#ifndef INPUT_MAPPER_H #define INPUT_MAPPER_H #include "RageInputDevice.h" #include "GameInput.h" #include "PlayerNumber.h" class Game; 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; struct AutoMappingEntry { AutoMappingEntry( int i, DeviceButton db, GameButton gb, bool b ): m_iSlotIndex(i), m_deviceButton(db), m_gb(gb), m_bSecondController(b) {} AutoMappingEntry(): m_iSlotIndex(-1), m_deviceButton(DeviceButton_Invalid), m_gb(GameButton_Invalid), m_bSecondController(false) {} bool IsEmpty() const { return m_deviceButton == DeviceButton_Invalid && m_gb == GameButton_Invalid; } int m_iSlotIndex; DeviceButton m_deviceButton; GameButton m_gb; // GameButton_Invalid means unmap this button /* If this is true, this is an auxilliary mapping assigned to the second * player. If two of the same device are found, and the device has secondary * entries, the later entries take precedence. This way, if a Pump pad is * found, it'll map P1 to the primary pad and P2 to the secondary pad. (We * can't tell if a slave pad is actually there.) Then, if a second primary * is found (DEVICE_PUMP2), 2P will be mapped to it. */ bool m_bSecondController; }; struct AutoMappings { AutoMappings( RString s1, RString s2, RString s3, AutoMappingEntry im0 = AutoMappingEntry(), AutoMappingEntry im1 = AutoMappingEntry(), AutoMappingEntry im2 = AutoMappingEntry(), AutoMappingEntry im3 = AutoMappingEntry(), AutoMappingEntry im4 = AutoMappingEntry(), AutoMappingEntry im5 = AutoMappingEntry(), AutoMappingEntry im6 = AutoMappingEntry(), AutoMappingEntry im7 = AutoMappingEntry(), AutoMappingEntry im8 = AutoMappingEntry(), AutoMappingEntry im9 = AutoMappingEntry(), AutoMappingEntry im10 = AutoMappingEntry(), AutoMappingEntry im11 = AutoMappingEntry(), AutoMappingEntry im12 = AutoMappingEntry(), AutoMappingEntry im13 = AutoMappingEntry(), AutoMappingEntry im14 = AutoMappingEntry(), AutoMappingEntry im15 = AutoMappingEntry(), AutoMappingEntry im16 = AutoMappingEntry(), AutoMappingEntry im17 = AutoMappingEntry(), AutoMappingEntry im18 = AutoMappingEntry(), AutoMappingEntry im19 = AutoMappingEntry(), AutoMappingEntry im20 = AutoMappingEntry(), AutoMappingEntry im21 = AutoMappingEntry(), AutoMappingEntry im22 = AutoMappingEntry(), AutoMappingEntry im23 = AutoMappingEntry(), AutoMappingEntry im24 = AutoMappingEntry(), AutoMappingEntry im25 = AutoMappingEntry(), AutoMappingEntry im26 = AutoMappingEntry(), AutoMappingEntry im27 = AutoMappingEntry(), AutoMappingEntry im28 = AutoMappingEntry(), AutoMappingEntry im29 = AutoMappingEntry(), AutoMappingEntry im30 = AutoMappingEntry(), AutoMappingEntry im31 = AutoMappingEntry(), AutoMappingEntry im32 = AutoMappingEntry(), AutoMappingEntry im33 = AutoMappingEntry(), AutoMappingEntry im34 = AutoMappingEntry(), AutoMappingEntry im35 = AutoMappingEntry(), AutoMappingEntry im36 = AutoMappingEntry(), AutoMappingEntry im37 = AutoMappingEntry(), AutoMappingEntry im38 = AutoMappingEntry(), AutoMappingEntry im39 = AutoMappingEntry() ) : m_sGame(s1), m_sDriverRegex(s2), m_sControllerName(s3), m_vMaps() { #define PUSH( im ) if(!im.IsEmpty()) m_vMaps.push_back(im); PUSH(im0);PUSH(im1);PUSH(im2);PUSH(im3);PUSH(im4);PUSH(im5);PUSH(im6);PUSH(im7);PUSH(im8);PUSH(im9);PUSH(im10);PUSH(im11);PUSH(im12);PUSH(im13);PUSH(im14);PUSH(im15);PUSH(im16);PUSH(im17);PUSH(im18);PUSH(im19); PUSH(im20);PUSH(im21);PUSH(im22);PUSH(im23);PUSH(im24);PUSH(im25);PUSH(im26);PUSH(im27);PUSH(im28);PUSH(im29);PUSH(im30);PUSH(im31);PUSH(im32);PUSH(im33);PUSH(im34);PUSH(im35);PUSH(im36);PUSH(im37);PUSH(im38);PUSH(im39); #undef PUSH } // Strings used by automatic joystick mappings. RString m_sGame; // only used RString m_sDriverRegex; // reported by InputHandler RString m_sControllerName; // the product name of the controller vector m_vMaps; }; class InputScheme { public: const char *m_szName; int m_iButtonsPerController; struct GameButtonInfo { const char *m_szName; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare" GameButton m_SecondaryMenuButton; }; // Data for each Game-specific GameButton. This starts at GAME_BUTTON_NEXT. GameButtonInfo m_GameButtonInfo[NUM_GameButton]; const AutoMappings *m_pAutoMappings; GameButton ButtonNameToIndex( const RString &sButtonName ) const; GameButton GameButtonToMenuButton( GameButton gb ) const; void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vector &GameIout ) const; void MenuButtonToGameButtons( GameButton MenuI, vector &aGameButtons ) const; const GameButtonInfo *GetGameButtonInfo( GameButton gb ) const; const char *GetGameButtonName( GameButton gb ) const; }; /** @brief A special foreach loop to handle the various GameButtons. */ #define FOREACH_GameButtonInScheme( s, var ) for( GameButton var=(GameButton)0; varm_iButtonsPerController; enum_add( var, +1 ) ) class InputMappings { public: // only filled for automappings RString m_sDeviceRegex; RString m_sDescription; // map from a GameInput to multiple DeviceInputs DeviceInput m_GItoDI[NUM_GameController][NUM_GameButton][NUM_GAME_TO_DEVICE_SLOTS]; void Clear(); void Unmap( InputDevice id ); void WriteMappings( const InputScheme *pInputScheme, RString sFilePath ); void ReadMappings( const InputScheme *pInputScheme, RString sFilePath, bool bIsAutoMapping ); void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex ); void ClearFromInputMap( const DeviceInput &DeviceI ); bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex ); }; /** @brief Holds user-chosen input preferences and saves it between sessions. */ class InputMapper { public: InputMapper(); ~InputMapper(); void SetInputScheme( const InputScheme *pInputScheme ); const InputScheme *GetInputScheme() const; void SetJoinControllers( PlayerNumber pn ); void ReadMappingsFromDisk(); void SaveMappingsToDisk(); void ClearAllMappings(); void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex ); void ClearFromInputMap( const DeviceInput &DeviceI ); bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex ); void AddDefaultMappingsForCurrentGameIfUnmapped(); void AutoMapJoysticksForCurrentGame(); bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut ); bool IsMapped( const DeviceInput &DeviceI ) const; bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) const; // return true if there is a mapping from device to pad bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const; // return true if there is a mapping from pad to device GameButton GameButtonToMenuButton( GameButton gb ) const; void MenuToGame( GameButton MenuI, PlayerNumber pn, vector &GameIout ) const; PlayerNumber ControllerToPlayerNumber( GameController controller ) const; float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid ) const; float GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const; bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL ) const; bool IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const; void ResetKeyRepeat( const GameInput &GameI ); void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn ); void RepeatStopKey( const GameInput &GameI ); void RepeatStopKey( GameButton MenuI, PlayerNumber pn ); float GetLevel( const GameInput &GameI ) const; float GetLevel( GameButton MenuI, PlayerNumber pn ) const; static InputDevice MultiPlayerToInputDevice( MultiPlayer mp ); static MultiPlayer InputDeviceToMultiPlayer( InputDevice id ); void Unmap( InputDevice device ); void ApplyMapping( const vector &vMmaps, GameController gc, InputDevice id ); protected: InputMappings m_mappings; void UpdateTempDItoGI(); const InputScheme *m_pInputScheme; private: InputMapper(const InputMapper& rhs); InputMapper& operator=(const InputMapper& rhs); }; extern InputMapper* INPUTMAPPER; // global and accessable from anywhere in our program #endif /* * (c) 2001-2003 Chris Danford * 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. */