/* 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 m_KeysToMap; BitmapText m_textDevices; //vector m_textMappingLabels[NUM_PLAYERS]; BitmapText m_textAddMapping[NUM_PLAYERS]; // possible inputs int m_iInputChoice; ActorScroller m_InputScroller; ActorFrame m_InputLine[NUM_GameButton]; ThemeMetric WRAP_INPUT_SCROLLER; ThemeMetric LOOP_INPUT_SCROLLER; ThemeMetric INPUT_SCROLLER_SECONDS_PER_ITEM; ThemeMetric INPUT_SCROLLER_NUM_ITEMS_TO_DRAW; ThemeMetric INPUT_SCROLLER_TRANSFORM; ThemeMetric 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 WRAP_MAPPING_SCROLLER; ThemeMetric LOOP_MAPPING_SCROLLER; ThemeMetric MAPPING_SCROLLER_SECONDS_PER_ITEM; ThemeMetric MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW; ThemeMetric MAPPING_SCROLLER_TRANSFORM; ThemeMetric 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. */