466 lines
14 KiB
C++
466 lines
14 KiB
C++
#include "global.h"
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#include "ScreenMapControllers.h"
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#include "ScreenManager.h"
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#include "RageLog.h"
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#include "RageInput.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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#include "ScreenDimensions.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#define BUTTONS_TO_MAP THEME->GetMetric ( m_sName, "ButtonsToMap" )
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static LocalizedString INVALID_BUTTON ( "ScreenMapControllers", "InvalidButton" );
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#define MAPPED_TO_COMMAND(gc,slot) THEME->GetMetricA( m_sName, ssprintf("MappedToP%iS%iCommand", gc+1, slot+1) )
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static const float g_fSecondsToWaitForInput = 0.05f;
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// reserve the 3rd slot for hard-coded keys
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static const int NUM_CHANGABLE_SLOTS = NUM_SHOWN_GAME_TO_DEVICE_SLOTS-1;
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REGISTER_SCREEN_CLASS( ScreenMapControllers );
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ScreenMapControllers::ScreenMapControllers()
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{
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this->SubscribeToMessage( Message_AutoJoyMappingApplied );
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}
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static LocalizedString PLAYER_SLOTS( "ScreenMapControllers", "%s slots" );
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void ScreenMapControllers::Init()
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{
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ScreenWithMenuElements::Init();
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m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
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m_soundDelete.Load( THEME->GetPathS(m_sName,"delete"), true );
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m_textDevices.LoadFromFont( THEME->GetPathF(m_sName,"devices") );
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m_textDevices.SetName( "Devices" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_textDevices );
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this->AddChild( &m_textDevices );
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RString sButtons = BUTTONS_TO_MAP;
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if( sButtons.empty() )
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{
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/* Map all buttons for this game. */
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FOREACH_GameButtonInScheme( INPUTMAPPER->GetInputScheme(), gb )
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{
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KeyToMap k;
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k.m_GameButton = gb;
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m_KeysToMap.push_back( k );
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}
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}
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else
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{
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/* Map the specified buttons. */
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vector<RString> asBits;
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split( sButtons, ",", asBits );
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for( unsigned i=0; i<asBits.size(); ++i )
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{
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KeyToMap k;
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k.m_GameButton = StringToGameButton( INPUTMAPPER->GetInputScheme(), asBits[i] );
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m_KeysToMap.push_back( k );
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}
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}
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int iRow = 0;
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// header row
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{
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FOREACH_ENUM( GameController, c )
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{
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BitmapText &text = m_textLabel[c];
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text.LoadFromFont( THEME->GetPathF(m_sName,"title") );
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PlayerNumber pn = (PlayerNumber)c;
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text.SetName( "Label"+PlayerNumberToString(pn) );
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RString sText = ssprintf(PLAYER_SLOTS.GetValue(), PlayerNumberToLocalizedString(pn).c_str());
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text.SetText( sText );
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ActorUtil::LoadAllCommands( text, m_sName );
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m_Line[iRow].AddChild( &m_textLabel[c] );
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}
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m_LineScroller.AddChild( &m_Line[iRow] );
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iRow++;
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}
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// normal rows
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for( unsigned b=0; b<m_KeysToMap.size(); b++ )
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{
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KeyToMap *pKey = &m_KeysToMap[b];
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{
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BitmapText *pName = new BitmapText;
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pName->SetName( "Primary" );
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pName->LoadFromFont( THEME->GetPathF(m_sName,"title") );
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RString sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), pKey->m_GameButton );
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pName->SetText( sText );
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ActorUtil::LoadAllCommands( *pName, m_sName );
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m_Line[iRow].AddChild( pName );
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}
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{
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BitmapText *pSecondary = new BitmapText;
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pSecondary->SetName( "Secondary" );
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pSecondary->LoadFromFont( THEME->GetPathF(m_sName,"title") );
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GameButton mb = INPUTMAPPER->GetInputScheme()->GameButtonToMenuButton( pKey->m_GameButton );
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RString sText;
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if( mb != GameButton_Invalid && mb != pKey->m_GameButton )
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sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), mb );
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ActorUtil::LoadAllCommands( *pSecondary, m_sName );
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pSecondary->SetText( sText );
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m_Line[iRow].AddChild( pSecondary );
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}
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FOREACH_ENUM( GameController, c )
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{
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for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
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{
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pKey->m_textMappedTo[c][s] = new BitmapText;
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pKey->m_textMappedTo[c][s]->SetName( "MappedTo" );
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pKey->m_textMappedTo[c][s]->LoadFromFont( THEME->GetPathF(m_sName,"entry") );
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pKey->m_textMappedTo[c][s]->RunCommands( MAPPED_TO_COMMAND(c,s) );
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ActorUtil::LoadAllCommands( *pKey->m_textMappedTo[c][s], m_sName );
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m_Line[iRow].AddChild( pKey->m_textMappedTo[c][s] );
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}
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}
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m_Line[iRow].DeleteChildrenWhenDone();
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m_Line[iRow].SetName( "Line" );
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ActorUtil::LoadAllCommands( m_Line[iRow], m_sName );
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m_LineScroller.AddChild( &m_Line[iRow] );
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iRow++;
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}
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// exit row
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{
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m_sprExit.Load( THEME->GetPathG(m_sName,"exit") );
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m_sprExit->SetName( "Exit" );
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ActorUtil::LoadAllCommands( *m_sprExit, m_sName );
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m_Line[iRow].AddChild( m_sprExit );
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m_LineScroller.AddChild( &m_Line[iRow] );
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iRow++;
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}
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m_LineScroller.SetName( "LineScroller" );
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ActorUtil::LoadAllCommands( m_LineScroller, m_sName );
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m_LineScroller.SetNumItemsToDraw( (float) m_LineScroller.GetNumChildren()*2 );
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m_LineScroller.Load2();
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this->AddChild( &m_LineScroller );
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}
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void ScreenMapControllers::BeginScreen()
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{
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m_iCurController = 0;
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m_iCurButton = 0;
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m_iCurSlot = 0;
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ScreenWithMenuElements::BeginScreen();
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m_WaitingForPress.SetZero();
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Refresh();
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AfterChangeFocus();
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}
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void ScreenMapControllers::Update( float fDeltaTime )
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{
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ScreenWithMenuElements::Update( fDeltaTime );
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//
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// Update devices text
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//
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m_textDevices.SetText( INPUTMAN->GetDisplayDevicesString() );
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if( !m_WaitingForPress.IsZero() && m_DeviceIToMap.IsValid() ) // we're going to map an input
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{
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if( m_WaitingForPress.PeekDeltaTime() < g_fSecondsToWaitForInput )
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return; /* keep waiting */
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m_WaitingForPress.SetZero();
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ASSERT( m_iCurButton < (int) m_KeysToMap.size() );
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const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
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GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
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INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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// commit to disk after each change
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INPUTMAPPER->SaveMappingsToDisk();
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Refresh();
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BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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pText->PlayCommand( "MappedInput" );
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SCREENMAN->PlayStartSound();
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}
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}
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/* Note that this isn't necessarily correct. For example, JOY_LEFT might actually be
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* a D-pad and not an axis. All this is actually doing is giving priority to some
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* inputs over others; this function is unsuitable for other use. */
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static bool IsAxis( const DeviceInput& DeviceI )
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{
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if( !DeviceI.IsJoystick() )
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return false;
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static int axes[] =
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{
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JOY_LEFT, JOY_RIGHT, JOY_UP, JOY_DOWN,
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JOY_LEFT_2, JOY_RIGHT_2, JOY_UP_2, JOY_DOWN_2,
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JOY_Z_UP, JOY_Z_DOWN,
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JOY_ROT_UP, JOY_ROT_DOWN, JOY_ROT_LEFT, JOY_ROT_RIGHT, JOY_ROT_Z_UP, JOY_ROT_Z_DOWN,
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JOY_HAT_LEFT, JOY_HAT_RIGHT, JOY_HAT_UP, JOY_HAT_DOWN,
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JOY_AUX_1, JOY_AUX_2, JOY_AUX_3, JOY_AUX_4,
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-1
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};
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for( int ax = 0; axes[ax] != -1; ++ax )
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if( DeviceI.button == axes[ax] )
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return true;
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return false;
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}
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void ScreenMapControllers::Input( const InputEventPlus &input )
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{
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if( m_fLockInputSecs > 0 )
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return;
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if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
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return; // ignore
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if( IsTransitioning() )
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return; // ignore
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LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d",
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input.DeviceI.device, input.DeviceI.button );
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int button = input.DeviceI.button;
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/* TRICKY: Some adapters map the PlayStation digital d-pad to both axes and
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* buttons. We want buttons to be used for any mappings where possible
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* because presses of buttons aren't mutually exclusive and presses of axes
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* are (e.g. can't read presses of both Left and Right simultaneously). So,
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* when the user presses a button, we'll wait until the next Update before
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* adding a mapping so that we get a chance to see all input events the
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* user's press of a panel. Prefer non-axis events over axis events. */
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if( !m_WaitingForPress.IsZero() )
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{
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if( input.type != IET_FIRST_PRESS )
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return;
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// Don't allow function keys to be mapped.
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if( input.DeviceI.device == DEVICE_KEYBOARD && (input.DeviceI.button >= KEY_F1 && input.DeviceI.button <= KEY_F12) )
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{
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SCREENMAN->SystemMessage( INVALID_BUTTON );
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SCREENMAN->PlayInvalidSound();
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}
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else
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{
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if( m_DeviceIToMap.IsValid() &&
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!IsAxis(m_DeviceIToMap) &&
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IsAxis(input.DeviceI) )
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{
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LOG->Trace("Ignored input; non-axis event already received");
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return; // ignore this press
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}
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m_DeviceIToMap = input.DeviceI;
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}
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}
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else if( input.DeviceI.device == DEVICE_KEYBOARD )
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{
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switch( button )
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{
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/* We only advertise space as doing this, but most games use either delete
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* or backspace, and I find them more intuitive, so allow them, too. -gm */
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/* XXX: For some reason that eludes me, this function gets sent an
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* KEY_SPACE button press every time the JOY_HAT_UP button is pressed.
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* Had to put this in to prevent mappings being erased everytime the user
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* pressed up on the joypad. */
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case KEY_DEL:
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case KEY_SPACE:
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case KEY_BACK: // Clear the selected input mapping.
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // on exit
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{
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const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
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GameInput curGameI( (GameController)m_iCurController, pKey->m_GameButton );
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if( !INPUTMAPPER->ClearFromInputMap(curGameI, m_iCurSlot) )
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break;
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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m_soundDelete.Play();
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// commit to disk after each change
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INPUTMAPPER->SaveMappingsToDisk();
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}
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break;
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case KEY_LEFT: // Move the selection left, wrapping up.
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // on exit
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if( m_iCurSlot == 0 && m_iCurController == 0 )
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break; // can't go left any more
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BeforeChangeFocus();
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m_iCurSlot--;
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if( m_iCurSlot < 0 )
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{
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m_iCurSlot = NUM_CHANGABLE_SLOTS-1;
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m_iCurController--;
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}
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AfterChangeFocus();
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m_soundChange.Play();
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break;
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case KEY_RIGHT: // Move the selection right, wrapping down.
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // on exit
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if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == NUM_GameController-1 )
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break; // can't go right any more
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BeforeChangeFocus();
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m_iCurSlot++;
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if( m_iCurSlot > NUM_CHANGABLE_SLOTS-1 )
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{
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m_iCurSlot = 0;
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m_iCurController++;
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}
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AfterChangeFocus();
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m_soundChange.Play();
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break;
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case KEY_UP: // Move the selection up.
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if( m_iCurButton == 0 )
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break; // can't go up any more
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BeforeChangeFocus();
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m_iCurButton--;
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AfterChangeFocus();
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m_soundChange.Play();
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break;
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case KEY_DOWN: // Move the selection down.
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // can't go down any more
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BeforeChangeFocus();
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m_iCurButton++;
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AfterChangeFocus();
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m_soundChange.Play();
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break;
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case KEY_ESC: // Quit the screen.
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen( SM_GoToNextScreen );
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break;
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case KEY_ENTER: // Change the selection.
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case KEY_KP_ENTER:
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if( m_iCurButton == (int) m_KeysToMap.size() )
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{
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen( SM_GoToNextScreen );
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break;
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}
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{
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const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
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BitmapText *pText = pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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pText->PlayCommand( "Waiting" );
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}
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m_WaitingForPress.Touch();
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m_DeviceIToMap.MakeInvalid();
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SCREENMAN->PlayStartSound();
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break;
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}
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}
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// ScreenWithMenuElements::Input( input ); // default handler
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LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
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Refresh();
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}
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Actor *ScreenMapControllers::GetActorWithFocus()
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{
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if( m_iCurButton == (int) m_KeysToMap.size() )
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return m_sprExit;
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const KeyToMap *pKey = &m_KeysToMap[m_iCurButton];
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return pKey->m_textMappedTo[m_iCurController][m_iCurSlot];
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}
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void ScreenMapControllers::BeforeChangeFocus()
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{
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Actor *pActor = GetActorWithFocus();
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pActor->PlayCommand( "LoseFocus" );
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}
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void ScreenMapControllers::AfterChangeFocus()
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{
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Actor *pActor = GetActorWithFocus();
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pActor->PlayCommand( "GainFocus" );
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}
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void ScreenMapControllers::Refresh()
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{
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FOREACH_ENUM( GameController, p )
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{
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for( unsigned b=0; b<m_KeysToMap.size(); b++ )
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{
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const KeyToMap *pKey = &m_KeysToMap[b];
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for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
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{
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BitmapText *pText = pKey->m_textMappedTo[p][s];
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GameInput cur_gi( p, pKey->m_GameButton );
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DeviceInput di;
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RString sText = "-----------";
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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sText = INPUTMAN->GetDeviceSpecificInputString( di );
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pText->SetText( sText );
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}
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}
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}
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m_LineScroller.SetDestinationItem( (float) m_iCurButton );
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}
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void ScreenMapControllers::HandleMessage( const Message &msg )
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{
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if( msg == Message_AutoJoyMappingApplied )
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{
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Refresh();
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}
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ScreenWithMenuElements::HandleMessage( msg );
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}
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/*
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* (c) 2001-2005 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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