#include "global.h" /* ----------------------------------------------------------------------------- Class: InputQueue Desc: See Header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "InputQueue.h" #include "IniFile.h" #include "GameManager.h" #include "RageException.h" #include "RageTimer.h" #include "InputMapper.h" InputQueue* INPUTQUEUE = NULL; // global and accessable from anywhere in our program InputQueue::InputQueue() { for( int p=0; p= MAX_INPUT_QUEUE_LENGTH ) // full m_aQueue[c].erase( m_aQueue[c].begin(), m_aQueue[c].begin() + (m_aQueue[c].size()-MAX_INPUT_QUEUE_LENGTH+1) ); m_aQueue[c].push_back( GameButtonAndTime(GameI.button,RageTimer::GetTimeSinceStart()) ); } bool InputQueue::MatchesSequence( GameController c, const MenuButton* button_sequence, const int iNumButtons, float fMaxSecondsBack ) { if( c == GAME_CONTROLLER_INVALID ) return false; if( fMaxSecondsBack == -1 ) fMaxSecondsBack = 0.4f + iNumButtons*0.15f; float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack; int sequence_index = iNumButtons-1; // count down for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest { GameButtonAndTime BandT = m_aQueue[c][queue_index]; GameInput GameI( c, BandT.button ); MenuInput MenuI; INPUTMAPPER->GameToMenu( GameI, MenuI ); if( MenuI.button != button_sequence[sequence_index] || BandT.fTime < fOldestTimeAllowed ) { return false; } if( sequence_index == 0 ) // we matched the whole pattern { m_aQueue[c].clear(); // empty the queue so we don't match on it again return true; } sequence_index--; } return false; } bool InputQueue::MatchesSequence( GameController c, const GameButton* button_sequence, const int iNumButtons, float fMaxSecondsBack ) { if( c == GAME_CONTROLLER_INVALID ) return false; float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack; int sequence_index = iNumButtons-1; // count down for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest { GameButtonAndTime BandT = m_aQueue[c][queue_index]; if( BandT.button != button_sequence[sequence_index] || BandT.fTime < fOldestTimeAllowed ) { return false; } if( sequence_index == 0 ) // we matched the whole pattern { m_aQueue[c].clear(); // empty the queue so we don't match on it again return true; } sequence_index--; } return false; } bool InputQueue::AllWerePressedRecently( GameController c, const GameButton* buttons, int iNumButtons, float fMaxSecondsBack ) { float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack; for( int b=0; b=0; queue_index-- ) // iterate newest to oldest { GameButtonAndTime BandT = m_aQueue[c][queue_index]; if( BandT.fTime < fOldestTimeAllowed ) // buttons are too old. Stop searching because we're not going to find a match return false; if( BandT.button == button ) goto found_button; } return false; // didn't find the button found_button: ; // hush VC6 } m_aQueue[c].clear(); // empty the queue so we don't match on it again return true; }