Files
itgmania212121/src/ScreenMapControllers.cpp
T
2012-01-07 16:44:13 -08:00

466 lines
14 KiB
C++

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