split out CodeSet
This commit is contained in:
@@ -0,0 +1,79 @@
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#include "global.h"
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#include "CodeSet.h"
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#include "ThemeManager.h"
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#include "InputEventPlus.h"
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#include "MessageManager.h"
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#define CODE_NAMES THEME->GetMetric (sType,"CodeNames")
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#define CODE( s ) THEME->GetMetric (sType,ssprintf("Code%s",s.c_str()))
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void InputQueueCodeSet::Load( const RString &sType )
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{
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//
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// Load codes
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//
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split( CODE_NAMES, ",", m_asCodeNames, true );
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for( unsigned c=0; c<m_asCodeNames.size(); c++ )
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{
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vector<RString> asBits;
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split( m_asCodeNames[c], "=", asBits, true );
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RString sCodeName = asBits[0];
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if( asBits.size() > 1 )
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m_asCodeNames[c] = asBits[1];
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InputQueueCode code;
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if( !code.Load(CODE(sCodeName)) )
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continue;
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m_aCodes.push_back( code );
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}
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}
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RString InputQueueCodeSet::Input( const InputEventPlus &input ) const
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{
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for( unsigned i = 0; i < m_aCodes.size(); ++i )
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{
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if( !m_aCodes[i].EnteredCode(input.GameI.controller) )
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continue;
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return m_asCodeNames[i];
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}
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return "";
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}
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bool InputQueueCodeSet::InputMessage( const InputEventPlus &input, Message &msg ) const
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{
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RString sCodeName = Input( input );
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if( sCodeName.empty() )
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return false;
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msg = Message("Code");
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msg.SetParam( "PlayerNumber", input.pn );
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msg.SetParam( "Name", sCodeName );
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return true;
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}
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/*
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* (c) 2007 Glenn Maynard
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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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@@ -0,0 +1,44 @@
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#ifndef CODE_SET_H
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#define CODE_SET_H
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#include "InputQueue.h"
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struct Message;
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class InputQueueCodeSet
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{
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public:
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void Load( const RString &sType );
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RString Input( const InputEventPlus &input ) const;
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bool InputMessage( const InputEventPlus &input, Message &msg ) const;
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private:
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vector<InputQueueCode> m_aCodes;
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vector<RString> m_asCodeNames;
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};
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#endif
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/*
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* (c) 2007 Glenn Maynard
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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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@@ -13,8 +13,6 @@
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#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
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#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
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#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
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#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
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#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
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void Screen::InitScreen( Screen *pScreen )
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{
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@@ -38,27 +36,7 @@ void Screen::Init()
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REPEAT_RATE.Load( m_sName, "RepeatRate" );
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REPEAT_DELAY.Load( m_sName, "RepeatDelay" );
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//
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// Load codes
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//
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{
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split( CODE_NAMES, ",", m_asCodeNames, true );
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for( unsigned c=0; c<m_asCodeNames.size(); c++ )
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{
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vector<RString> asBits;
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split( m_asCodeNames[c], "=", asBits, true );
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RString sCodeName = asBits[0];
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if( asBits.size() > 1 )
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m_asCodeNames[c] = asBits[1];
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InputQueueCode code;
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if( !code.Load(CODE(sCodeName)) )
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continue;
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m_aCodes.push_back( code );
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}
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}
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m_Codes.Load( m_sName );
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SetFOV( 0 );
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@@ -184,16 +162,9 @@ bool Screen::OverlayInput( const InputEventPlus &input )
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void Screen::Input( const InputEventPlus &input )
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{
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for( unsigned i = 0; i < m_aCodes.size(); ++i )
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{
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if( !m_aCodes[i].EnteredCode(input.GameI.controller) )
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continue;
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Message msg("Code");
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msg.SetParam( "PlayerNumber", input.pn );
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msg.SetParam( "Name", m_asCodeNames[i] );
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Message msg("");
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if( m_Codes.InputMessage(input, msg) )
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this->HandleMessage( msg );
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}
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/* Don't send release messages with the default handler. */
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switch( input.type )
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@@ -9,6 +9,7 @@
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#include "ThemeMetric.h"
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#include "PlayerNumber.h"
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#include "InputQueue.h"
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#include "CodeSet.h"
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class InputEventPlus;
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class Screen;
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@@ -72,8 +73,7 @@ protected:
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vector<QueuedScreenMessage> m_QueuedMessages;
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static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2);
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vector<InputQueueCode> m_aCodes;
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vector<RString> m_asCodeNames;
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InputQueueCodeSet m_Codes;
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ThemeMetric<bool> ALLOW_OPERATOR_MENU_BUTTON;
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ThemeMetric<float> REPEAT_RATE;
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