Files
itgmania212121/src/InputMapper.h
T
Jason Felds 12872f0a50 More effective fixes. Still no issues.
Note: you will most likely end up recompiling the whole thing.
2011-03-19 20:40:35 -04:00

233 lines
9.5 KiB
C++

#ifndef INPUT_MAPPER_H
#define INPUT_MAPPER_H
#include "RageInputDevice.h"
#include "GameInput.h"
#include "PlayerNumber.h"
class Game;
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;
struct AutoMappingEntry
{
AutoMappingEntry( int i, DeviceButton db, GameButton gb, bool b ):
m_iSlotIndex(i), m_deviceButton(db),
m_gb(gb), m_bSecondController(b) {}
AutoMappingEntry(): m_iSlotIndex(-1),
m_deviceButton(DeviceButton_Invalid), m_gb(GameButton_Invalid),
m_bSecondController(false) {}
bool IsEmpty() const { return m_deviceButton == DeviceButton_Invalid && m_gb == GameButton_Invalid; }
int m_iSlotIndex;
DeviceButton m_deviceButton;
GameButton m_gb; // GameButton_Invalid means unmap this button
/* 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 m_bSecondController;
};
struct AutoMappings
{
AutoMappings(
RString s1,
RString s2,
RString s3,
AutoMappingEntry im0 = AutoMappingEntry(),
AutoMappingEntry im1 = AutoMappingEntry(),
AutoMappingEntry im2 = AutoMappingEntry(),
AutoMappingEntry im3 = AutoMappingEntry(),
AutoMappingEntry im4 = AutoMappingEntry(),
AutoMappingEntry im5 = AutoMappingEntry(),
AutoMappingEntry im6 = AutoMappingEntry(),
AutoMappingEntry im7 = AutoMappingEntry(),
AutoMappingEntry im8 = AutoMappingEntry(),
AutoMappingEntry im9 = AutoMappingEntry(),
AutoMappingEntry im10 = AutoMappingEntry(),
AutoMappingEntry im11 = AutoMappingEntry(),
AutoMappingEntry im12 = AutoMappingEntry(),
AutoMappingEntry im13 = AutoMappingEntry(),
AutoMappingEntry im14 = AutoMappingEntry(),
AutoMappingEntry im15 = AutoMappingEntry(),
AutoMappingEntry im16 = AutoMappingEntry(),
AutoMappingEntry im17 = AutoMappingEntry(),
AutoMappingEntry im18 = AutoMappingEntry(),
AutoMappingEntry im19 = AutoMappingEntry(),
AutoMappingEntry im20 = AutoMappingEntry(),
AutoMappingEntry im21 = AutoMappingEntry(),
AutoMappingEntry im22 = AutoMappingEntry(),
AutoMappingEntry im23 = AutoMappingEntry(),
AutoMappingEntry im24 = AutoMappingEntry(),
AutoMappingEntry im25 = AutoMappingEntry(),
AutoMappingEntry im26 = AutoMappingEntry(),
AutoMappingEntry im27 = AutoMappingEntry(),
AutoMappingEntry im28 = AutoMappingEntry(),
AutoMappingEntry im29 = AutoMappingEntry(),
AutoMappingEntry im30 = AutoMappingEntry(),
AutoMappingEntry im31 = AutoMappingEntry(),
AutoMappingEntry im32 = AutoMappingEntry(),
AutoMappingEntry im33 = AutoMappingEntry(),
AutoMappingEntry im34 = AutoMappingEntry(),
AutoMappingEntry im35 = AutoMappingEntry(),
AutoMappingEntry im36 = AutoMappingEntry(),
AutoMappingEntry im37 = AutoMappingEntry(),
AutoMappingEntry im38 = AutoMappingEntry(),
AutoMappingEntry im39 = AutoMappingEntry() )
: m_sGame(s1), m_sDriverRegex(s2), m_sControllerName(s3), m_vMaps()
{
#define PUSH( im ) if(!im.IsEmpty()) m_vMaps.push_back(im);
PUSH(im0);PUSH(im1);PUSH(im2);PUSH(im3);PUSH(im4);PUSH(im5);PUSH(im6);PUSH(im7);PUSH(im8);PUSH(im9);PUSH(im10);PUSH(im11);PUSH(im12);PUSH(im13);PUSH(im14);PUSH(im15);PUSH(im16);PUSH(im17);PUSH(im18);PUSH(im19);
PUSH(im20);PUSH(im21);PUSH(im22);PUSH(im23);PUSH(im24);PUSH(im25);PUSH(im26);PUSH(im27);PUSH(im28);PUSH(im29);PUSH(im30);PUSH(im31);PUSH(im32);PUSH(im33);PUSH(im34);PUSH(im35);PUSH(im36);PUSH(im37);PUSH(im38);PUSH(im39);
#undef PUSH
}
// Strings used by automatic joystick mappings.
RString m_sGame; // only used
RString m_sDriverRegex; // reported by InputHandler
RString m_sControllerName; // the product name of the controller
vector<AutoMappingEntry> m_vMaps;
};
class InputScheme
{
public:
const char *m_szName;
int m_iButtonsPerController;
struct GameButtonInfo
{
const char *m_szName; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
GameButton m_SecondaryMenuButton;
};
// Data for each Game-specific GameButton. This starts at GAME_BUTTON_NEXT.
GameButtonInfo m_GameButtonInfo[NUM_GameButton];
const AutoMappings *m_pAutoMappings;
GameButton ButtonNameToIndex( const RString &sButtonName ) const;
GameButton GameButtonToMenuButton( GameButton gb ) const;
void MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
void MenuButtonToGameButtons( GameButton MenuI, vector<GameButton> &aGameButtons ) const;
const GameButtonInfo *GetGameButtonInfo( GameButton gb ) const;
const char *GetGameButtonName( GameButton gb ) const;
};
/** @brief A special foreach loop to handle the various GameButtons. */
#define FOREACH_GameButtonInScheme( s, var ) for( GameButton var=(GameButton)0; var<s->m_iButtonsPerController; enum_add<GameButton>( var, +1 ) )
class InputMappings
{
public:
// only filled for automappings
RString m_sDeviceRegex;
RString m_sDescription;
// map from a GameInput to multiple DeviceInputs
DeviceInput m_GItoDI[NUM_GameController][NUM_GameButton][NUM_GAME_TO_DEVICE_SLOTS];
void Clear();
void Unmap( InputDevice id );
void WriteMappings( const InputScheme *pInputScheme, RString sFilePath );
void ReadMappings( const InputScheme *pInputScheme, RString sFilePath, bool bIsAutoMapping );
void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
void ClearFromInputMap( const DeviceInput &DeviceI );
bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
};
/** @brief Holds user-chosen input preferences and saves it between sessions. */
class InputMapper
{
public:
InputMapper();
~InputMapper();
void SetInputScheme( const InputScheme *pInputScheme );
const InputScheme *GetInputScheme() const;
void SetJoinControllers( PlayerNumber pn );
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 ) const;
bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) const; // return true if there is a mapping from device to pad
bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const; // return true if there is a mapping from pad to device
GameButton GameButtonToMenuButton( GameButton gb ) const;
void MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const;
PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid ) const;
float GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const;
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL ) const;
bool IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const;
void ResetKeyRepeat( const GameInput &GameI );
void ResetKeyRepeat( GameButton MenuI, PlayerNumber pn );
void RepeatStopKey( const GameInput &GameI );
void RepeatStopKey( GameButton MenuI, PlayerNumber pn );
float GetLevel( const GameInput &GameI ) const;
float GetLevel( GameButton MenuI, PlayerNumber pn ) const;
static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
void Unmap( InputDevice device );
void ApplyMapping( const vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id );
protected:
InputMappings m_mappings;
void UpdateTempDItoGI();
const InputScheme *m_pInputScheme;
private:
InputMapper(const InputMapper& rhs);
InputMapper& operator=(const InputMapper& rhs);
};
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.
*/