149 lines
5.7 KiB
C++
149 lines
5.7 KiB
C++
/* InputMapper - Holds user-chosen input preferences and saves it between sessions. */
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#ifndef INPUT_MAPPER_H
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#define INPUT_MAPPER_H
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#include "RageInputDevice.h"
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#include "GameInput.h"
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#include "MenuInput.h"
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#include "PlayerNumber.h"
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const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
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const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
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const int NUM_USER_GAME_TO_DEVICE_SLOTS = 2;
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#define NO_DEFAULT_KEY DeviceButton_Invalid
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#define InputMapping_END {-1, DeviceButton_Invalid, GameButton_Invalid, false }, // end marker
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struct InputMapping
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{
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bool IsEndMarker() const { return deviceButton == deviceButton && gb == GameButton_Invalid; }
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int iSlotIndex;
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DeviceButton deviceButton;
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GameButton gb; // GameButton_Invalid == end marker
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/*
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* If this is true, this is an auxilliary mapping assigned to the second
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* player. If two of the same device are found, and the device has secondary
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* entries, the later entries take precedence. This way, if a Pump pad is
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* found, it'll map P1 to the primary pad and P2 to the secondary pad.
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* (We can't tell if a slave pad is actually there.) Then, if a second primary
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* is found (DEVICE_PUMP2), 2P will be mapped to it.
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*/
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bool SecondController;
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};
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class InputScheme
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{
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public:
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const char *m_szName;
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int m_iButtonsPerController;
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struct GameButtonInfo
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{
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const char *m_szName; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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MenuButton m_SecondaryMenuButton;
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};
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/* Data for each Game-specific GameButton. This starts at GAME_BUTTON_NEXT. */
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GameButtonInfo m_GameButtonInfo[NUM_GameButton];
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const InputMapping *m_Maps;
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GameButton ButtonNameToIndex( const RString &sButtonName ) const;
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MenuButton GameButtonToMenuButton( GameButton gb ) const;
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void MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const;
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MenuButton GetMenuButtonSecondaryFunction( GameButton gb ) const;
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const GameButtonInfo *GetGameButtonInfo( GameButton gb ) const;
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const char *GetGameButtonName( GameButton gb ) const;
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};
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#define FOREACH_GameButtonInScheme( s, var ) for( GameButton var=(GameButton)0; var<s->m_iButtonsPerController; enum_add<GameButton>( var, +1 ) )
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class InputMapper
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{
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public:
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InputMapper();
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~InputMapper();
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void SetInputScheme( const InputScheme *pInputScheme );
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const InputScheme *GetInputScheme() const;
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void SetJoinControllers( PlayerNumber pn );
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void ReadMappingsFromDisk();
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void SaveMappingsToDisk();
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void ClearAllMappings();
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void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
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void ClearFromInputMap( const DeviceInput &DeviceI );
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bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
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void AddDefaultMappingsForCurrentGameIfUnmapped();
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void AutoMapJoysticksForCurrentGame();
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bool CheckForChangedInputDevicesAndRemap( RString &sMessageOut );
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bool IsMapped( const DeviceInput &DeviceI );
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bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
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bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
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MenuButton GameButtonToMenuButton( GameButton gb );
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void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
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PlayerNumber ControllerToPlayerNumber( GameController controller );
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid );
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float GetSecsHeld( MenuButton MenuI, PlayerNumber pn );
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL );
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bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn );
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn );
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void RepeatStopKey( const GameInput &GameI );
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void RepeatStopKey( MenuButton MenuI, PlayerNumber pn );
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typedef InputMapping Mapping;
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static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
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static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
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void Unmap( InputDevice device );
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void ApplyMapping( const Mapping *maps, GameController gc, InputDevice device );
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protected:
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// all the DeviceInputs that map to a GameInput
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DeviceInput m_GItoDI[NUM_GameController][NUM_GameButton][NUM_GAME_TO_DEVICE_SLOTS];
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void UpdateTempDItoGI();
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const InputScheme *m_pInputScheme;
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};
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extern InputMapper* INPUTMAPPER; // global and accessable from anywhere in our program
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#endif
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/*
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* (c) 2001-2003 Chris Danford
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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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