInputDevice.h"
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#include "RageUtil.h"
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#include "SDL_keyboard.h"
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static const char *PumpButtonNames[] = {
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"UL", "UR", "MID", "DL", "DR", "Esc",
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"P2 UL", "P2 UR", "P2 MID", "P2 DL", "P2 DR"
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};
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int DeviceInput::NumButtons(InputDevice device)
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{
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switch( device )
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{
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case DEVICE_KEYBOARD:
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return NUM_KEYBOARD_BUTTONS;
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case DEVICE_JOY1:
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case DEVICE_JOY2:
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case DEVICE_JOY3:
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case DEVICE_JOY4:
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return NUM_JOYSTICK_BUTTONS;
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case DEVICE_PUMP1:
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case DEVICE_PUMP2:
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return NUM_PUMP_PAD_BUTTONS;
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default:
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ASSERT(0); // invalid device
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}
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return -1; /* quiet compiler */
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}
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CString DeviceInput::GetDescription()
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{
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CString sReturn;
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switch( device )
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{
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case DEVICE_NONE: // blank
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ASSERT( false ); // called GetDescription on a blank DeviceInput!
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break;
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case DEVICE_JOY1: // joystick
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case DEVICE_JOY2:
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case DEVICE_JOY3:
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case DEVICE_JOY4:
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sReturn = ssprintf("Joy%d ", device - DEVICE_JOY1 + 1 );
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switch( button )
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{
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case JOY_LEFT: sReturn += "Left"; break;
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case JOY_RIGHT: sReturn += "Right"; break;
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case JOY_UP: sReturn += "Up"; break;
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case JOY_DOWN: sReturn += "Down"; break;
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case JOY_Z_UP: sReturn += "Z-Up"; break;
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case JOY_Z_DOWN: sReturn += "Z-Down"; break;
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case JOY_Z_ROT_UP: sReturn += "ZR-Up"; break;
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case JOY_Z_ROT_DOWN:sReturn += "ZR-Down"; break;
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case JOY_HAT_LEFT: sReturn += "H-Left"; break;
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case JOY_HAT_RIGHT: sReturn += "H-Right"; break;
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case JOY_HAT_UP: sReturn += "H-Up"; break;
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case JOY_HAT_DOWN: sReturn += "H-Down"; break;
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case JOY_1: sReturn += "1"; break;
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case JOY_2: sReturn += "2"; break;
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case JOY_3: sReturn += "3"; break;
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case JOY_4: sReturn += "4"; break;
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case JOY_5: sReturn += "5"; break;
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case JOY_6: sReturn += "6"; break;
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case JOY_7: sReturn += "7"; break;
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case JOY_8: sReturn += "8"; break;
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case JOY_9: sReturn += "9"; break;
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case JOY_10: sReturn += "10"; break;
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case JOY_11: sReturn += "11"; break;
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case JOY_12: sReturn += "12"; break;
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case JOY_13: sReturn += "13"; break;
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case JOY_14: sReturn += "14"; break;
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case JOY_15: sReturn += "15"; break;
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case JOY_16: sReturn += "16"; break;
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case JOY_17: sReturn += "17"; break;
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case JOY_18: sReturn += "18"; break;
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case JOY_19: sReturn += "19"; break;
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case JOY_20: sReturn += "20"; break;
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case JOY_21: sReturn += "21"; break;
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case JOY_22: sReturn += "22"; break;
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case JOY_23: sReturn += "23"; break;
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case JOY_24: sReturn += "24"; break;
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}
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break;
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case DEVICE_PUMP1:
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case DEVICE_PUMP2:
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/* There is almost always only one Pump device, even if there are
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* two pads, so only enumerate the second and higher. */
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if(device == DEVICE_PUMP1)
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sReturn = ssprintf("PIU ");
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else
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sReturn = ssprintf("PIU#%d ", device - DEVICE_PUMP1 + 1 );
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if(button < NUM_PUMP_PAD_BUTTONS)
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sReturn += PumpButtonNames[button];
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else
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/* This can happen if the INI is corrupt and has an invalid
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* button number. Crashing with an assertion failure because
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* we got something unexpected is no good. */
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sReturn += "???";
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break;
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case DEVICE_KEYBOARD: // keyboard
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sReturn = ssprintf("Key %s", SDL_GetKeyName((SDLKey)button) );
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break;
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default:
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ASSERT(0); // what device is this?
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}
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return sReturn;
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}
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CString DeviceInput::toString()
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{
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if( device == DEVICE_NONE )
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return "";
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else
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return ssprintf("%d-%d", device, button );
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}
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bool DeviceInput::fromString( const CString &s )
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{
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CStringArray a;
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split( s, "-", a);
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if( a.size() != 2 ) {
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device = DEVICE_NONE;
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return false;
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}
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device = (InputDevice)atoi( a[0] );
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button = atoi( a[1] );
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return true;
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}
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char DeviceInput::ToChar() const
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{
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switch( device )
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{
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case DEVICE_KEYBOARD:
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if( button < 128 )
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return (char) button;
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/* XXX: SDLK_WORLD_* are for international keyboards; we can handle those,
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* now, by mapping it to Unicode. However, I can't find any documentation
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* on those keysyms. */
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return '\0';
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default:
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return '\0';
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}
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}
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/*
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* Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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* Chris Danford
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*/
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