/* GameInput - An input event specific to an InputScheme defined by a logical controller and button. */ #ifndef GAME_INPUT_H #define GAME_INPUT_H #include "EnumHelper.h" class InputScheme; enum GameController { GAME_CONTROLLER_1 = 0, // left controller GAME_CONTROLLER_2, // right controller NUM_GameController, // leave this at the end GameController_Invalid, }; #define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, gc ) enum GameButton { GAME_BUTTON_MENULEFT, GAME_BUTTON_MENURIGHT, GAME_BUTTON_MENUUP, GAME_BUTTON_MENUDOWN, GAME_BUTTON_START, GAME_BUTTON_SELECT, GAME_BUTTON_BACK, GAME_BUTTON_COIN, GAME_BUTTON_OPERATOR, GAME_BUTTON_EFFECT_UP, GAME_BUTTON_EFFECT_DOWN, GAME_BUTTON_CUSTOM_01, GAME_BUTTON_CUSTOM_02, GAME_BUTTON_CUSTOM_03, GAME_BUTTON_CUSTOM_04, GAME_BUTTON_CUSTOM_05, GAME_BUTTON_CUSTOM_06, GAME_BUTTON_CUSTOM_07, GAME_BUTTON_CUSTOM_08, GAME_BUTTON_CUSTOM_09, GAME_BUTTON_CUSTOM_10, GAME_BUTTON_CUSTOM_11, GAME_BUTTON_CUSTOM_12, GAME_BUTTON_CUSTOM_13, GAME_BUTTON_CUSTOM_14, GAME_BUTTON_CUSTOM_15, GAME_BUTTON_CUSTOM_16, GAME_BUTTON_CUSTOM_17, GAME_BUTTON_CUSTOM_18, GAME_BUTTON_CUSTOM_19, NUM_GameButton, GameButton_Invalid }; RString GameButtonToString( const InputScheme* pInputs, GameButton i ); RString GameButtonToLocalizedString( const InputScheme* pInputs, GameButton i ); GameButton StringToGameButton( const InputScheme* pInputs, const RString& s ); #define FOREACH_GameButton( gb ) FOREACH_ENUM( GameButton, gb ) #define GAME_BUTTON_NEXT GAME_BUTTON_CUSTOM_01 #define DANCE_BUTTON_LEFT GAME_BUTTON_CUSTOM_01 #define DANCE_BUTTON_RIGHT GAME_BUTTON_CUSTOM_02 #define DANCE_BUTTON_UP GAME_BUTTON_CUSTOM_03 #define DANCE_BUTTON_DOWN GAME_BUTTON_CUSTOM_04 #define DANCE_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_05 #define DANCE_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_06 #define NUM_DANCE_BUTTONS GAME_BUTTON_CUSTOM_07 #define PUMP_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_01 #define PUMP_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_02 #define PUMP_BUTTON_CENTER GAME_BUTTON_CUSTOM_03 #define PUMP_BUTTON_DOWNLEFT GAME_BUTTON_CUSTOM_04 #define PUMP_BUTTON_DOWNRIGHT GAME_BUTTON_CUSTOM_05 #define NUM_PUMP_BUTTONS GAME_BUTTON_CUSTOM_06 #define EZ2_BUTTON_FOOTUPLEFT GAME_BUTTON_CUSTOM_01 #define EZ2_BUTTON_FOOTUPRIGHT GAME_BUTTON_CUSTOM_02 #define EZ2_BUTTON_FOOTDOWN GAME_BUTTON_CUSTOM_03 #define EZ2_BUTTON_HANDUPLEFT GAME_BUTTON_CUSTOM_04 #define EZ2_BUTTON_HANDUPRIGHT GAME_BUTTON_CUSTOM_05 #define EZ2_BUTTON_HANDLRLEFT GAME_BUTTON_CUSTOM_06 #define EZ2_BUTTON_HANDLRRIGHT GAME_BUTTON_CUSTOM_07 #define NUM_EZ2_BUTTONS GAME_BUTTON_CUSTOM_08 #define PARA_BUTTON_LEFT GAME_BUTTON_CUSTOM_01 #define PARA_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_02 #define PARA_BUTTON_UP GAME_BUTTON_CUSTOM_03 #define PARA_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_04 #define PARA_BUTTON_RIGHT GAME_BUTTON_CUSTOM_05 #define NUM_PARA_BUTTONS GAME_BUTTON_CUSTOM_06 #define DS3DDX_BUTTON_HANDLEFT GAME_BUTTON_CUSTOM_01 #define DS3DDX_BUTTON_FOOTDOWNLEFT GAME_BUTTON_CUSTOM_02 #define DS3DDX_BUTTON_FOOTUPLEFT GAME_BUTTON_CUSTOM_03 #define DS3DDX_BUTTON_HANDUP GAME_BUTTON_CUSTOM_04 #define DS3DDX_BUTTON_HANDDOWN GAME_BUTTON_CUSTOM_05 #define DS3DDX_BUTTON_FOOTUPRIGHT GAME_BUTTON_CUSTOM_06 #define DS3DDX_BUTTON_FOOTDOWNRIGHT GAME_BUTTON_CUSTOM_07 #define DS3DDX_BUTTON_HANDRIGHT GAME_BUTTON_CUSTOM_08 #define NUM_DS3DDX_BUTTONS GAME_BUTTON_CUSTOM_09 #define BEAT_BUTTON_KEY1 GAME_BUTTON_CUSTOM_01 #define BEAT_BUTTON_KEY2 GAME_BUTTON_CUSTOM_02 #define BEAT_BUTTON_KEY3 GAME_BUTTON_CUSTOM_03 #define BEAT_BUTTON_KEY4 GAME_BUTTON_CUSTOM_04 #define BEAT_BUTTON_KEY5 GAME_BUTTON_CUSTOM_05 #define BEAT_BUTTON_KEY6 GAME_BUTTON_CUSTOM_06 #define BEAT_BUTTON_KEY7 GAME_BUTTON_CUSTOM_07 #define BEAT_BUTTON_SCRATCHUP GAME_BUTTON_CUSTOM_08 #define BEAT_BUTTON_SCRATCHDOWN GAME_BUTTON_CUSTOM_09 #define NUM_BEAT_BUTTONS GAME_BUTTON_CUSTOM_10 #define MANIAX_BUTTON_HANDUPLEFT GAME_BUTTON_CUSTOM_01 #define MANIAX_BUTTON_HANDUPRIGHT GAME_BUTTON_CUSTOM_02 #define MANIAX_BUTTON_HANDLRLEFT GAME_BUTTON_CUSTOM_03 #define MANIAX_BUTTON_HANDLRRIGHT GAME_BUTTON_CUSTOM_04 #define NUM_MANIAX_BUTTONS GAME_BUTTON_CUSTOM_05 #define TECHNO_BUTTON_LEFT GAME_BUTTON_CUSTOM_01 #define TECHNO_BUTTON_RIGHT GAME_BUTTON_CUSTOM_02 #define TECHNO_BUTTON_UP GAME_BUTTON_CUSTOM_03 #define TECHNO_BUTTON_DOWN GAME_BUTTON_CUSTOM_04 #define TECHNO_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_05 #define TECHNO_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_06 #define TECHNO_BUTTON_CENTER GAME_BUTTON_CUSTOM_07 #define TECHNO_BUTTON_DOWNLEFT GAME_BUTTON_CUSTOM_08 #define TECHNO_BUTTON_DOWNRIGHT GAME_BUTTON_CUSTOM_09 #define NUM_TECHNO_BUTTONS GAME_BUTTON_CUSTOM_10 #define POPN_BUTTON_LEFT_WHITE GAME_BUTTON_CUSTOM_01 #define POPN_BUTTON_LEFT_YELLOW GAME_BUTTON_CUSTOM_02 #define POPN_BUTTON_LEFT_GREEN GAME_BUTTON_CUSTOM_03 #define POPN_BUTTON_LEFT_BLUE GAME_BUTTON_CUSTOM_04 #define POPN_BUTTON_RED GAME_BUTTON_CUSTOM_05 #define POPN_BUTTON_RIGHT_BLUE GAME_BUTTON_CUSTOM_06 #define POPN_BUTTON_RIGHT_GREEN GAME_BUTTON_CUSTOM_07 #define POPN_BUTTON_RIGHT_YELLOW GAME_BUTTON_CUSTOM_08 #define POPN_BUTTON_RIGHT_WHITE GAME_BUTTON_CUSTOM_09 #define NUM_POPN_BUTTONS GAME_BUTTON_CUSTOM_10 #define LIGHTS_BUTTON_MARQUEE_UP_LEFT GAME_BUTTON_CUSTOM_01 #define LIGHTS_BUTTON_MARQUEE_UP_RIGHT GAME_BUTTON_CUSTOM_02 #define LIGHTS_BUTTON_MARQUEE_LR_LEFT GAME_BUTTON_CUSTOM_03 #define LIGHTS_BUTTON_MARQUEE_LR_RIGHT GAME_BUTTON_CUSTOM_04 #define LIGHTS_BUTTON_BUTTONS_LEFT GAME_BUTTON_CUSTOM_05 #define LIGHTS_BUTTON_BUTTONS_RIGHT GAME_BUTTON_CUSTOM_06 #define LIGHTS_BUTTON_BASS_LEFT GAME_BUTTON_CUSTOM_07 #define LIGHTS_BUTTON_BASS_RIGHT GAME_BUTTON_CUSTOM_08 #define NUM_LIGHTS_BUTTONS GAME_BUTTON_CUSTOM_09 #define MENU_BUTTON_LEFT GAME_BUTTON_MENULEFT #define MENU_BUTTON_RIGHT GAME_BUTTON_MENURIGHT #define MENU_BUTTON_UP GAME_BUTTON_MENUUP #define MENU_BUTTON_DOWN GAME_BUTTON_MENUDOWN #define MENU_BUTTON_START GAME_BUTTON_START #define MENU_BUTTON_SELECT GAME_BUTTON_SELECT #define MENU_BUTTON_BACK GAME_BUTTON_BACK #define MENU_BUTTON_COIN GAME_BUTTON_COIN #define MENU_BUTTON_OPERATOR GAME_BUTTON_OPERATOR struct GameInput { GameInput(): controller(GameController_Invalid), button(GameButton_Invalid) { } GameInput( GameController c, GameButton b ): controller(c), button(b) { } GameController controller; GameButton button; bool operator==( const GameInput &other ) const { return controller == other.controller && button == other.button; }; bool operator<( const GameInput &other ) const { if( controller < other.controller ) return true; else if( controller > other.controller ) return false; return button < other.button; } inline bool IsValid() const { return controller != GameController_Invalid && button != GameButton_Invalid; }; inline void MakeInvalid() { controller = GameController_Invalid; button = GameButton_Invalid; }; RString ToString( const InputScheme* pInputs ) const; bool FromString( const InputScheme* pInputs, const RString &s ); }; #endif /* * (c) 2001-2004 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. */