/* InputMapper - Holds user-chosen input preferences and saves it between sessions. */ #ifndef INPUTMAPPER_H #define INPUTMAPPER_H #include "RageInputDevice.h" #include "GameInput.h" #include "MenuInput.h" #include "StyleInput.h" #include "GameConstantsAndTypes.h" const int NUM_GAME_TO_DEVICE_SLOTS = 3; // three device inputs may map to one game input class InputMapper { public: InputMapper(); ~InputMapper(); void ReadMappingsFromDisk(); void SaveMappingsToDisk(); void ClearAllMappings(); void SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIndex ); void ClearFromInputMap( DeviceInput DeviceI ); void ClearFromInputMap( GameInput GameI, int iSlotIndex ); void AddDefaultMappingsForCurrentGameIfUnmapped(); void AutoMapJoysticksForCurrentGame(); bool IsMapped( DeviceInput DeviceI ); bool IsMapped( GameInput GameI ); bool DeviceToGame( DeviceInput DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad bool GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device void GameToStyle( GameInput GameI, StyleInput &StyleI ); void StyleToGame( StyleInput StyleI, GameInput &GameI ); void GameToMenu( GameInput GameI, MenuInput &MenuI ); void MenuToGame( MenuInput MenuI, GameInput GameIout[4] ); float GetSecsHeld( GameInput GameI ); float GetSecsHeld( MenuInput MenuI ); float GetSecsHeld( StyleInput StyleI ); bool IsButtonDown( GameInput GameI ); bool IsButtonDown( MenuInput MenuI ); bool IsButtonDown( StyleInput StyleI ); void ResetKeyRepeat( GameInput GameI ); void ResetKeyRepeat( MenuInput MenuI ); void ResetKeyRepeat( StyleInput StyleI ); protected: // all the DeviceInputs that map to a GameInput DeviceInput m_GItoDI[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS]; // lookup for efficiency from a DeviceInput to a GameInput // This is repopulated every time m_PItoDI changes by calling UpdateTempDItoPI(). GameInput m_tempDItoGI[NUM_INPUT_DEVICES][MAX_DEVICE_BUTTONS]; void UpdateTempDItoGI(); }; 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. */