/* InputMapper - Holds user-chosen input preferences and saves it between sessions. */ #ifndef INPUT_MAPPER_H #define INPUT_MAPPER_H #include "RageInputDevice.h" #include "GameInput.h" #include "MenuInput.h" #include "GameConstantsAndTypes.h" 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; class InputScheme { public: const char *m_szName; int m_iButtonsPerController; char m_szButtonNames[NUM_GameButton][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare" GameButton m_DedicatedMenuButton[NUM_MenuButton]; GameButton m_SecondaryMenuButton[NUM_MenuButton]; DeviceButton m_iDefaultKeyboardKey[NUM_GameController][NUM_GameButton]; // default keyboard keys only have an effect the current game is this game int GetNumGameplayButtons() const; GameButton ButtonNameToIndex( const RString &sButtonName ) const; MenuButton GameInputToMenuButton( GameInput GameI ) const; void MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const; }; class InputMapper { public: InputMapper(); ~InputMapper(); void SetInputScheme( const InputScheme *pInputScheme ); const InputScheme *GetInputScheme() const; void ReadMappingsFromDisk(); void SaveMappingsToDisk(); void ClearAllMappings(); void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex ); void ClearFromInputMap( const DeviceInput &DeviceI ); bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex ); void AddDefaultMappingsForCurrentGameIfUnmapped(); void AutoMapJoysticksForCurrentGame(); bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut ); bool IsMapped( const DeviceInput &DeviceI ); bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device MenuButton GameToMenu( const GameInput &GameI ); void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ); PlayerNumber ControllerToPlayerNumber( GameController controller ); float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID ); float GetSecsHeld( MenuButton MenuI, PlayerNumber pn ); bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL ); bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn ); void ResetKeyRepeat( const GameInput &GameI ); void ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn ); void RepeatStopKey( const GameInput &GameI ); void RepeatStopKey( MenuButton MenuI, PlayerNumber pn ); struct Mapping { bool IsEndMarker() const { return iSlotIndex==-1; } int iSlotIndex; // -1 == end marker DeviceButton deviceButton; GameButton gb; /* * If this is true, this is an auxilliary mapping assigned to the second * player. If two of the same device are found, and the device has secondary * entries, the later entries take precedence. This way, if a Pump pad is * found, it'll map P1 to the primary pad and P2 to the secondary pad. * (We can't tell if a slave pad is actually there.) Then, if a second primary * is found (DEVICE_PUMP2), 2P will be mapped to it. */ bool SecondController; }; static InputDevice MultiPlayerToInputDevice( MultiPlayer mp ); static MultiPlayer InputDeviceToMultiPlayer( InputDevice id ); void Unmap( InputDevice device ); void ApplyMapping( const Mapping *maps, GameController gc, InputDevice device ); protected: // all the DeviceInputs that map to a GameInput DeviceInput m_GItoDI[NUM_GameController][NUM_GameButton][NUM_GAME_TO_DEVICE_SLOTS]; void UpdateTempDItoGI(); const InputScheme *m_pInputScheme; }; 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. */