#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: ScreenMapControllers Desc: Where the player maps device input to pad input. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenMapControllers.h" #include "PrefsManager.h" #include "ScreenManager.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageLog.h" #include "InputMapper.h" #include "GameManager.h" #include "GameState.h" #include "RageMusic.h" #include "ThemeManager.h" #define HELP_TEXT THEME->GetMetric("ScreenMapControllers","HelpText") // reserve the 3rd slot for hard-coded keys const int NUM_CHANGABLE_SLOTS = NUM_GAME_TO_DEVICE_SLOTS-1; const float TITLE_Y = 30; const float HELP_X = CENTER_X; const float HELP_Y = SCREEN_HEIGHT-10; const float LINE_START_Y = 64; const float LINE_GAP_Y = 28; const float BUTTON_COLUMN_X[NUM_GAME_TO_DEVICE_SLOTS*MAX_GAME_CONTROLLERS] = { 50, 125, 200, 440, 515, 590 }; const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2); ScreenMapControllers::ScreenMapControllers() { LOG->Trace( "ScreenMapControllers::ScreenMapControllers()" ); for( int b=0; bGetCurrentGameDef()->m_iButtonsPerController; b++ ) { CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b]; CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[b]; m_textName[b].LoadFromFont( THEME->GetPathTo("Fonts","Header2") ); m_textName[b].SetXY( CENTER_X, LINE_START_Y + b*LINE_GAP_Y-6 ); m_textName[b].SetText( sName ); m_textName[b].SetZoom( 0.7f ); m_textName[b].SetShadowLength( 2 ); this->AddChild( &m_textName[b] ); m_textName2[b].LoadFromFont( THEME->GetPathTo("Fonts","Header2") ); m_textName2[b].SetXY( CENTER_X, LINE_START_Y + b*LINE_GAP_Y+6 ); m_textName2[b].SetText( sSecondary ); m_textName2[b].SetZoom( 0.5f ); m_textName2[b].SetShadowLength( 2 ); this->AddChild( &m_textName2[b] ); for( int p=0; pGetPathTo("Fonts","normal") ); m_textMappedTo[p][b][s].SetXY( BUTTON_COLUMN_X[p*NUM_GAME_TO_DEVICE_SLOTS+s], LINE_START_Y + b*LINE_GAP_Y ); m_textMappedTo[p][b][s].SetZoom( 0.5f ); m_textMappedTo[p][b][s].SetShadowLength( 2 ); this->AddChild( &m_textMappedTo[p][b][s] ); } } } m_textError.LoadFromFont( THEME->GetPathTo("Fonts","normal") ); m_textError.SetText( "" ); m_textError.SetXY( CENTER_X, CENTER_Y ); m_textError.SetDiffuse( RageColor(0,1,0,0) ); m_textError.SetZoom( 0.8f ); this->AddChild( &m_textError ); m_iCurController = 0; m_iCurButton = 0; m_iCurSlot = 0; m_bWaitingForPress = false; m_Menu.Load( THEME->GetPathTo("BGAnimations","map controllers"), THEME->GetPathTo("Graphics","map controllers top edge"), HELP_TEXT, false, false, 99 ); m_Menu.TweenOnScreenFromBlack( SM_None ); this->AddChild( &m_Menu ); MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","map controllers music") ); Refresh(); } ScreenMapControllers::~ScreenMapControllers() { LOG->Trace( "ScreenMapControllers::~ScreenMapControllers()" ); } void ScreenMapControllers::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); for( int b=0; bGetCurrentGameDef()->m_iButtonsPerController; b++ ) { CString sButtonName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b]; if( sButtonName == "Start" || sButtonName == "Back" ) continue; } } void ScreenMapControllers::DrawPrimitives() { m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); } void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT ) return; // ignore LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d", DeviceI.device, DeviceI.button ); if( m_bWaitingForPress ) // we're going to map an input { // ignore joystick D-Pad presses if the user has set their pref. if( PREFSMAN->m_bIgnoreJoyAxes && DEVICE_JOY1 <= DeviceI.device && DeviceI.device <= DEVICE_JOY4 && ( DeviceI.button == JOY_LEFT || DeviceI.button == JOY_RIGHT || DeviceI.button == JOY_UP || DeviceI.button == JOY_DOWN ) ) { //m_textError.SetText( "Game option is set to ignore the Joystick D-Pad." ); //m_fErrorDisplayCountdown = 5; // show the error message m_textError.StopTweening(); m_textError.SetDiffuse( RageColor(0,1,0,1) ); m_textError.BeginTweening( 3 ); m_textError.BeginTweening( 1 ); m_textError.SetTweenDiffuse( RageColor(0,1,0,0) ); return; // ignore this press } GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton ); INPUTMAPPER->SetInputMap( DeviceI, curGameI, m_iCurSlot ); INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped(); // commit to disk so we don't lose the changes! INPUTMAPPER->SaveMappingsToDisk(); m_bWaitingForPress = false; } else if( DeviceI.device == DEVICE_KEYBOARD ) { switch( DeviceI.button ) { /* We only advertise space as doing this, but most games * use either backspace or delete, and I find them more * intuitive, so allow them, too. -gm */ case SDLK_SPACE: case SDLK_DELETE: case SDLK_BACKSPACE: /* Clear the selected input mapping. */ { GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton ); INPUTMAPPER->ClearFromInputMap( curGameI, m_iCurSlot ); INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped(); // commit to disk so we don't lose the changes! INPUTMAPPER->SaveMappingsToDisk(); } break; case SDLK_LEFT: /* Move the selection left, wrapping up. */ if( m_iCurSlot == 0 && m_iCurController == 0 ) break; // can't go left any more m_iCurSlot--; if( m_iCurSlot < 0 ) { m_iCurSlot = NUM_CHANGABLE_SLOTS-1; m_iCurController--; } break; case SDLK_RIGHT: /* Move the selection right, wrapping down. */ if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 ) break; // can't go right any more m_iCurSlot++; if( m_iCurSlot > NUM_CHANGABLE_SLOTS-1 ) { m_iCurSlot = 0; m_iCurController++; } break; case SDLK_UP: /* Move the selection up. */ if( m_iCurButton == 0 ) break; // can't go up any more m_iCurButton--; break; case SDLK_DOWN: /* Move the selection down. */ if( m_iCurButton == GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController-1 ) break; // can't go down any more m_iCurButton++; break; case SDLK_ESCAPE: /* Quit the screen. */ m_Menu.TweenOffScreenToBlack( SM_GoToNextScreen, true ); break; case SDLK_RETURN: /* Change the selection. */ m_bWaitingForPress = true; break; } } // Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton ); Refresh(); } void ScreenMapControllers::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_GoToNextScreen: SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; } } void ScreenMapControllers::Refresh() { for( int p=0; pGetCurrentGameDef()->m_iButtonsPerController; b++ ) { for( int s=0; sGameToDevice( cur_gi, s, di ) ) m_textMappedTo[p][b][s].SetText( di.GetDescription() ); else m_textMappedTo[p][b][s].SetText( "-----------" ); // highlight the currently selected pad button RageColor color; if( p == m_iCurController && b == m_iCurButton && s == m_iCurSlot ) { if( m_bWaitingForPress ) color = RageColor(1,0.5,0.5,1); // red else color = RageColor(1,1,1,1); // white } else color = RageColor(0.5,0.5,0.5,1); // gray m_textMappedTo[p][b][s].SetDiffuse( color ); } } } }