Massively improved Config Key/Joy Mappings screen.
Warning is dismissable now, and cursor does not start in a position that will change a setting. New special actions added: ClearToDefault, ReloadFromDisk, SaveToDisk, SetListMode. Exit is a special action. Player is prompted to save when exiting screen instead of saving after every action. Special actions fallback on Graphics/SMC action if they don't have their own. Moved SMC overlay to Graphics/SMC warning. Metrics for configuring input lock time, warning autodismiss time, lines visible, and NoSetListPrompt autodismiss time. Header row added for cursor to start on. ScreenMapControllers2 deleted as obsolete. BitmapText:maxwidth changed to factor the zoom of the actor into the calculation.
This commit is contained in:
+1
-1
@@ -221,7 +221,7 @@ Actor *ActorUtil::LoadFromNode( const XNode* _pNode, Actor *pParentActor )
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// sClass is invalid
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RString sError = ssprintf( "%s: invalid Class \"%s\"",
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ActorUtil::GetWhere(&node).c_str(), sClass.c_str() );
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Dialog::OK( sError );
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LuaHelpers::ReportScriptError(sError);
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return new Actor; // Return a dummy object so that we don't crash in AutoActor later.
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}
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+4
-1
@@ -6,7 +6,10 @@
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void AutoActor::Unload()
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{
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delete m_pActor;
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if(m_pActor != NULL)
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{
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delete m_pActor;
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}
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m_pActor=NULL;
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}
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+20
-27
@@ -513,35 +513,28 @@ void BitmapText::UnSetDistortion()
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void BitmapText::UpdateBaseZoom()
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{
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if( m_fMaxWidth == 0 )
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{
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this->SetBaseZoomX( 1 );
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}
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else
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{
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const float fWidth = GetUnzoomedWidth();
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if( fWidth != 0 ) // don't divide by 0
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{
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// Never decrease the zoom.
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const float fZoom = min( 1, m_fMaxWidth/fWidth );
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this->SetBaseZoomX( fZoom );
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}
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// don't divide by 0
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// Never apply a zoom greater than 1.
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// Factor in the non-base zoom so that maxwidth will be in terms of theme
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// pixels when zoom is used.
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#define APPLY_DIMENSION_ZOOM(dimension_max, dimension_get, dimension_zoom_get, base_zoom_set) \
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if(dimension_max == 0) \
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{ \
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base_zoom_set(1); \
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} \
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else \
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{ \
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const float dimension= dimension_get() / dimension_zoom_get(); \
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if(dimension != 0) \
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{ \
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const float zoom= min(1, dimension_max / dimension); \
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base_zoom_set(zoom); \
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} \
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}
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if( m_fMaxHeight == 0 )
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{
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this->SetBaseZoomY( 1 );
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}
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else
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{
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const float fHeight = GetUnzoomedHeight();
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if( fHeight != 0 ) // don't divide by 0
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{
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// Never decrease the zoom.
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const float fZoom = min( 1, m_fMaxHeight/fHeight );
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this->SetBaseZoomY( fZoom );
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}
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}
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APPLY_DIMENSION_ZOOM(m_fMaxWidth, GetUnzoomedWidth, GetZoomX, SetBaseZoomX);
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APPLY_DIMENSION_ZOOM(m_fMaxHeight, GetUnzoomedHeight, GetZoomY, SetBaseZoomY);
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#undef APPLY_DIMENSION_ZOOM
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}
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bool BitmapText::StringWillUseAlternate( const RString& sText, const RString& sAlternateText ) const
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@@ -654,6 +654,13 @@ void InputMapper::SaveMappingsToDisk()
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m_mappings.WriteMappings( m_pInputScheme, SpecialFiles::KEYMAPS_PATH );
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}
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void InputMapper::ResetMappingsToDefault()
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{
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m_mappings.Clear();
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UpdateTempDItoGI();
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AddDefaultMappingsForCurrentGameIfUnmapped();
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}
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static LocalizedString CONNECTED ( "InputMapper", "Connected" );
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static LocalizedString DISCONNECTED ( "InputMapper", "Disconnected" );
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static LocalizedString AUTOMAPPING_ALL_JOYSTICKS ( "InputMapper", "Auto-mapping all joysticks." );
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@@ -150,6 +150,7 @@ public:
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void ReadMappingsFromDisk();
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void SaveMappingsToDisk();
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void ResetMappingsToDefault();
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void ClearAllMappings();
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+386
-73
@@ -1,6 +1,7 @@
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#include "global.h"
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#include "ScreenMapControllers.h"
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#include "ScreenManager.h"
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#include "ScreenPrompt.h"
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#include "RageLog.h"
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#include "RageInput.h"
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#include "InputMapper.h"
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@@ -9,8 +10,10 @@
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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AutoScreenMessage(SM_DoSaveAndExit);
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#define BUTTONS_TO_MAP THEME->GetMetric ( m_sName, "ButtonsToMap" )
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static LocalizedString INVALID_BUTTON ( "ScreenMapControllers", "InvalidButton" );
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static LocalizedString SAVE_PROMPT("ScreenMapControllers", "SavePrompt");
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#define MAPPED_TO_COMMAND(gc,slot) THEME->GetMetricA( m_sName, ssprintf("MappedToP%iS%iCommand", gc+1, slot+1) )
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static const float g_fSecondsToWaitForInput = 0.05f;
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@@ -22,10 +25,26 @@ REGISTER_SCREEN_CLASS( ScreenMapControllers );
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ScreenMapControllers::ScreenMapControllers()
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{
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m_InSetListMode= false;
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m_ChangeOccurred= false;
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this->SubscribeToMessage( Message_AutoJoyMappingApplied );
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}
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ScreenMapControllers::~ScreenMapControllers()
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{
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for(size_t i= 0; i < m_Line.size(); ++i)
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{
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SAFE_DELETE(m_Line[i]);
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}
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}
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static LocalizedString PLAYER_SLOTS( "ScreenMapControllers", "%s slots" );
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static LocalizedString SLOT_NAMES[3]= {
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LocalizedString("ScreenMapControllers", "Primary"),
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LocalizedString("ScreenMapControllers", "Secondary"),
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LocalizedString("ScreenMapControllers", "Default")
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};
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static LocalizedString KEYNAME("ScreenMapControllers", "KeyName");
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void ScreenMapControllers::Init()
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{
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ScreenWithMenuElements::Init();
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@@ -64,12 +83,11 @@ void ScreenMapControllers::Init()
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}
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}
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int iRow = 0;
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// header row
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// slot names row
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{
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m_Line.push_back(new ActorFrame);
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FOREACH_ENUM( GameController, c )
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{
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{
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BitmapText &text = m_textLabel[c];
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text.LoadFromFont( THEME->GetPathF(m_sName,"title") );
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PlayerNumber pn = (PlayerNumber)c;
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@@ -77,16 +95,40 @@ void ScreenMapControllers::Init()
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RString sText = ssprintf(PLAYER_SLOTS.GetValue(), PlayerNumberToLocalizedString(pn).c_str());
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text.SetText( sText );
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ActorUtil::LoadAllCommands( text, m_sName );
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m_Line[iRow].AddChild( &m_textLabel[c] );
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m_Line.back()->AddChild( &m_textLabel[c] );
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}
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m_LineScroller.AddChild( &m_Line[iRow] );
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iRow++;
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m_LineScroller.AddChild(m_Line.back());
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}
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// header row
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{
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m_Line.push_back(new ActorFrame);
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m_headerCenter.LoadFromFont(THEME->GetPathF(m_sName, "title"));
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m_headerCenter.SetName("headerCenter");
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m_headerCenter.SetText(KEYNAME);
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ActorUtil::LoadAllCommands(m_headerCenter, m_sName);
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m_Line.back()->AddChild(&m_headerCenter);
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FOREACH_ENUM(GameController, c)
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{
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for(int s= 0; s < NUM_SHOWN_GAME_TO_DEVICE_SLOTS; ++s)
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{
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BitmapText& text= m_headerLabels[c][s];
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text.LoadFromFont(THEME->GetPathF(m_sName, "title"));
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PlayerNumber pn = (PlayerNumber)c;
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text.SetName("Header");
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text.SetText(SLOT_NAMES[s]);
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text.RunCommands(THEME->GetMetricA(
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m_sName, ssprintf("HeaderP%iS%iCommand", c+1, s+1)));
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ActorUtil::LoadAllCommands(text, m_sName);
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m_Line.back()->AddChild(&text);
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}
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}
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m_LineScroller.AddChild(m_Line.back());
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}
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// normal rows
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for( unsigned b=0; b<m_KeysToMap.size(); b++ )
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{
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m_Line.push_back(new ActorFrame);
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KeyToMap *pKey = &m_KeysToMap[b];
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{
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@@ -96,7 +138,7 @@ void ScreenMapControllers::Init()
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RString sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), pKey->m_GameButton );
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pName->SetText( sText );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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m_Line[iRow].AddChild( pName );
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m_Line.back()->AddChild( pName );
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}
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{
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BitmapText *pSecondary = new BitmapText;
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@@ -108,11 +150,11 @@ void ScreenMapControllers::Init()
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sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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ActorUtil::LoadAllCommands( *pSecondary, m_sName );
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pSecondary->SetText( sText );
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m_Line[iRow].AddChild( pSecondary );
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m_Line.back()->AddChild( pSecondary );
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}
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FOREACH_ENUM( GameController, c )
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{
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{
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for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
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{
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pKey->m_textMappedTo[c][s] = new BitmapText;
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@@ -120,34 +162,50 @@ void ScreenMapControllers::Init()
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pKey->m_textMappedTo[c][s]->LoadFromFont( THEME->GetPathF(m_sName,"entry") );
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pKey->m_textMappedTo[c][s]->RunCommands( MAPPED_TO_COMMAND(c,s) );
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ActorUtil::LoadAllCommands( *pKey->m_textMappedTo[c][s], m_sName );
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m_Line[iRow].AddChild( pKey->m_textMappedTo[c][s] );
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m_Line.back()->AddChild( pKey->m_textMappedTo[c][s] );
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}
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}
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m_Line[iRow].DeleteChildrenWhenDone();
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m_Line[iRow].SetName( "Line" );
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ActorUtil::LoadAllCommands( m_Line[iRow], m_sName );
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m_LineScroller.AddChild( &m_Line[iRow] );
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iRow++;
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}
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// exit row
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{
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m_sprExit.Load( THEME->GetPathG(m_sName,"exit") );
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m_sprExit->SetName( "Exit" );
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ActorUtil::LoadAllCommands( *m_sprExit, m_sName );
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m_Line[iRow].AddChild( m_sprExit );
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m_LineScroller.AddChild( &m_Line[iRow] );
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iRow++;
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m_Line.back()->DeleteChildrenWhenDone();
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m_Line.back()->SetName( "Line" );
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ActorUtil::LoadAllCommands(m_Line.back(), m_sName);
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m_LineScroller.AddChild(m_Line.back());
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}
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#define ADD_ACTION(index, a, b, c, d, e) \
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m_Line.push_back(new ActorFrame); \
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m_Actions[index].Load(a, b, c, d, e);
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m_Actions.resize(5);
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ADD_ACTION(0, m_sName, "Clear", &ScreenMapControllers::ClearToDefault,
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m_Line.back(), &m_LineScroller);
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ADD_ACTION(1, m_sName, "Reload", &ScreenMapControllers::ReloadFromDisk,
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m_Line.back(), &m_LineScroller);
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ADD_ACTION(2, m_sName, "Save", &ScreenMapControllers::SaveToDisk,
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m_Line.back(), &m_LineScroller);
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ADD_ACTION(3, m_sName, "SetList", &ScreenMapControllers::SetListMode,
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m_Line.back(), &m_LineScroller);
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ADD_ACTION(4, m_sName, "Exit", &ScreenMapControllers::ExitAction,
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m_Line.back(), &m_LineScroller);
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#undef ADD_ACTION
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m_MaxDestItem= (1 + m_KeysToMap.size() + m_Actions.size()) -
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THEME->GetMetricI("ScreenMapControllers", "LinesVisible");
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m_LineScroller.SetName( "LineScroller" );
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ActorUtil::LoadAllCommands( m_LineScroller, m_sName );
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m_LineScroller.SetNumItemsToDraw( (float) m_LineScroller.GetNumChildren()*2 );
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m_LineScroller.Load2();
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this->AddChild( &m_LineScroller );
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m_NoSetListPrompt.Load(THEME->GetPathG(m_sName, "nosetlistprompt"));
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m_NoSetListPrompt->SetName("NoSetListPrompt");
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this->AddChild(m_NoSetListPrompt);
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m_sprWarning.Load(THEME->GetPathG(m_sName, "warning"));
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m_sprWarning->SetName("Warning");
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m_sprWarning->SetDrawOrder(DRAW_ORDER_TRANSITIONS);
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this->AddChild(m_sprWarning);
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LOAD_ALL_COMMANDS(m_sprWarning);
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}
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void ScreenMapControllers::BeginScreen()
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@@ -162,6 +220,10 @@ void ScreenMapControllers::BeginScreen()
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Refresh();
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AfterChangeFocus();
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m_fLockInputSecs= THEME->GetMetricF(m_sName, "LockInputSecs");
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m_AutoDismissWarningSecs= THEME->GetMetricF(m_sName, "AutoDismissWarningSecs");
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m_AutoDismissNoSetListPromptSecs= 0.0f;
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m_sprWarning->PlayCommand("TweenOn");
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}
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@@ -169,34 +231,64 @@ void ScreenMapControllers::Update( float fDeltaTime )
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{
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ScreenWithMenuElements::Update( fDeltaTime );
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if(m_fLockInputSecs <= 0.0f)
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{
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bool was_above= m_AutoDismissWarningSecs > 0.0f;
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m_AutoDismissWarningSecs-= fDeltaTime;
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if(was_above && m_AutoDismissWarningSecs <= 0.0f)
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{
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DismissWarning();
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}
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}
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if(m_AutoDismissNoSetListPromptSecs > 0.0f)
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{
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m_AutoDismissNoSetListPromptSecs-= fDeltaTime;
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if(m_AutoDismissNoSetListPromptSecs <= 0.0f)
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{
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m_NoSetListPrompt->PlayCommand("TweenOff");
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}
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}
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|
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//
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// Update devices text
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//
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m_textDevices.SetText( INPUTMAN->GetDisplayDevicesString() );
|
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|
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|
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if( !m_WaitingForPress.IsZero() && m_DeviceIToMap.IsValid() ) // we're going to map an input
|
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{
|
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if( m_WaitingForPress.PeekDeltaTime() < g_fSecondsToWaitForInput )
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return; /* keep waiting */
|
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m_WaitingForPress.SetZero();
|
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|
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ASSERT( m_iCurButton < (int) m_KeysToMap.size() );
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const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
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ASSERT(CursorOnKey());
|
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const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
|
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|
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GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
|
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|
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INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
|
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|
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// commit to disk after each change
|
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INPUTMAPPER->SaveMappingsToDisk();
|
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|
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Refresh();
|
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m_ChangeOccurred= true;
|
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|
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BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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pText->PlayCommand( "MappedInput" );
|
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pText->PlayCommand("MappedInput");
|
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if(m_InSetListMode)
|
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{
|
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pText->PlayCommand("LoseMark");
|
||||
++m_SetListCurrent;
|
||||
if(m_SetListCurrent == m_SetList.end())
|
||||
{
|
||||
m_InSetListMode= false;
|
||||
m_SetList.clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
BeforeChangeFocus();
|
||||
SetCursorFromSetListCurrent();
|
||||
AfterChangeFocus();
|
||||
StartWaitingForPress();
|
||||
}
|
||||
}
|
||||
Refresh();
|
||||
SCREENMAN->PlayStartSound();
|
||||
}
|
||||
}
|
||||
@@ -230,16 +322,47 @@ static bool IsAxis( const DeviceInput& DeviceI )
|
||||
|
||||
bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
{
|
||||
if( m_fLockInputSecs > 0 )
|
||||
if(m_fLockInputSecs > 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if(m_AutoDismissWarningSecs > 0.0f)
|
||||
{
|
||||
if(input.type == IET_FIRST_PRESS &&
|
||||
input.DeviceI.device == DEVICE_KEYBOARD &&
|
||||
input.DeviceI.button == KEY_ENTER)
|
||||
{
|
||||
m_AutoDismissWarningSecs = 0.0f;
|
||||
DismissWarning();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if(m_AutoDismissNoSetListPromptSecs > 0.0f)
|
||||
{
|
||||
if(input.type == IET_FIRST_PRESS &&
|
||||
input.DeviceI.device == DEVICE_KEYBOARD &&
|
||||
input.DeviceI.button == KEY_ENTER)
|
||||
{
|
||||
m_AutoDismissNoSetListPromptSecs = 0.0f;
|
||||
m_NoSetListPrompt->PlayCommand("TweenOff");
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
|
||||
{
|
||||
return false; // ignore
|
||||
}
|
||||
if( IsTransitioning() )
|
||||
{
|
||||
return false; // ignore
|
||||
}
|
||||
|
||||
LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d",
|
||||
input.DeviceI.device, input.DeviceI.button );
|
||||
// Whoever wants it can uncomment this log spew, I don't think it's necessary. -Kyz
|
||||
// LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d",
|
||||
// input.DeviceI.device, input.DeviceI.button );
|
||||
|
||||
int button = input.DeviceI.button;
|
||||
bool bHandled = false;
|
||||
@@ -290,11 +413,12 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
case KEY_DEL:
|
||||
case KEY_SPACE:
|
||||
case KEY_BACK: // Clear the selected input mapping.
|
||||
if( m_iCurButton == (int) m_KeysToMap.size() )
|
||||
break; // on exit
|
||||
|
||||
if(!CursorOnKey())
|
||||
{
|
||||
const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
|
||||
break;
|
||||
}
|
||||
{
|
||||
const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
|
||||
GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
|
||||
if( !INPUTMAPPER->ClearFromInputMap(curGameI, m_iCurSlot) )
|
||||
break;
|
||||
@@ -302,17 +426,18 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
|
||||
|
||||
m_soundDelete.Play();
|
||||
|
||||
// commit to disk after each change
|
||||
INPUTMAPPER->SaveMappingsToDisk();
|
||||
bHandled = true;
|
||||
}
|
||||
break;
|
||||
case KEY_LEFT: // Move the selection left, wrapping up.
|
||||
if( m_iCurButton == (int) m_KeysToMap.size() )
|
||||
break; // on exit
|
||||
if(CursorOnAction())
|
||||
{
|
||||
break;
|
||||
}
|
||||
if( m_iCurSlot == 0 && m_iCurController == 0 )
|
||||
{
|
||||
break; // can't go left any more
|
||||
}
|
||||
BeforeChangeFocus();
|
||||
m_iCurSlot--;
|
||||
if( m_iCurSlot < 0 )
|
||||
@@ -325,10 +450,14 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
bHandled = true;
|
||||
break;
|
||||
case KEY_RIGHT: // Move the selection right, wrapping down.
|
||||
if( m_iCurButton == (int) m_KeysToMap.size() )
|
||||
break; // on exit
|
||||
if(CursorOnAction())
|
||||
{
|
||||
break;
|
||||
}
|
||||
if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == NUM_GameController-1 )
|
||||
{
|
||||
break; // can't go right any more
|
||||
}
|
||||
BeforeChangeFocus();
|
||||
m_iCurSlot++;
|
||||
if( m_iCurSlot > NUM_CHANGABLE_SLOTS-1 )
|
||||
@@ -341,8 +470,10 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
bHandled = true;
|
||||
break;
|
||||
case KEY_UP: // Move the selection up.
|
||||
if( m_iCurButton == 0 )
|
||||
break; // can't go up any more
|
||||
if(!CursorCanGoUp())
|
||||
{
|
||||
break;
|
||||
}
|
||||
BeforeChangeFocus();
|
||||
m_iCurButton--;
|
||||
AfterChangeFocus();
|
||||
@@ -350,8 +481,10 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
bHandled = true;
|
||||
break;
|
||||
case KEY_DOWN: // Move the selection down.
|
||||
if( m_iCurButton == (int) m_KeysToMap.size() )
|
||||
break; // can't go down any more
|
||||
if(!CursorCanGoDown())
|
||||
{
|
||||
break;
|
||||
}
|
||||
BeforeChangeFocus();
|
||||
m_iCurButton++;
|
||||
AfterChangeFocus();
|
||||
@@ -359,35 +492,50 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
bHandled = true;
|
||||
break;
|
||||
case KEY_ESC: // Quit the screen.
|
||||
SCREENMAN->PlayStartSound();
|
||||
StartTransitioningScreen( SM_GoToNextScreen );
|
||||
ExitAction();
|
||||
bHandled = true;
|
||||
break;
|
||||
case KEY_Cm:
|
||||
if(CursorOnKey())
|
||||
{
|
||||
SetListEntry to_add(SetListEntry(CurKeyIndex(), m_iCurController, m_iCurSlot));
|
||||
set<SetListEntry>::iterator found= m_SetList.find(to_add);
|
||||
if(found == m_SetList.end())
|
||||
{
|
||||
m_SetList.insert(to_add);
|
||||
GetActorWithFocus()->PlayCommand("GainMark");
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SetList.erase(found);
|
||||
GetActorWithFocus()->PlayCommand("LoseMark");
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_ENTER: // Change the selection.
|
||||
case KEY_KP_ENTER:
|
||||
if( m_iCurButton == (int) m_KeysToMap.size() )
|
||||
bHandled = true;
|
||||
if(CursorOnAction())
|
||||
{
|
||||
(this->*m_Actions[CurActionIndex()].m_action)();
|
||||
SCREENMAN->PlayStartSound();
|
||||
StartTransitioningScreen( SM_GoToNextScreen );
|
||||
break;
|
||||
}
|
||||
|
||||
if(CursorOnHeader())
|
||||
{
|
||||
const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
|
||||
BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
|
||||
pText->PlayCommand( "Waiting" );
|
||||
break;
|
||||
}
|
||||
m_WaitingForPress.Touch();
|
||||
m_DeviceIToMap.MakeInvalid();
|
||||
StartWaitingForPress();
|
||||
SCREENMAN->PlayStartSound();
|
||||
bHandled = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ScreenWithMenuElements::Input( input ); // default handler
|
||||
|
||||
LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
|
||||
// This trace is also useless log spew. Create a preference or something
|
||||
// configurable if you disagree. -Kyz
|
||||
// LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
|
||||
|
||||
Refresh();
|
||||
return bHandled;
|
||||
@@ -395,10 +543,16 @@ bool ScreenMapControllers::Input( const InputEventPlus &input )
|
||||
|
||||
Actor *ScreenMapControllers::GetActorWithFocus()
|
||||
{
|
||||
if( m_iCurButton == (int) m_KeysToMap.size() )
|
||||
return m_sprExit;
|
||||
if(CursorOnAction())
|
||||
{
|
||||
return m_Actions[CurActionIndex()].m_actor;
|
||||
}
|
||||
if(CursorOnHeader())
|
||||
{
|
||||
return &(m_headerLabels[m_iCurController][m_iCurSlot]);
|
||||
}
|
||||
|
||||
const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
|
||||
const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
|
||||
return pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
|
||||
}
|
||||
|
||||
@@ -434,7 +588,97 @@ void ScreenMapControllers::Refresh()
|
||||
}
|
||||
}
|
||||
|
||||
m_LineScroller.SetDestinationItem( (float) m_iCurButton );
|
||||
m_LineScroller.SetDestinationItem(
|
||||
static_cast<float>(min(m_iCurButton, m_MaxDestItem)));
|
||||
}
|
||||
|
||||
void ScreenMapControllers::DismissWarning()
|
||||
{
|
||||
m_sprWarning->PlayCommand("TweenOff");
|
||||
}
|
||||
|
||||
bool ScreenMapControllers::CursorOnAction()
|
||||
{
|
||||
// We have a header row, the rows for the keys, and the action rows.
|
||||
// So every row after m_KeysToMap.size is an action row.
|
||||
return m_iCurButton >= static_cast<int>(m_KeysToMap.size()+1);
|
||||
}
|
||||
|
||||
bool ScreenMapControllers::CursorOnHeader()
|
||||
{
|
||||
// We have a header row before all others.
|
||||
// So the header is at 0.
|
||||
return m_iCurButton == 0;
|
||||
}
|
||||
|
||||
bool ScreenMapControllers::CursorOnKey()
|
||||
{
|
||||
return !(CursorOnHeader() || CursorOnAction());
|
||||
}
|
||||
|
||||
bool ScreenMapControllers::CursorCanGoUp()
|
||||
{
|
||||
return m_iCurButton > 0;
|
||||
}
|
||||
|
||||
bool ScreenMapControllers::CursorCanGoDown()
|
||||
{
|
||||
return m_iCurButton < m_KeysToMap.size() + m_Actions.size();
|
||||
}
|
||||
|
||||
int ScreenMapControllers::CurKeyIndex()
|
||||
{
|
||||
// The header row is at 0, so subtract 1 from m_iCurButton.
|
||||
return m_iCurButton - 1;
|
||||
}
|
||||
|
||||
int ScreenMapControllers::CurActionIndex()
|
||||
{
|
||||
// Subtract the header row and the keys.
|
||||
return m_iCurButton - 1 - m_KeysToMap.size();
|
||||
}
|
||||
|
||||
void ScreenMapControllers::SetCursorFromSetListCurrent()
|
||||
{
|
||||
m_iCurButton= m_SetListCurrent->m_button + 1;
|
||||
m_iCurController= m_SetListCurrent->m_controller;
|
||||
m_iCurSlot= m_SetListCurrent->m_slot;
|
||||
}
|
||||
|
||||
void ScreenMapControllers::StartWaitingForPress()
|
||||
{
|
||||
const KeyToMap *pKey = &m_KeysToMap[CurKeyIndex()];
|
||||
BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
|
||||
pText->PlayCommand( "Waiting" );
|
||||
m_WaitingForPress.Touch();
|
||||
m_DeviceIToMap.MakeInvalid();
|
||||
}
|
||||
|
||||
void ScreenMapControllers::HandleScreenMessage(const ScreenMessage SM)
|
||||
{
|
||||
if(SM == SM_DoSaveAndExit)
|
||||
{
|
||||
switch(ScreenPrompt::s_LastAnswer)
|
||||
{
|
||||
DEFAULT_FAIL(ScreenPrompt::s_LastAnswer);
|
||||
case ANSWER_YES:
|
||||
SaveToDisk();
|
||||
SCREENMAN->PlayStartSound();
|
||||
StartTransitioningScreen(SM_GoToNextScreen);
|
||||
break;
|
||||
case ANSWER_NO:
|
||||
ReloadFromDisk();
|
||||
SCREENMAN->PlayStartSound();
|
||||
StartTransitioningScreen(SM_GoToNextScreen);
|
||||
break;
|
||||
case ANSWER_CANCEL:
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ScreenWithMenuElements::HandleScreenMessage(SM);
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers::HandleMessage( const Message &msg )
|
||||
@@ -447,9 +691,78 @@ void ScreenMapControllers::HandleMessage( const Message &msg )
|
||||
ScreenWithMenuElements::HandleMessage( msg );
|
||||
}
|
||||
|
||||
void ScreenMapControllers::ClearToDefault()
|
||||
{
|
||||
INPUTMAPPER->ResetMappingsToDefault();
|
||||
}
|
||||
|
||||
void ScreenMapControllers::ReloadFromDisk()
|
||||
{
|
||||
INPUTMAPPER->ReadMappingsFromDisk();
|
||||
}
|
||||
|
||||
void ScreenMapControllers::SaveToDisk()
|
||||
{
|
||||
INPUTMAPPER->SaveMappingsToDisk();
|
||||
m_ChangeOccurred= false;
|
||||
}
|
||||
|
||||
void ScreenMapControllers::SetListMode()
|
||||
{
|
||||
if(m_SetList.size() < 1)
|
||||
{
|
||||
m_NoSetListPrompt->PlayCommand("TweenOn");
|
||||
m_AutoDismissNoSetListPromptSecs= THEME->GetMetricF(m_sName, "AutoDismissNoSetListPromptSecs");
|
||||
}
|
||||
else
|
||||
{
|
||||
m_SetListCurrent= m_SetList.begin();
|
||||
m_InSetListMode= true;
|
||||
BeforeChangeFocus();
|
||||
SetCursorFromSetListCurrent();
|
||||
AfterChangeFocus();
|
||||
StartWaitingForPress();
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers::ExitAction()
|
||||
{
|
||||
if(m_ChangeOccurred)
|
||||
{
|
||||
ScreenPrompt::Prompt(SM_DoSaveAndExit, SAVE_PROMPT, PROMPT_YES_NO_CANCEL,
|
||||
ANSWER_YES);
|
||||
}
|
||||
else
|
||||
{
|
||||
SCREENMAN->PlayStartSound();
|
||||
StartTransitioningScreen(SM_GoToNextScreen);
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers::ActionRow::Load(RString const& scr_name,
|
||||
RString const& name, ScreenMapControllers::action_fun_t action,
|
||||
ActorFrame* line, ActorScroller* scroller)
|
||||
{
|
||||
m_action= action;
|
||||
RString lower_name= name;
|
||||
lower_name.MakeLower();
|
||||
// Make the specific actor optional, use a fallback if it doesn't exist.
|
||||
RString path= THEME->GetPathG(scr_name, lower_name, true);
|
||||
if(path.empty())
|
||||
{
|
||||
path= THEME->GetPathG(scr_name, "action");
|
||||
}
|
||||
m_actor.Load(path);
|
||||
m_actor->SetName(name);
|
||||
ActorUtil::LoadAllCommands(*m_actor, scr_name);
|
||||
line->AddChild(m_actor);
|
||||
scroller->AddChild(line);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* (c) 2001-2005 Chris Danford, Glenn Maynard
|
||||
* 2014 Eric Reese
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
|
||||
@@ -13,23 +13,38 @@ class ScreenMapControllers : public ScreenWithMenuElements
|
||||
{
|
||||
public:
|
||||
ScreenMapControllers();
|
||||
~ScreenMapControllers();
|
||||
virtual void Init();
|
||||
virtual void BeginScreen();
|
||||
|
||||
virtual void Update( float fDeltaTime );
|
||||
virtual bool Input( const InputEventPlus &input );
|
||||
virtual void HandleMessage( const Message &msg );
|
||||
virtual void HandleScreenMessage( const ScreenMessage SM );
|
||||
|
||||
private:
|
||||
virtual void HandleMessage( const Message &msg );
|
||||
|
||||
Actor *GetActorWithFocus();
|
||||
void BeforeChangeFocus();
|
||||
void AfterChangeFocus();
|
||||
void Refresh();
|
||||
void DismissWarning();
|
||||
bool CursorOnAction();
|
||||
bool CursorOnHeader();
|
||||
bool CursorOnKey();
|
||||
bool CursorCanGoUp();
|
||||
bool CursorCanGoDown();
|
||||
int CurKeyIndex();
|
||||
int CurActionIndex();
|
||||
void SetCursorFromSetListCurrent();
|
||||
void StartWaitingForPress();
|
||||
|
||||
int m_iCurController;
|
||||
int m_iCurButton;
|
||||
int m_iCurSlot;
|
||||
int m_MaxDestItem;
|
||||
|
||||
bool m_ChangeOccurred;
|
||||
|
||||
RageTimer m_WaitingForPress;
|
||||
DeviceInput m_DeviceIToMap;
|
||||
@@ -46,10 +61,58 @@ private:
|
||||
BitmapText m_textDevices;
|
||||
|
||||
BitmapText m_textLabel[NUM_GameController];
|
||||
BitmapText m_headerCenter;
|
||||
BitmapText m_headerLabels[NUM_GameController][NUM_SHOWN_GAME_TO_DEVICE_SLOTS];
|
||||
|
||||
AutoActor m_sprExit;
|
||||
float m_AutoDismissWarningSecs;
|
||||
AutoActor m_sprWarning;
|
||||
|
||||
ActorFrame m_Line[NUM_GameButton+2]; // label, normal lines, exit
|
||||
float m_AutoDismissNoSetListPromptSecs;
|
||||
AutoActor m_NoSetListPrompt;
|
||||
|
||||
struct SetListEntry
|
||||
{
|
||||
int m_button;
|
||||
int m_controller;
|
||||
int m_slot;
|
||||
SetListEntry(int b, int c, int s)
|
||||
:m_button(b), m_controller(c), m_slot(s) {}
|
||||
bool operator<(SetListEntry const& rhs) const
|
||||
{
|
||||
if(m_controller != rhs.m_controller)
|
||||
{
|
||||
return m_controller < rhs.m_controller;
|
||||
}
|
||||
if(m_button != rhs.m_button)
|
||||
{
|
||||
return m_button < rhs.m_button;
|
||||
}
|
||||
return m_slot < rhs.m_slot;
|
||||
}
|
||||
};
|
||||
set<SetListEntry> m_SetList;
|
||||
set<SetListEntry>::iterator m_SetListCurrent;
|
||||
bool m_InSetListMode;
|
||||
|
||||
typedef void (ScreenMapControllers::* action_fun_t)();
|
||||
struct ActionRow
|
||||
{
|
||||
RString m_name;
|
||||
AutoActor m_actor;
|
||||
action_fun_t m_action;
|
||||
void Load(RString const& scr_name, RString const& name,
|
||||
ScreenMapControllers::action_fun_t action, ActorFrame* line,
|
||||
ActorScroller* scroller);
|
||||
};
|
||||
void ClearToDefault();
|
||||
void ReloadFromDisk();
|
||||
void SaveToDisk();
|
||||
void SetListMode();
|
||||
void ExitAction();
|
||||
|
||||
vector<ActionRow> m_Actions;
|
||||
|
||||
vector<ActorFrame*> m_Line;
|
||||
ActorScroller m_LineScroller;
|
||||
|
||||
RageSound m_soundChange;
|
||||
@@ -60,6 +123,7 @@ private:
|
||||
|
||||
/*
|
||||
* (c) 2001-2004 Chris Danford
|
||||
* 2014 Eric Reese
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
|
||||
@@ -1,532 +0,0 @@
|
||||
#include "global.h"
|
||||
#include "ScreenMapControllers2.h"
|
||||
#include "ScreenManager.h"
|
||||
#include "RageLog.h"
|
||||
#include "GameState.h"
|
||||
#include "RageInput.h"
|
||||
#include "InputMapper.h"
|
||||
#include "ThemeManager.h"
|
||||
#include "ScreenDimensions.h"
|
||||
#include "InputEventPlus.h"
|
||||
#include "LocalizedString.h"
|
||||
#include "Foreach.h"
|
||||
#include "LuaBinding.h"
|
||||
|
||||
static const float g_fSecondsToWaitForInput = 0.05f;
|
||||
|
||||
static const char *MapControlsStateNames[] = {
|
||||
"SelectingButton",
|
||||
"EditingMappings"
|
||||
};
|
||||
XToString( MapControlsState );
|
||||
LuaXType( MapControlsState );
|
||||
|
||||
REGISTER_SCREEN_CLASS( ScreenMapControllers2 );
|
||||
|
||||
ScreenMapControllers2::ScreenMapControllers2()
|
||||
{
|
||||
this->SubscribeToMessage( Message_AutoJoyMappingApplied );
|
||||
m_MapControlsState = MCS_Button;
|
||||
m_EditingButton = GAME_BUTTON_MENULEFT;
|
||||
ZERO( m_iMappingChoice );
|
||||
ZERO( m_iNumMappingRows );
|
||||
}
|
||||
|
||||
static LocalizedString ADD_MAPPING( "ScreenMapControllers2", "Add Mapping" );
|
||||
void ScreenMapControllers2::Init()
|
||||
{
|
||||
ScreenWithMenuElements::Init();
|
||||
|
||||
// load sounds
|
||||
m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
|
||||
m_soundDelete.Load( THEME->GetPathS(m_sName,"delete"), true );
|
||||
|
||||
// set devices text
|
||||
m_textDevices.LoadFromFont( THEME->GetPathF(m_sName,"devices") );
|
||||
m_textDevices.SetName( "Devices" );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_textDevices );
|
||||
this->AddChild( &m_textDevices );
|
||||
|
||||
// button input scroller
|
||||
WRAP_INPUT_SCROLLER.Load( m_sName, "WrapInputScroller" );
|
||||
LOOP_INPUT_SCROLLER.Load( m_sName, "LoopInputScroller" );
|
||||
INPUT_SCROLLER_SECONDS_PER_ITEM.Load( m_sName, "InputScrollerSecondsPerItem" );
|
||||
INPUT_SCROLLER_NUM_ITEMS_TO_DRAW.Load( m_sName, "InputScrollerNumItemsToDraw" );
|
||||
INPUT_SCROLLER_TRANSFORM.Load( m_sName, "InputScrollerTransform" );
|
||||
INPUT_SCROLLER_SUBDIVISIONS.Load( m_sName, "InputScrollerSubdivisions" );
|
||||
|
||||
// map all buttons for this game. (todo: re-add BUTTONS_TO_MAP support?)
|
||||
FOREACH_GameButtonInScheme( INPUTMAPPER->GetInputScheme(), gb )
|
||||
{
|
||||
KeyToMap k;
|
||||
k.m_GameButton = gb;
|
||||
m_KeysToMap.push_back( k );
|
||||
}
|
||||
|
||||
// input button names
|
||||
int iRow = 0;
|
||||
for( unsigned b=0; b<m_KeysToMap.size(); b++ )
|
||||
{
|
||||
KeyToMap *pKey = &m_KeysToMap[b];
|
||||
{
|
||||
BitmapText *pName = new BitmapText;
|
||||
pName->SetName( "ButtonName" );
|
||||
pName->LoadFromFont( THEME->GetPathF(m_sName,"ButtonName") );
|
||||
RString sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), pKey->m_GameButton );
|
||||
pName->SetText( sText );
|
||||
ActorUtil::LoadAllCommands( *pName, m_sName );
|
||||
pName->PlayCommand( b == (unsigned)m_iInputChoice ? "GainFocus" : "LoseFocus" );
|
||||
m_InputLine[iRow].AddChild( pName );
|
||||
}
|
||||
|
||||
m_InputLine[iRow].DeleteChildrenWhenDone();
|
||||
m_InputLine[iRow].SetName( "InputLine" );
|
||||
ActorUtil::LoadAllCommands( m_InputLine[iRow], m_sName );
|
||||
m_InputScroller.AddChild( &m_InputLine[iRow] );
|
||||
|
||||
iRow++;
|
||||
}
|
||||
|
||||
m_InputScroller.SetName( "InputScroller" );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_InputScroller );
|
||||
m_InputScroller.SetLoop( LOOP_INPUT_SCROLLER );
|
||||
m_InputScroller.SetNumItemsToDraw( INPUT_SCROLLER_NUM_ITEMS_TO_DRAW );
|
||||
m_InputScroller.Load2();
|
||||
m_InputScroller.SetTransformFromReference( INPUT_SCROLLER_TRANSFORM );
|
||||
m_InputScroller.SetSecondsPerItem( INPUT_SCROLLER_SECONDS_PER_ITEM );
|
||||
m_InputScroller.SetNumSubdivisions( INPUT_SCROLLER_SUBDIVISIONS );
|
||||
this->AddChild( &m_InputScroller );
|
||||
|
||||
// set player scrollers:
|
||||
vector<PlayerNumber> vpns;
|
||||
FOREACH_PlayerNumber( p )
|
||||
vpns.push_back( p );
|
||||
|
||||
// per-player mappings
|
||||
WRAP_MAPPING_SCROLLER.Load( m_sName, "WrapMappingScroller" );
|
||||
LOOP_MAPPING_SCROLLER.Load( m_sName, "LoopMappingScroller" );
|
||||
MAPPING_SCROLLER_SECONDS_PER_ITEM.Load( m_sName, "MappingScrollerSecondsPerItem" );
|
||||
MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW.Load( m_sName, "MappingScrollerNumItemsToDraw" );
|
||||
MAPPING_SCROLLER_TRANSFORM.Load( m_sName, "MappingScrollerTransform" );
|
||||
MAPPING_SCROLLER_SUBDIVISIONS.Load( m_sName, "MappingScrollerSubdivisions" );
|
||||
|
||||
FOREACH( PlayerNumber, vpns, p )
|
||||
{
|
||||
// mapping scroller
|
||||
m_MappingScroller[*p].SetLoop( LOOP_MAPPING_SCROLLER );
|
||||
m_MappingScroller[*p].SetNumItemsToDraw( MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW );
|
||||
m_MappingScroller[*p].Load2();
|
||||
m_MappingScroller[*p].SetTransformFromReference( MAPPING_SCROLLER_TRANSFORM );
|
||||
m_MappingScroller[*p].SetSecondsPerItem( MAPPING_SCROLLER_SECONDS_PER_ITEM );
|
||||
m_MappingScroller[*p].SetNumSubdivisions( MAPPING_SCROLLER_SUBDIVISIONS );
|
||||
m_MappingScroller[*p].SetName( "MappingScroller"+ssprintf("P%d",(*p)+1) );
|
||||
LOAD_ALL_COMMANDS_AND_SET_XY( m_MappingScroller[*p] );
|
||||
this->AddChild( &m_MappingScroller[*p] );
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::BeginScreen()
|
||||
{
|
||||
m_iInputChoice = 0;
|
||||
m_ActivePlayerMapping = PLAYER_1;
|
||||
|
||||
ScreenWithMenuElements::BeginScreen();
|
||||
|
||||
m_WaitingForPress.SetZero();
|
||||
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::Update( float fDeltaTime )
|
||||
{
|
||||
ScreenWithMenuElements::Update( fDeltaTime );
|
||||
|
||||
// Update devices text
|
||||
m_textDevices.SetText( INPUTMAN->GetDisplayDevicesString() );
|
||||
|
||||
if( !m_WaitingForPress.IsZero() && m_DeviceIToMap.IsValid() )
|
||||
{
|
||||
// we're going to map an input
|
||||
if( m_WaitingForPress.PeekDeltaTime() < g_fSecondsToWaitForInput )
|
||||
return; // keep waiting
|
||||
m_WaitingForPress.SetZero();
|
||||
|
||||
/* do stuff here */
|
||||
//ASSERT( m_iCurButton < (int) m_KeysToMap.size() );
|
||||
//const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
|
||||
//GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
|
||||
//INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
|
||||
//INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
|
||||
|
||||
// commit to disk after each change
|
||||
//INPUTMAPPER->SaveMappingsToDisk();
|
||||
|
||||
Refresh();
|
||||
|
||||
/*
|
||||
BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
|
||||
pText->PlayCommand( "MappedInput" );
|
||||
*/
|
||||
SCREENMAN->PlayStartSound();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Note that this isn't necessarily correct. For example, JOY_LEFT might
|
||||
* actually be a D-pad and not an axis. All this is actually doing is giving
|
||||
* priority to some inputs over others; this function is unsuitable for other use. */
|
||||
static bool IsAxis( const DeviceInput& DeviceI )
|
||||
{
|
||||
if( !DeviceI.IsJoystick() )
|
||||
return false;
|
||||
|
||||
static int axes[] =
|
||||
{
|
||||
JOY_LEFT, JOY_RIGHT, JOY_UP, JOY_DOWN,
|
||||
JOY_LEFT_2, JOY_RIGHT_2, JOY_UP_2, JOY_DOWN_2,
|
||||
JOY_Z_UP, JOY_Z_DOWN,
|
||||
JOY_ROT_UP, JOY_ROT_DOWN, JOY_ROT_LEFT, JOY_ROT_RIGHT, JOY_ROT_Z_UP, JOY_ROT_Z_DOWN,
|
||||
JOY_HAT_LEFT, JOY_HAT_RIGHT, JOY_HAT_UP, JOY_HAT_DOWN,
|
||||
JOY_AUX_1, JOY_AUX_2, JOY_AUX_3, JOY_AUX_4,
|
||||
-1
|
||||
};
|
||||
|
||||
for( int ax = 0; axes[ax] != -1; ++ax )
|
||||
if( DeviceI.button == axes[ax] )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::ChangeActivePlayer()
|
||||
{
|
||||
m_ActivePlayerMapping = (m_ActivePlayerMapping == PLAYER_1) ? PLAYER_2 : PLAYER_1;
|
||||
Message msg("ActivePlayerChanged");
|
||||
msg.SetParam("NewActivePlayer",m_ActivePlayerMapping);
|
||||
MESSAGEMAN->Broadcast(msg);
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::Input( const InputEventPlus &input )
|
||||
{
|
||||
if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
|
||||
return; // ignore
|
||||
if( IsTransitioning() )
|
||||
return; // ignore
|
||||
|
||||
LOG->Trace( "ScreenMapControllers2::Input(): device: %d, button: %d",
|
||||
input.DeviceI.device, input.DeviceI.button );
|
||||
|
||||
int button = input.DeviceI.button;
|
||||
|
||||
/* TRICKY: Some adapters map the PlayStation digital d-pad to both axes and
|
||||
* buttons. We want buttons to be used for any mappings where possible
|
||||
* because presses of buttons aren't mutually exclusive and presses of axes
|
||||
* are (e.g. can't read presses of both Left and Right simultaneously). So,
|
||||
* when the user presses a button, we'll wait until the next Update before
|
||||
* adding a mapping so that we get a chance to see all input events the
|
||||
* user's press of a panel. Prefer non-axis events over axis events. */
|
||||
if( !m_WaitingForPress.IsZero() )
|
||||
{
|
||||
if( input.type != IET_FIRST_PRESS )
|
||||
return;
|
||||
|
||||
// Don't allow function keys to be mapped.
|
||||
if( input.DeviceI.device == DEVICE_KEYBOARD && (input.DeviceI.button >= KEY_F1 && input.DeviceI.button <= KEY_F12) )
|
||||
{
|
||||
SCREENMAN->SystemMessage( "INVALID_BUTTON" );
|
||||
SCREENMAN->PlayInvalidSound();
|
||||
}
|
||||
else
|
||||
{
|
||||
if( m_DeviceIToMap.IsValid() &&
|
||||
!IsAxis(m_DeviceIToMap) &&
|
||||
IsAxis(input.DeviceI) )
|
||||
{
|
||||
LOG->Trace("Ignored input; non-axis event already received");
|
||||
return; // ignore this press
|
||||
}
|
||||
|
||||
m_DeviceIToMap = input.DeviceI;
|
||||
}
|
||||
}
|
||||
else if( input.DeviceI.device == DEVICE_KEYBOARD )
|
||||
{
|
||||
switch( button )
|
||||
{
|
||||
// todo: m_MapControlsState checks
|
||||
case KEY_UP: // mapping list up
|
||||
{
|
||||
if( m_MapControlsState == MCS_EditMappings )
|
||||
{
|
||||
if( m_iMappingChoice[m_ActivePlayerMapping] == 0 )
|
||||
break;
|
||||
m_iMappingChoice[m_ActivePlayerMapping]--;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_DOWN: // mapping list down
|
||||
{
|
||||
if( m_MapControlsState == MCS_EditMappings )
|
||||
{
|
||||
if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
|
||||
break;
|
||||
m_iMappingChoice[m_ActivePlayerMapping]++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_LEFT: // on P2, changing to P1
|
||||
{
|
||||
if( m_MapControlsState == MCS_EditMappings )
|
||||
{
|
||||
if(m_ActivePlayerMapping == PLAYER_2)
|
||||
ChangeActivePlayer();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_RIGHT: // on P1, changing to P2
|
||||
{
|
||||
if( m_MapControlsState == MCS_EditMappings )
|
||||
{
|
||||
if(m_ActivePlayerMapping == PLAYER_1)
|
||||
ChangeActivePlayer();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_DEL:
|
||||
case KEY_BACK:
|
||||
if( m_MapControlsState == MCS_EditMappings )
|
||||
{
|
||||
// clear mapping
|
||||
/*
|
||||
if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
|
||||
break; // on "add"
|
||||
|
||||
{
|
||||
// stuff
|
||||
|
||||
m_soundDelete.Play();
|
||||
|
||||
// commit to disk after each change
|
||||
INPUTMAPPER->SaveMappingsToDisk();
|
||||
}
|
||||
*/
|
||||
}
|
||||
break;
|
||||
case KEY_ESC:
|
||||
{
|
||||
if(m_MapControlsState == MCS_EditMappings)
|
||||
{
|
||||
// xxx: make sure it's not getting a button.
|
||||
m_MapControlsState = MCS_Button;
|
||||
SCREENMAN->PlayCancelSound();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Quit the screen.
|
||||
SCREENMAN->PlayStartSound();
|
||||
StartTransitioningScreen( SM_GoToNextScreen );
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_ENTER:
|
||||
case KEY_KP_ENTER:
|
||||
{
|
||||
if( m_MapControlsState == MCS_EditMappings )
|
||||
{
|
||||
// map button
|
||||
LOG->Trace("got an enter press...");
|
||||
LOG->Trace( ssprintf("current choice: %i",m_iMappingChoice[m_ActivePlayerMapping]) );
|
||||
if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
|
||||
{
|
||||
// add
|
||||
LOG->Trace("Adding a new mapping");
|
||||
}
|
||||
else
|
||||
{
|
||||
// replace
|
||||
LOG->Trace("Replacing an existing mapping");
|
||||
}
|
||||
/*
|
||||
m_WaitingForPress.Touch();
|
||||
m_DeviceIToMap.MakeInvalid();
|
||||
SCREENMAN->PlayStartSound();
|
||||
*/
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
ScreenWithMenuElements::Input( input ); // default handler
|
||||
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::Refresh()
|
||||
{
|
||||
// update mapping scrollers
|
||||
UpdateMappingScrollers();
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::HandleMessage( const Message &msg )
|
||||
{
|
||||
if( msg == Message_AutoJoyMappingApplied )
|
||||
{
|
||||
Refresh();
|
||||
}
|
||||
|
||||
ScreenWithMenuElements::HandleMessage( msg );
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::MenuStart( const InputEventPlus &input )
|
||||
{
|
||||
// MCS_EditMappings is handled in Input() above.
|
||||
if( m_MapControlsState == MCS_Button )
|
||||
{
|
||||
m_MapControlsState = MCS_EditMappings;
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::UpdateMappingScrollers()
|
||||
{
|
||||
FOREACH_ENUM( GameController, c )
|
||||
{
|
||||
PlayerNumber pn = (PlayerNumber)c;
|
||||
m_MappingScroller[pn].RemoveAllChildren();
|
||||
|
||||
int iLast = 0;
|
||||
for(unsigned s = 0; s < NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++)
|
||||
{
|
||||
GameInput cur_gi( c, m_EditingButton );
|
||||
DeviceInput di;
|
||||
RString sInput = "";
|
||||
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
|
||||
sInput = INPUTMAN->GetDeviceSpecificInputString(di);
|
||||
|
||||
if( sInput != "" )
|
||||
{
|
||||
m_MappingLine[iLast].RemoveAllChildren();
|
||||
// we have an input, add to the scroller
|
||||
BitmapText *pText = new BitmapText;
|
||||
pText->SetName( "MappedTo"+PlayerNumberToString(pn) );
|
||||
pText->LoadFromFont( THEME->GetPathF(m_sName,"Mapping") );
|
||||
ActorUtil::LoadAllCommands(pText,m_sName);
|
||||
pText->PlayCommand( ((unsigned)m_iMappingChoice[pn] == s) ? "GainFocus" : "LoseFocus" );
|
||||
pText->SetText( sInput );
|
||||
|
||||
m_MappingLine[iLast].AddChild( pText );
|
||||
m_MappingLine[iLast].DeleteChildrenWhenDone();
|
||||
m_MappingLine[iLast].SetName("MappingLine");
|
||||
ActorUtil::LoadAllCommands(m_MappingLine[iLast],m_sName);
|
||||
m_MappingScroller[pn].AddChild( &m_MappingLine[iLast] );
|
||||
iLast++;
|
||||
}
|
||||
}
|
||||
|
||||
BitmapText &text = m_textAddMapping[pn];
|
||||
text.LoadFromFont( THEME->GetPathF(m_sName,"AddMapping") );
|
||||
text.SetName( "AddMapping"+PlayerNumberToString(pn) );
|
||||
ActorUtil::LoadAllCommands( text, m_sName );
|
||||
text.PlayCommand( (m_iMappingChoice[pn] == m_iNumMappingRows[pn]) ? "GainFocus" : "LoseFocus" );
|
||||
text.SetText( ADD_MAPPING );
|
||||
m_MappingScroller[pn].AddChild( &m_textAddMapping[c] );
|
||||
iLast++;
|
||||
|
||||
m_iNumMappingRows[pn] = iLast;
|
||||
|
||||
m_MappingScroller[pn].Load2();
|
||||
m_MappingScroller[pn].SetTransformFromReference( MAPPING_SCROLLER_TRANSFORM );
|
||||
m_MappingScroller[pn].SetCurrentAndDestinationItem( (float)m_iMappingChoice[pn] );
|
||||
}
|
||||
}
|
||||
|
||||
// change game/system button scroller selection
|
||||
void ScreenMapControllers2::ChangeInputSelection(int iDir)
|
||||
{
|
||||
m_InputLine[m_iInputChoice].PlayCommand("LoseFocus");
|
||||
m_iInputChoice += iDir;
|
||||
m_soundChange.Play();
|
||||
m_InputLine[m_iInputChoice].PlayCommand("GainFocus");
|
||||
|
||||
// set scroller
|
||||
m_InputScroller.SetCurrentAndDestinationItem( (float)m_iInputChoice );
|
||||
|
||||
// set current game button
|
||||
KeyToMap *pKey = &m_KeysToMap[m_iInputChoice];
|
||||
m_EditingButton = pKey->m_GameButton;
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::MenuUp( const InputEventPlus &input )
|
||||
{
|
||||
if( m_MapControlsState == MCS_Button )
|
||||
{
|
||||
if( m_iInputChoice == 0 ) // limit
|
||||
return;
|
||||
ChangeInputSelection(-1);
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::MenuDown( const InputEventPlus &input )
|
||||
{
|
||||
if( m_MapControlsState == MCS_Button )
|
||||
{
|
||||
if( m_iInputChoice == (int)m_KeysToMap.size()-1 ) // limit
|
||||
return;
|
||||
ChangeInputSelection(1);
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenMapControllers2::TweenOnScreen()
|
||||
{
|
||||
ScreenWithMenuElements::TweenOnScreen();
|
||||
|
||||
m_InputScroller.SetCurrentAndDestinationItem( (float)m_iInputChoice );
|
||||
}
|
||||
|
||||
// lua start
|
||||
#include "LuaBinding.h"
|
||||
|
||||
/** @brief Allow Lua to have access to ScreenMapControllers2. */
|
||||
class LunaScreenMapControllers2: public Luna<ScreenMapControllers2>
|
||||
{
|
||||
public:
|
||||
//static int MapControlsState( T* p, lua_State *L ) //
|
||||
//static int GetEditingGameButton( T* p, lua_State *L ) // GetEditingGameButton()
|
||||
DEFINE_METHOD( GetInputIndex, GetInputIndex() );
|
||||
DEFINE_METHOD( GetNumInputs, GetNumInputs() );
|
||||
LunaScreenMapControllers2()
|
||||
{
|
||||
//ADD_METHOD( GetEditingGameButton );
|
||||
ADD_METHOD( GetInputIndex );
|
||||
ADD_METHOD( GetNumInputs );
|
||||
//ADD_METHOD( MapControlsState );
|
||||
}
|
||||
};
|
||||
|
||||
LUA_REGISTER_DERIVED_CLASS( ScreenMapControllers2, ScreenWithMenuElements )
|
||||
|
||||
|
||||
/*
|
||||
* (c) 2011 AJ Kelly
|
||||
* 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.
|
||||
*/
|
||||
@@ -1,136 +0,0 @@
|
||||
/* ScreenMapControllers2 - Maps device input to game buttons. */
|
||||
|
||||
#ifndef SCREEN_MAP_CONTROLLERS2_H
|
||||
#define SCREEN_MAP_CONTROLLERS2_H
|
||||
|
||||
#include "ScreenWithMenuElements.h"
|
||||
#include "BitmapText.h"
|
||||
#include "InputMapper.h"
|
||||
#include "ActorScroller.h"
|
||||
#include "RageSound.h"
|
||||
#include "EnumHelper.h"
|
||||
#include "ThemeMetric.h"
|
||||
|
||||
/* old inputmapper consts:
|
||||
const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
|
||||
const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
|
||||
const int NUM_USER_GAME_TO_DEVICE_SLOTS = 2;
|
||||
*/
|
||||
const int MAPPING_LINE = NUM_SHOWN_GAME_TO_DEVICE_SLOTS+1; // +1 for "Add Mapping"
|
||||
|
||||
enum MapControlsState
|
||||
{
|
||||
MCS_Button, // which button to edit mappings for
|
||||
MCS_EditMappings, // player is editing mappings
|
||||
NUM_MapControlsState,
|
||||
MapControlsState_Invalid
|
||||
};
|
||||
const RString& MapControlsStateToString( MapControlsState mct );
|
||||
LuaDeclareType( MapControlsState );
|
||||
|
||||
class ScreenMapControllers2 : public ScreenWithMenuElements
|
||||
{
|
||||
public:
|
||||
ScreenMapControllers2();
|
||||
virtual void Init();
|
||||
virtual void BeginScreen();
|
||||
//virtual void EndScreen();
|
||||
|
||||
virtual void Update( float fDeltaTime );
|
||||
virtual bool Input( const InputEventPlus &input );
|
||||
|
||||
virtual bool MenuUp( const InputEventPlus &input );
|
||||
virtual bool MenuDown( const InputEventPlus &input );
|
||||
virtual bool MenuStart( const InputEventPlus &input );
|
||||
virtual void TweenOnScreen();
|
||||
|
||||
MapControlsState GetMapControlsState(){ return m_MapControlsState; }
|
||||
GameButton GetEditingGameButton() { return m_EditingButton; }
|
||||
int GetInputIndex(){ return m_iInputChoice; }
|
||||
int GetNumInputs(){ return m_KeysToMap.size(); }
|
||||
int GetMappingIndex(PlayerNumber pn){ return m_iMappingChoice[pn]; }
|
||||
|
||||
// Lua
|
||||
virtual void PushSelf( lua_State *L );
|
||||
|
||||
protected:
|
||||
virtual void HandleMessage( const Message &msg );
|
||||
|
||||
void ChangeActivePlayer();
|
||||
void ChangeInputSelection(int iDir);
|
||||
void UpdateMappingScrollers();
|
||||
void Refresh();
|
||||
|
||||
MapControlsState m_MapControlsState;
|
||||
RageTimer m_WaitingForPress;
|
||||
DeviceInput m_DeviceIToMap;
|
||||
|
||||
struct KeyToMap
|
||||
{
|
||||
GameButton m_GameButton;
|
||||
BitmapText* m_textLabel;
|
||||
};
|
||||
vector<KeyToMap> m_KeysToMap;
|
||||
|
||||
BitmapText m_textDevices;
|
||||
//vector<BitmapText> m_textMappingLabels[NUM_PLAYERS];
|
||||
BitmapText m_textAddMapping[NUM_PLAYERS];
|
||||
|
||||
// possible inputs
|
||||
int m_iInputChoice;
|
||||
ActorScroller m_InputScroller;
|
||||
ActorFrame m_InputLine[NUM_GameButton];
|
||||
ThemeMetric<bool> WRAP_INPUT_SCROLLER;
|
||||
ThemeMetric<bool> LOOP_INPUT_SCROLLER;
|
||||
ThemeMetric<float> INPUT_SCROLLER_SECONDS_PER_ITEM;
|
||||
ThemeMetric<float> INPUT_SCROLLER_NUM_ITEMS_TO_DRAW;
|
||||
ThemeMetric<LuaReference> INPUT_SCROLLER_TRANSFORM;
|
||||
ThemeMetric<int> INPUT_SCROLLER_SUBDIVISIONS;
|
||||
|
||||
// per-player button mappings.
|
||||
GameButton m_EditingButton;
|
||||
PlayerNumber m_ActivePlayerMapping;
|
||||
int m_iMappingChoice[NUM_PLAYERS];
|
||||
int m_iNumMappingRows[NUM_PLAYERS];
|
||||
ActorScroller m_MappingScroller[NUM_PLAYERS];
|
||||
ActorFrame m_MappingLine[MAPPING_LINE];
|
||||
ThemeMetric<bool> WRAP_MAPPING_SCROLLER;
|
||||
ThemeMetric<bool> LOOP_MAPPING_SCROLLER;
|
||||
ThemeMetric<float> MAPPING_SCROLLER_SECONDS_PER_ITEM;
|
||||
ThemeMetric<float> MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW;
|
||||
ThemeMetric<LuaReference> MAPPING_SCROLLER_TRANSFORM;
|
||||
ThemeMetric<int> MAPPING_SCROLLER_SUBDIVISIONS;
|
||||
|
||||
// should be handled in lua
|
||||
//BitmapText m_textLabel[NUM_GameController];
|
||||
|
||||
RageSound m_soundChange;
|
||||
RageSound m_soundDelete;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
* (c) 2011 AJ Kelly
|
||||
* 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.
|
||||
*/
|
||||
Reference in New Issue
Block a user