split out CodeSet

This commit is contained in:
Glenn Maynard
2007-03-16 23:56:10 +00:00
parent 1189f94ede
commit eb68cd72bb
4 changed files with 128 additions and 34 deletions
+79
View File
@@ -0,0 +1,79 @@
#include "global.h"
#include "CodeSet.h"
#include "ThemeManager.h"
#include "InputEventPlus.h"
#include "MessageManager.h"
#define CODE_NAMES THEME->GetMetric (sType,"CodeNames")
#define CODE( s ) THEME->GetMetric (sType,ssprintf("Code%s",s.c_str()))
void InputQueueCodeSet::Load( const RString &sType )
{
//
// Load codes
//
split( CODE_NAMES, ",", m_asCodeNames, true );
for( unsigned c=0; c<m_asCodeNames.size(); c++ )
{
vector<RString> asBits;
split( m_asCodeNames[c], "=", asBits, true );
RString sCodeName = asBits[0];
if( asBits.size() > 1 )
m_asCodeNames[c] = asBits[1];
InputQueueCode code;
if( !code.Load(CODE(sCodeName)) )
continue;
m_aCodes.push_back( code );
}
}
RString InputQueueCodeSet::Input( const InputEventPlus &input ) const
{
for( unsigned i = 0; i < m_aCodes.size(); ++i )
{
if( !m_aCodes[i].EnteredCode(input.GameI.controller) )
continue;
return m_asCodeNames[i];
}
return "";
}
bool InputQueueCodeSet::InputMessage( const InputEventPlus &input, Message &msg ) const
{
RString sCodeName = Input( input );
if( sCodeName.empty() )
return false;
msg = Message("Code");
msg.SetParam( "PlayerNumber", input.pn );
msg.SetParam( "Name", sCodeName );
return true;
}
/*
* (c) 2007 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+44
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@@ -0,0 +1,44 @@
#ifndef CODE_SET_H
#define CODE_SET_H
#include "InputQueue.h"
struct Message;
class InputQueueCodeSet
{
public:
void Load( const RString &sType );
RString Input( const InputEventPlus &input ) const;
bool InputMessage( const InputEventPlus &input, Message &msg ) const;
private:
vector<InputQueueCode> m_aCodes;
vector<RString> m_asCodeNames;
};
#endif
/*
* (c) 2007 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+3 -32
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@@ -13,8 +13,6 @@
#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
void Screen::InitScreen( Screen *pScreen )
{
@@ -38,27 +36,7 @@ void Screen::Init()
REPEAT_RATE.Load( m_sName, "RepeatRate" );
REPEAT_DELAY.Load( m_sName, "RepeatDelay" );
//
// Load codes
//
{
split( CODE_NAMES, ",", m_asCodeNames, true );
for( unsigned c=0; c<m_asCodeNames.size(); c++ )
{
vector<RString> asBits;
split( m_asCodeNames[c], "=", asBits, true );
RString sCodeName = asBits[0];
if( asBits.size() > 1 )
m_asCodeNames[c] = asBits[1];
InputQueueCode code;
if( !code.Load(CODE(sCodeName)) )
continue;
m_aCodes.push_back( code );
}
}
m_Codes.Load( m_sName );
SetFOV( 0 );
@@ -184,16 +162,9 @@ bool Screen::OverlayInput( const InputEventPlus &input )
void Screen::Input( const InputEventPlus &input )
{
for( unsigned i = 0; i < m_aCodes.size(); ++i )
{
if( !m_aCodes[i].EnteredCode(input.GameI.controller) )
continue;
Message msg("Code");
msg.SetParam( "PlayerNumber", input.pn );
msg.SetParam( "Name", m_asCodeNames[i] );
Message msg("");
if( m_Codes.InputMessage(input, msg) )
this->HandleMessage( msg );
}
/* Don't send release messages with the default handler. */
switch( input.type )
+2 -2
View File
@@ -9,6 +9,7 @@
#include "ThemeMetric.h"
#include "PlayerNumber.h"
#include "InputQueue.h"
#include "CodeSet.h"
class InputEventPlus;
class Screen;
@@ -72,8 +73,7 @@ protected:
vector<QueuedScreenMessage> m_QueuedMessages;
static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2);
vector<InputQueueCode> m_aCodes;
vector<RString> m_asCodeNames;
InputQueueCodeSet m_Codes;
ThemeMetric<bool> ALLOW_OPERATOR_MENU_BUTTON;
ThemeMetric<float> REPEAT_RATE;