1212 lines
48 KiB
C++
1212 lines
48 KiB
C++
#include "global.h"
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#include "InputMapper.h"
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#include "IniFile.h"
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#include "MessageManager.h"
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#include "RageLog.h"
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#include "InputFilter.h"
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#include "RageUtil.h"
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#include "PrefsManager.h"
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#include "RageInput.h"
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#include "SpecialFiles.h"
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#include "LocalizedString.h"
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#include "Foreach.h"
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#include "arch/Dialog/Dialog.h"
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#define AUTOMAPPINGS_DIR "/Data/AutoMappings/"
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static Preference<RString> g_sLastSeenInputDevices( "LastSeenInputDevices", "" );
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static Preference<bool> g_bAutoMapOnJoyChange( "AutoMapOnJoyChange", true );
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namespace
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{
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// lookup for efficiency from a DeviceInput to a GameInput
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// This is repopulated every time m_PItoDI changes by calling UpdateTempDItoPI().
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map<DeviceInput, GameInput> g_tempDItoGI;
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PlayerNumber g_JoinControllers;
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};
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InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program
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InputMapper::InputMapper()
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{
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g_JoinControllers = PLAYER_INVALID;
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m_pInputScheme = NULL;
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}
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InputMapper::~InputMapper()
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{
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SaveMappingsToDisk();
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g_tempDItoGI.clear();
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}
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void InputMapper::ClearAllMappings()
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{
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m_mappings.Clear();
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UpdateTempDItoGI();
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}
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static const AutoMappings g_DefaultKeyMappings = AutoMappings(
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"",
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"",
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"",
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AutoMappingEntry( 0, KEY_LEFT, GAME_BUTTON_MENULEFT, false ),
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AutoMappingEntry( 0, KEY_RIGHT, GAME_BUTTON_MENURIGHT, false ),
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AutoMappingEntry( 0, KEY_UP, GAME_BUTTON_MENUUP, false ),
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AutoMappingEntry( 0, KEY_DOWN, GAME_BUTTON_MENUDOWN, false ),
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AutoMappingEntry( 0, KEY_ENTER, GAME_BUTTON_START, false ),
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AutoMappingEntry( 0, KEY_SLASH, GAME_BUTTON_SELECT, false ),
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AutoMappingEntry( 0, KEY_ESC, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, KEY_KP_C4, GAME_BUTTON_MENULEFT, true ),
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AutoMappingEntry( 0, KEY_KP_C6, GAME_BUTTON_MENURIGHT, true ),
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AutoMappingEntry( 0, KEY_KP_C8, GAME_BUTTON_MENUUP, true ),
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AutoMappingEntry( 0, KEY_KP_C2, GAME_BUTTON_MENUDOWN, true ),
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AutoMappingEntry( 0, KEY_KP_ENTER, GAME_BUTTON_START, true ),
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AutoMappingEntry( 0, KEY_KP_C0, GAME_BUTTON_SELECT, true ),
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AutoMappingEntry( 0, KEY_HYPHEN, GAME_BUTTON_BACK, true ), // laptop keyboards.
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AutoMappingEntry( 0, KEY_SCRLLOCK, GAME_BUTTON_OPERATOR, false )
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);
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void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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{
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// Clear default mappings. Default mappings are in the third slot.
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FOREACH_ENUM( GameController, i )
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FOREACH_ENUM( GameButton, j)
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ClearFromInputMap( GameInput(i, j), 2 );
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vector<AutoMappingEntry> aMaps;
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aMaps.reserve( 32 );
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for (AutoMappingEntry const &iter : g_DefaultKeyMappings.m_vMaps)
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aMaps.push_back( iter );
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for (AutoMappingEntry const &iter : m_pInputScheme->m_pAutoMappings->m_vMaps)
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aMaps.push_back( iter );
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/* There may be duplicate GAME_BUTTON maps. Process the list backwards,
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* so game-specific mappings override g_DefaultKeyMappings. */
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std::reverse( aMaps.begin(), aMaps.end() );
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for (AutoMappingEntry const &m : aMaps)
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{
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DeviceButton key = m.m_deviceButton;
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DeviceInput DeviceI( DEVICE_KEYBOARD, key );
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GameInput GameI( m.m_bSecondController ? GameController_2 : GameController_1, m.m_gb );
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if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping
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{
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if( !GameI.IsValid() )
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ClearFromInputMap( DeviceI );
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else
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SetInputMap( DeviceI, GameI, 2 );
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}
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}
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}
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static const AutoMappings g_AutoMappings[] =
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{
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AutoMappings(
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"dance",
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"GIC USB Joystick",
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"Boom USB convertor (black/gray)",
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AutoMappingEntry( 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_12, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"4 axis 16 button joystick",
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"EMS USB2",
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AutoMappingEntry( 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"GamePad Pro USB ", // yes, there is a space at the end
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"GamePad Pro USB",
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AutoMappingEntry( 0, JOY_LEFT, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_UP, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_DOWN, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_5, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"SideWinder Game Pad USB version 1.0",
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"SideWinder Game Pad USB",
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AutoMappingEntry( 0, JOY_LEFT, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_UP, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_DOWN, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_5, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"4 axis 12 button joystick with hat switch",
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"Super Joy Box 5",
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AutoMappingEntry( 0, JOY_LEFT, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_UP, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_DOWN, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_START, false )
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),
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/* AutoMappings(
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"dance",
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"MP-8866 Dual USB Joypad",
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"Super Dual Box (from Lik-Sang, 2004)",
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//NEEDS_DANCE_PAD_MAPPING_CODE,
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AutoMappingEntry( 0, JOY_LEFT, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_UP, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_DOWN, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_5, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_START, false ),
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),
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*/
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AutoMappings(
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"dance",
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"MP-8866 Dual USB Joypad",
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"Super Dual Box (from DDRGame.com, Feb 2008)",
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//NEEDS_DANCE_PAD_MAPPING_CODE,
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AutoMappingEntry( 0, JOY_BUTTON_3, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_BUTTON_2, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_1, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_4, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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//AutoMappingEntry{ 0, JOY_BUTTON_5, DANCE_BUTTON_DOWNLEFT, false ),
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//AutoMappingEntry{ 0, JOY_BUTTON_6, DANCE_BUTTON_DOWNRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"NTPAD",
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"NTPAD",
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AutoMappingEntry( 0, JOY_BUTTON_13, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_15, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_16, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_BUTTON_14, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_5, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"Psx Gamepad",
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"PSXPAD",
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AutoMappingEntry( 0, JOY_LEFT, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_UP, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_DOWN, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_5, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_8, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"XBOX Gamepad Plugin V0.01",
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"X-Box gamepad",
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AutoMappingEntry( 0, JOY_LEFT, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_UP, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_DOWN, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_DOWN, false ), // A
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false ), // B
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_LEFT, false ), // X
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false ), // Y
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ), // L shoulder
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ), // R shoulder
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_START, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false )
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),
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AutoMappings(
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"dance",
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"0b43:0003", // The EMS USB2 doesn't provide a model string, so Linux
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// just gives us the VendorID and ModelID in hex.
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"EMS USB2",
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// Player 1.
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AutoMappingEntry( 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_SELECT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false ),
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AutoMappingEntry( 0, JOY_BUTTON_5, GAME_BUTTON_BACK, false ),
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// Player 2.
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AutoMappingEntry( 0, JOY_BUTTON_32, DANCE_BUTTON_LEFT, true ),
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AutoMappingEntry( 0, JOY_BUTTON_30, DANCE_BUTTON_RIGHT, true ),
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AutoMappingEntry( 0, JOY_BUTTON_29, DANCE_BUTTON_UP, true ),
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AutoMappingEntry( 0, JOY_BUTTON_31, DANCE_BUTTON_DOWN, true ),
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AutoMappingEntry( 1, JOY_BUTTON_20, DANCE_BUTTON_LEFT, true ),
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AutoMappingEntry( 1, JOY_BUTTON_18, DANCE_BUTTON_RIGHT, true ),
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AutoMappingEntry( 1, JOY_BUTTON_17, DANCE_BUTTON_UP, true ),
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AutoMappingEntry( 1, JOY_BUTTON_19, DANCE_BUTTON_DOWN, true ),
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AutoMappingEntry( 0, JOY_BUTTON_23, DANCE_BUTTON_UPRIGHT, true ),
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AutoMappingEntry( 0, JOY_BUTTON_24, DANCE_BUTTON_UPLEFT, true ),
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AutoMappingEntry( 0, JOY_BUTTON_25, GAME_BUTTON_SELECT, true ),
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AutoMappingEntry( 0, JOY_BUTTON_26, GAME_BUTTON_START, true ),
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AutoMappingEntry( 0, JOY_BUTTON_21, GAME_BUTTON_BACK, true )
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),
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AutoMappings(
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"dance",
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"Dance ", //Notice extra space at end
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"LevelSix USB Pad (DDR638)", // "DDR638" is the model number of the pad
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AutoMappingEntry( 0, JOY_BUTTON_1, DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_BUTTON_2, DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 0, JOY_BUTTON_3, DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_4, DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_7, DANCE_BUTTON_UPRIGHT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_8, DANCE_BUTTON_UPLEFT, false ),
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AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
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AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
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),
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AutoMappings(
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"dance",
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"SmartJoy PLUS Adapter",
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"SmartJoy PLUS Adapter",
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AutoMappingEntry( 0, JOY_LEFT, /* dpad L */ DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 0, JOY_RIGHT, /* dpad R */ DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 0, JOY_UP, /* dpad U */ DANCE_BUTTON_UP, false ),
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AutoMappingEntry( 0, JOY_DOWN, /* dpad D */ DANCE_BUTTON_DOWN, false ),
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AutoMappingEntry( 1, JOY_BUTTON_4, /* Square */ DANCE_BUTTON_LEFT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_2, /* Circle */ DANCE_BUTTON_RIGHT, false ),
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AutoMappingEntry( 1, JOY_BUTTON_1, /* Tri */ DANCE_BUTTON_UP, false ),
|
|
AutoMappingEntry( 1, JOY_BUTTON_3, /* X */ DANCE_BUTTON_DOWN, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_7, /* L1 */ DANCE_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, /* R1 */ DANCE_BUTTON_UPRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, /* Select */ GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, /* Start */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_5, /* R1 */ GAME_BUTTON_SELECT, false )
|
|
),
|
|
AutoMappings(
|
|
"dance",
|
|
"RedOctane USB Pad|XBOX DDR", // "RedOctane USB Pad" is Ignition 3s and newer Afterburners. "XBOX DDR" is older Afterburners.
|
|
"RedOctane Ignition 3 or Afterburner",
|
|
AutoMappingEntry( 0, JOY_BUTTON_1, /* dpad L */ DANCE_BUTTON_LEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_4, /* dpad R */ DANCE_BUTTON_RIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, /* dpad U */ DANCE_BUTTON_UP, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, /* dpad D */ DANCE_BUTTON_DOWN, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_5, /* Tri */ GAME_BUTTON_BACK, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_6, /* Square */ GAME_BUTTON_BACK, false ),
|
|
//AutoMappingEntry{ 1, JOY_BUTTON_7, /* X */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, /* O */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 1, JOY_BUTTON_9, /* Start */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, /* Sel */ GAME_BUTTON_BACK, false )
|
|
),
|
|
AutoMappings(
|
|
"dance",
|
|
"Joypad to USB converter",
|
|
"EMS Trio Linker",
|
|
AutoMappingEntry( 0, JOY_BUTTON_16, /* dpad L */ DANCE_BUTTON_LEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_14, /* dpad R */ DANCE_BUTTON_RIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_13, /* dpad U */ DANCE_BUTTON_UP, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_15, /* dpad D */ DANCE_BUTTON_DOWN, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_5, /* Tri */ GAME_BUTTON_BACK, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_6, /* Square */ GAME_BUTTON_BACK, false ),
|
|
//AutoMappingEntry{ 1, JOY_BUTTON_7, /* X */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, /* O */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 1, JOY_BUTTON_10, /* Start */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, /* Sel */ GAME_BUTTON_BACK, false )
|
|
),
|
|
AutoMappings(
|
|
"dance",
|
|
"Positive Gaming Impact USB pad",
|
|
"Positive Gaming Impact USB pad",
|
|
AutoMappingEntry( 0, JOY_BUTTON_1, /* dpad L */ DANCE_BUTTON_LEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_4, /* dpad R */ DANCE_BUTTON_RIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, /* dpad U */ DANCE_BUTTON_UP, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, /* dpad D */ DANCE_BUTTON_DOWN, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_5, /* Tri */ GAME_BUTTON_BACK, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_6, /* Square */ GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_7, /* X */ DANCE_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, /* O */ DANCE_BUTTON_UPRIGHT, false ),
|
|
AutoMappingEntry( 1, JOY_BUTTON_9, /* Start */ GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, /* Sel */ GAME_BUTTON_BACK, false )
|
|
),
|
|
AutoMappings(
|
|
"dance",
|
|
"USB Dance Pad",
|
|
"DDRGame Energy Dance Pad",
|
|
AutoMappingEntry( 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, DANCE_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, DANCE_BUTTON_UPRIGHT, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_1, DANCE_BUTTON_DOWNLEFT, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_4, DANCE_BUTTON_DOWNRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
|
|
),
|
|
AutoMappings(
|
|
"dance",
|
|
"Dual USB Vibration Joystick",
|
|
"PC Multi Hub Double Power Box 4",
|
|
AutoMappingEntry( 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, DANCE_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, DANCE_BUTTON_UPRIGHT, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_1, DANCE_BUTTON_DOWNLEFT, false ),
|
|
//AutoMappingEntry{ 0, JOY_BUTTON_4, DANCE_BUTTON_DOWNRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
|
|
),
|
|
AutoMappings(
|
|
"dance",
|
|
"Controller \\(Harmonix Drum Kit for Xbox 360\\)",
|
|
"Rock Band drum controller (Xbox 360, Windows driver)",
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, DANCE_BUTTON_UP, false ), // blue drum
|
|
AutoMappingEntry( 0, JOY_BUTTON_4, DANCE_BUTTON_DOWN, false ), // yellow drum
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, DANCE_BUTTON_LEFT, false ), // red drum
|
|
AutoMappingEntry( 0, JOY_BUTTON_1, DANCE_BUTTON_RIGHT, false ), // green drum
|
|
AutoMappingEntry( 0, JOY_HAT_LEFT, GAME_BUTTON_MENULEFT, false ), // d-pad left
|
|
AutoMappingEntry( 0, JOY_HAT_RIGHT, GAME_BUTTON_MENURIGHT, false ), // d-pad right
|
|
AutoMappingEntry( 0, JOY_HAT_UP, GAME_BUTTON_MENUUP, false ), // d-pad up
|
|
AutoMappingEntry( 0, JOY_HAT_DOWN, GAME_BUTTON_MENUDOWN, false ), // d-pad down
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, GAME_BUTTON_START, false ), // start button
|
|
AutoMappingEntry( 0, JOY_BUTTON_7, GAME_BUTTON_BACK, false ) // back button
|
|
),
|
|
AutoMappings(
|
|
"pump",
|
|
"Pump USB",
|
|
"Pump USB pad",
|
|
AutoMappingEntry( 0, JOY_BUTTON_1, PUMP_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, PUMP_BUTTON_UPRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, PUMP_BUTTON_CENTER, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_4, PUMP_BUTTON_DOWNLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_5, PUMP_BUTTON_DOWNRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_6, GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_7, PUMP_BUTTON_UPLEFT, true ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, PUMP_BUTTON_UPRIGHT, true ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, PUMP_BUTTON_CENTER, true ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, PUMP_BUTTON_DOWNLEFT, true ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_11, PUMP_BUTTON_DOWNRIGHT, true )
|
|
),
|
|
AutoMappings(
|
|
"pump",
|
|
"GamePad Pro USB ", // yes, there is a space at the end
|
|
"GamePad Pro USB",
|
|
AutoMappingEntry( 0, JOY_BUTTON_5, PUMP_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_6, PUMP_BUTTON_UPRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_7, PUMP_BUTTON_DOWNLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, PUMP_BUTTON_DOWNRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_LEFT, GAME_BUTTON_MENULEFT, false ),
|
|
AutoMappingEntry( 0, JOY_RIGHT, GAME_BUTTON_MENURIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_UP, GAME_BUTTON_MENUUP, false ),
|
|
AutoMappingEntry( 0, JOY_DOWN, GAME_BUTTON_MENUDOWN, false ),
|
|
AutoMappingEntry( 1, JOY_BUTTON_1, PUMP_BUTTON_CENTER, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
|
|
),
|
|
AutoMappings(
|
|
"pump",
|
|
"Controller \\(Harmonix Drum Kit for Xbox 360\\)",
|
|
"Rock Band drum controller (Xbox 360, Windows driver)",
|
|
AutoMappingEntry( 0, JOY_BUTTON_5, PUMP_BUTTON_CENTER, false ), // bass pedal
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, PUMP_BUTTON_UPRIGHT, false ), // blue drum
|
|
AutoMappingEntry( 0, JOY_BUTTON_4, PUMP_BUTTON_UPLEFT, false ), // yellow drum
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, PUMP_BUTTON_DOWNLEFT, false ), // red drum
|
|
AutoMappingEntry( 0, JOY_BUTTON_1, PUMP_BUTTON_DOWNRIGHT, false ), // green drum
|
|
AutoMappingEntry( 0, JOY_HAT_LEFT, GAME_BUTTON_MENULEFT, false ), // d-pad left
|
|
AutoMappingEntry( 0, JOY_HAT_RIGHT, GAME_BUTTON_MENURIGHT, false ), // d-pad right
|
|
AutoMappingEntry( 0, JOY_HAT_UP, GAME_BUTTON_MENUUP, false ), // d-pad up
|
|
AutoMappingEntry( 0, JOY_HAT_DOWN, GAME_BUTTON_MENUDOWN, false ), // d-pad down
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, GAME_BUTTON_START, false ), // start button
|
|
AutoMappingEntry( 0, JOY_BUTTON_7, GAME_BUTTON_BACK, false ) // back button
|
|
),
|
|
AutoMappings(
|
|
"para",
|
|
"ParaParaParadise Controller",
|
|
"ParaParaParadise Controller",
|
|
AutoMappingEntry( 0, JOY_BUTTON_5, PARA_BUTTON_LEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_4, PARA_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, PARA_BUTTON_UP, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, PARA_BUTTON_UPRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_1, PARA_BUTTON_RIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_11, GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_12, GAME_BUTTON_MENULEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_MENURIGHT, false )
|
|
),
|
|
AutoMappings(
|
|
"techno",
|
|
"Dance ", //Notice the extra space at end
|
|
"LevelSix USB Pad (DDR638)", // "DDR638" is the model number of the pad
|
|
AutoMappingEntry( 0, JOY_BUTTON_1, TECHNO_BUTTON_UP, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_2, TECHNO_BUTTON_DOWN, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_3, TECHNO_BUTTON_LEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_4, TECHNO_BUTTON_RIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_5, TECHNO_BUTTON_DOWNRIGHT,false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_6, TECHNO_BUTTON_DOWNLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_7, TECHNO_BUTTON_UPRIGHT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_8, TECHNO_BUTTON_UPLEFT, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false ),
|
|
AutoMappingEntry( 0, JOY_BUTTON_10, GAME_BUTTON_START, false )
|
|
),
|
|
};
|
|
|
|
void InputMapper::Unmap( InputDevice id )
|
|
{
|
|
m_mappings.Unmap( id );
|
|
|
|
UpdateTempDItoGI();
|
|
}
|
|
|
|
void InputMapper::ApplyMapping( const vector<AutoMappingEntry> &vMmaps, GameController gc, InputDevice id )
|
|
{
|
|
map<GameInput, int> MappedButtons;
|
|
for (AutoMappingEntry const &iter : vMmaps)
|
|
{
|
|
GameController map_gc = gc;
|
|
if( iter.m_bSecondController )
|
|
{
|
|
map_gc = (GameController)(map_gc+1);
|
|
|
|
/* If that pushed it over, then it's a second controller for a joystick
|
|
* that's already a second controller, so we'll just ignore it. (This
|
|
* can happen if eg. two primary Pump pads are connected.) */
|
|
if( map_gc >= NUM_GameController )
|
|
continue;
|
|
}
|
|
|
|
DeviceInput di( id, iter.m_deviceButton );
|
|
GameInput gi( map_gc, iter.m_gb );
|
|
int iSlot = MappedButtons[gi];
|
|
++MappedButtons[gi];
|
|
SetInputMap( di, gi, iSlot );//maps[k].iSlotIndex );
|
|
}
|
|
}
|
|
|
|
void InputMapper::AutoMapJoysticksForCurrentGame()
|
|
{
|
|
vector<InputDeviceInfo> vDevices;
|
|
INPUTMAN->GetDevicesAndDescriptions(vDevices);
|
|
|
|
// fill vector with all auto mappings
|
|
vector<AutoMappings> vAutoMappings;
|
|
{
|
|
// file automaps - Add these first so that they can match before the hard-coded mappings
|
|
vector<RString> vs;
|
|
GetDirListing( AUTOMAPPINGS_DIR "*.ini", vs, false, true );
|
|
for (RString const &sFilePath : vs)
|
|
{
|
|
InputMappings km;
|
|
km.ReadMappings( m_pInputScheme, sFilePath, true );
|
|
|
|
AutoMappings mapping( m_pInputScheme->m_szName, km.m_sDeviceRegex, km.m_sDescription );
|
|
|
|
FOREACH_ENUM( GameController, c )
|
|
{
|
|
FOREACH_ENUM( GameButton, b )
|
|
{
|
|
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
|
|
{
|
|
const DeviceInput &DeviceI = km.m_GItoDI[c][b][s];
|
|
if( !DeviceI.IsValid() )
|
|
continue;
|
|
|
|
AutoMappingEntry im( s, DeviceI.button, b, c > GameController_1 );
|
|
mapping.m_vMaps.push_back( im );
|
|
}
|
|
}
|
|
}
|
|
|
|
vAutoMappings.push_back( mapping );
|
|
}
|
|
|
|
// hard-coded automaps
|
|
for( unsigned j=0; j<ARRAYLEN(g_AutoMappings); j++ )
|
|
{
|
|
const AutoMappings& mapping = g_AutoMappings[j];
|
|
if( mapping.m_sGame.EqualsNoCase(m_pInputScheme->m_szName) )
|
|
vAutoMappings.push_back( mapping );
|
|
}
|
|
}
|
|
|
|
|
|
// apply auto mappings
|
|
int iNumJoysticksMapped = 0;
|
|
for (InputDeviceInfo const &device : vDevices)
|
|
{
|
|
InputDevice id = device.id;
|
|
const RString &sDescription = device.sDesc;
|
|
for (AutoMappings const &mapping : vAutoMappings)
|
|
{
|
|
Regex regex( mapping.m_sDriverRegex );
|
|
if( !regex.Compare(sDescription) )
|
|
continue; // driver names don't match
|
|
|
|
// We have a mapping for this joystick
|
|
GameController gc = (GameController)iNumJoysticksMapped;
|
|
if( gc >= NUM_GameController )
|
|
break; // stop mapping. We already mapped one device for each game controller.
|
|
|
|
LOG->Info( "Applying default joystick mapping #%d for device '%s' (%s)",
|
|
iNumJoysticksMapped+1, mapping.m_sDriverRegex.c_str(), mapping.m_sControllerName.c_str() );
|
|
|
|
Unmap( id );
|
|
ApplyMapping( mapping.m_vMaps, gc, id );
|
|
|
|
iNumJoysticksMapped++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void InputMapper::SetInputScheme( const InputScheme *pInputScheme )
|
|
{
|
|
m_pInputScheme = pInputScheme;
|
|
|
|
ReadMappingsFromDisk();
|
|
}
|
|
|
|
const InputScheme *InputMapper::GetInputScheme() const
|
|
{
|
|
return m_pInputScheme;
|
|
}
|
|
|
|
static const RString DEVICE_INPUT_SEPARATOR = ":"; // this isn't used in any key names
|
|
|
|
void InputMapper::ReadMappingsFromDisk()
|
|
{
|
|
m_mappings.ReadMappings( m_pInputScheme, SpecialFiles::KEYMAPS_PATH, false );
|
|
UpdateTempDItoGI();
|
|
|
|
AddDefaultMappingsForCurrentGameIfUnmapped();
|
|
}
|
|
|
|
void InputMapper::SaveMappingsToDisk()
|
|
{
|
|
m_mappings.WriteMappings( m_pInputScheme, SpecialFiles::KEYMAPS_PATH );
|
|
}
|
|
|
|
static LocalizedString CONNECTED ( "InputMapper", "Connected" );
|
|
static LocalizedString DISCONNECTED ( "InputMapper", "Disconnected" );
|
|
static LocalizedString AUTOMAPPING_ALL_JOYSTICKS ( "InputMapper", "Auto-mapping all joysticks." );
|
|
bool InputMapper::CheckForChangedInputDevicesAndRemap( RString &sMessageOut )
|
|
{
|
|
// Only check for changes in joysticks since that's all we know how to remap.
|
|
|
|
// update last seen joysticks
|
|
vector<InputDeviceInfo> vDevices;
|
|
INPUTMAN->GetDevicesAndDescriptions( vDevices );
|
|
|
|
// Strip non-joysticks.
|
|
vector<RString> vsLastSeenJoysticks;
|
|
// Don't use "," since some vendors have a name like "company Ltd., etc".
|
|
// For now, use a pipe character. -aj, fix from Mordae.
|
|
split( g_sLastSeenInputDevices, "|", vsLastSeenJoysticks );
|
|
|
|
vector<RString> vsCurrent;
|
|
vector<RString> vsCurrentJoysticks;
|
|
for( int i=vDevices.size()-1; i>=0; i-- )
|
|
{
|
|
vsCurrent.push_back( vDevices[i].sDesc );
|
|
if( IsJoystick(vDevices[i].id) )
|
|
{
|
|
vsCurrentJoysticks.push_back( vDevices[i].sDesc );
|
|
}
|
|
else
|
|
{
|
|
vector<RString>::iterator iter = find( vsLastSeenJoysticks.begin(), vsLastSeenJoysticks.end(), vDevices[i].sDesc );
|
|
if( iter != vsLastSeenJoysticks.end() )
|
|
vsLastSeenJoysticks.erase( iter );
|
|
}
|
|
}
|
|
|
|
bool bJoysticksChanged = vsCurrentJoysticks != vsLastSeenJoysticks;
|
|
if( !bJoysticksChanged )
|
|
return false;
|
|
|
|
vector<RString> vsConnects, vsDisconnects;
|
|
GetConnectsDisconnects( vsLastSeenJoysticks, vsCurrentJoysticks, vsDisconnects, vsConnects );
|
|
|
|
sMessageOut = RString();
|
|
if( !vsConnects.empty() )
|
|
sMessageOut += CONNECTED.GetValue()+": " + join( "\n", vsConnects ) + "\n";
|
|
if( !vsDisconnects.empty() )
|
|
sMessageOut += DISCONNECTED.GetValue()+": " + join( "\n", vsDisconnects ) + "\n";
|
|
|
|
if( g_bAutoMapOnJoyChange )
|
|
{
|
|
sMessageOut += AUTOMAPPING_ALL_JOYSTICKS.GetValue();
|
|
AutoMapJoysticksForCurrentGame();
|
|
SaveMappingsToDisk();
|
|
MESSAGEMAN->Broadcast( Message_AutoJoyMappingApplied );
|
|
}
|
|
|
|
LOG->Info( "%s", sMessageOut.c_str() );
|
|
|
|
// see above comment about not using ",". -aj
|
|
g_sLastSeenInputDevices.Set( join("|",vsCurrent) );
|
|
PREFSMAN->SavePrefsToDisk();
|
|
|
|
return true;
|
|
}
|
|
|
|
void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex )
|
|
{
|
|
m_mappings.SetInputMap( DeviceI, GameI, iSlotIndex );
|
|
|
|
UpdateTempDItoGI();
|
|
}
|
|
|
|
void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
|
|
{
|
|
m_mappings.ClearFromInputMap( DeviceI );
|
|
|
|
UpdateTempDItoGI();
|
|
}
|
|
|
|
bool InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
|
|
{
|
|
if( !m_mappings.ClearFromInputMap(GameI, iSlotIndex) )
|
|
return false;
|
|
|
|
UpdateTempDItoGI();
|
|
return true;
|
|
}
|
|
|
|
bool InputMapper::IsMapped( const DeviceInput &DeviceI ) const
|
|
{
|
|
return g_tempDItoGI.find(DeviceI) != g_tempDItoGI.end();
|
|
}
|
|
|
|
void InputMapper::UpdateTempDItoGI()
|
|
{
|
|
// repopulate g_tempDItoGI
|
|
g_tempDItoGI.clear();
|
|
FOREACH_ENUM( GameController, n )
|
|
{
|
|
FOREACH_ENUM( GameButton, b )
|
|
{
|
|
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
|
|
{
|
|
const DeviceInput &DeviceI = m_mappings.m_GItoDI[n][b][s];
|
|
if( !DeviceI.IsValid() )
|
|
continue;
|
|
|
|
g_tempDItoGI[DeviceI] = GameInput( n, b );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// return true if there is a mapping from device to pad
|
|
bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) const
|
|
{
|
|
GameI = g_tempDItoGI[DeviceI];
|
|
return GameI.controller != GameController_Invalid;
|
|
}
|
|
|
|
// return true if there is a mapping from pad to device
|
|
bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) const
|
|
{
|
|
DeviceI = m_mappings.m_GItoDI[GameI.controller][GameI.button][iSlotNum];
|
|
return DeviceI.device != InputDevice_Invalid;
|
|
}
|
|
|
|
PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller ) const
|
|
{
|
|
if( controller == GameController_Invalid )
|
|
return PLAYER_INVALID;
|
|
else if( g_JoinControllers != PLAYER_INVALID )
|
|
return g_JoinControllers;
|
|
else
|
|
return (PlayerNumber) controller;
|
|
}
|
|
|
|
GameButton InputMapper::GameButtonToMenuButton( GameButton gb ) const
|
|
{
|
|
return m_pInputScheme->GameButtonToMenuButton( gb );
|
|
}
|
|
|
|
/* If set (not PLAYER_INVALID), inputs from both GameControllers will be mapped
|
|
* to the specified player. If PLAYER_INVALID, GameControllers will be mapped
|
|
* individually. */
|
|
void InputMapper::SetJoinControllers( PlayerNumber pn )
|
|
{
|
|
g_JoinControllers = pn;
|
|
}
|
|
|
|
|
|
void InputMapper::MenuToGame( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const
|
|
{
|
|
if( g_JoinControllers != PLAYER_INVALID )
|
|
pn = PLAYER_INVALID;
|
|
|
|
m_pInputScheme->MenuButtonToGameInputs( MenuI, pn, GameIout );
|
|
}
|
|
|
|
|
|
bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const DeviceInputList *pButtonState ) const
|
|
{
|
|
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
|
|
{
|
|
DeviceInput DeviceI;
|
|
|
|
if( GameToDevice( GameI, i, DeviceI ) )
|
|
{
|
|
if( mp != MultiPlayer_Invalid )
|
|
DeviceI.device = MultiPlayerToInputDevice(mp);
|
|
if( INPUTFILTER->IsBeingPressed(DeviceI, pButtonState) )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool InputMapper::IsBeingPressed( GameButton MenuI, PlayerNumber pn ) const
|
|
{
|
|
vector<GameInput> GameI;
|
|
MenuToGame( MenuI, pn, GameI );
|
|
for( size_t i=0; i<GameI.size(); i++ )
|
|
if( IsBeingPressed(GameI[i]) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void InputMapper::RepeatStopKey( const GameInput &GameI )
|
|
{
|
|
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
|
|
{
|
|
DeviceInput DeviceI;
|
|
|
|
if( GameToDevice( GameI, i, DeviceI ) )
|
|
INPUTFILTER->RepeatStopKey( DeviceI );
|
|
}
|
|
}
|
|
|
|
void InputMapper::RepeatStopKey( GameButton MenuI, PlayerNumber pn )
|
|
{
|
|
vector<GameInput> GameI;
|
|
MenuToGame( MenuI, pn, GameI );
|
|
for( size_t i=0; i<GameI.size(); i++ )
|
|
RepeatStopKey( GameI[i] );
|
|
}
|
|
|
|
float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp ) const
|
|
{
|
|
float fMaxSecsHeld = 0;
|
|
|
|
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
|
|
{
|
|
DeviceInput DeviceI;
|
|
if( GameToDevice( GameI, i, DeviceI ) )
|
|
{
|
|
if( mp != MultiPlayer_Invalid )
|
|
DeviceI.device = MultiPlayerToInputDevice(mp);
|
|
fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
|
|
}
|
|
}
|
|
|
|
return fMaxSecsHeld;
|
|
}
|
|
|
|
float InputMapper::GetSecsHeld( GameButton MenuI, PlayerNumber pn ) const
|
|
{
|
|
float fMaxSecsHeld = 0;
|
|
|
|
vector<GameInput> GameI;
|
|
MenuToGame( MenuI, pn, GameI );
|
|
for( size_t i=0; i<GameI.size(); i++ )
|
|
fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
|
|
|
|
return fMaxSecsHeld;
|
|
}
|
|
|
|
void InputMapper::ResetKeyRepeat( const GameInput &GameI )
|
|
{
|
|
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
|
|
{
|
|
DeviceInput DeviceI;
|
|
if( GameToDevice( GameI, i, DeviceI ) )
|
|
INPUTFILTER->ResetKeyRepeat( DeviceI );
|
|
}
|
|
}
|
|
|
|
void InputMapper::ResetKeyRepeat( GameButton MenuI, PlayerNumber pn )
|
|
{
|
|
vector<GameInput> GameI;
|
|
MenuToGame( MenuI, pn, GameI );
|
|
for( size_t i=0; i<GameI.size(); i++ )
|
|
ResetKeyRepeat( GameI[i] );
|
|
}
|
|
|
|
float InputMapper::GetLevel( const GameInput &GameI ) const
|
|
{
|
|
float fLevel = 0;
|
|
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
|
|
{
|
|
DeviceInput DeviceI;
|
|
|
|
if( GameToDevice( GameI, i, DeviceI ) )
|
|
fLevel = max( fLevel, INPUTFILTER->GetLevel(DeviceI) );
|
|
}
|
|
return fLevel;
|
|
}
|
|
|
|
float InputMapper::GetLevel( GameButton MenuI, PlayerNumber pn ) const
|
|
{
|
|
vector<GameInput> GameI;
|
|
MenuToGame( MenuI, pn, GameI );
|
|
|
|
float fLevel = 0;
|
|
for( size_t i=0; i<GameI.size(); i++ )
|
|
fLevel = max( fLevel, GetLevel(GameI[i]) );
|
|
|
|
return fLevel;
|
|
}
|
|
|
|
InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp )
|
|
{
|
|
if( mp == MultiPlayer_Invalid )
|
|
return InputDevice_Invalid;
|
|
return enum_add2( DEVICE_JOY1, mp );
|
|
}
|
|
|
|
MultiPlayer InputMapper::InputDeviceToMultiPlayer( InputDevice id )
|
|
{
|
|
if( id == InputDevice_Invalid )
|
|
return MultiPlayer_Invalid;
|
|
return enum_add2( MultiPlayer_P1, id - DEVICE_JOY1 );
|
|
}
|
|
|
|
GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
|
|
{
|
|
for( GameButton gb=(GameButton) 0; gb<m_iButtonsPerController; gb=(GameButton)(gb+1) )
|
|
if( stricmp(GetGameButtonName(gb), sButtonName) == 0 )
|
|
return gb;
|
|
|
|
return GameButton_Invalid;
|
|
}
|
|
|
|
void InputScheme::MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vector<GameInput> &GameIout ) const
|
|
{
|
|
ASSERT( MenuI != GameButton_Invalid );
|
|
|
|
vector<GameButton> aGameButtons;
|
|
MenuButtonToGameButtons( MenuI, aGameButtons );
|
|
FOREACH( GameButton, aGameButtons, gb )
|
|
{
|
|
if( pn == PLAYER_INVALID )
|
|
{
|
|
GameIout.push_back( GameInput(GameController_1, *gb) );
|
|
GameIout.push_back( GameInput(GameController_2, *gb) );
|
|
}
|
|
else
|
|
{
|
|
GameIout.push_back( GameInput((GameController)pn, *gb) );
|
|
}
|
|
}
|
|
}
|
|
|
|
void InputScheme::MenuButtonToGameButtons( GameButton MenuI, vector<GameButton> &aGameButtons ) const
|
|
{
|
|
ASSERT( MenuI != GameButton_Invalid );
|
|
|
|
if( MenuI == GameButton_Invalid )
|
|
return;
|
|
|
|
FOREACH_ENUM( GameButton, gb)
|
|
{
|
|
if( PREFSMAN->m_bOnlyDedicatedMenuButtons && gb >= GAME_BUTTON_NEXT )
|
|
break;
|
|
|
|
const GameButtonInfo *pGameButtonInfo = GetGameButtonInfo( gb );
|
|
if( pGameButtonInfo->m_SecondaryMenuButton != MenuI )
|
|
continue;
|
|
aGameButtons.push_back( gb );
|
|
}
|
|
}
|
|
|
|
GameButton InputScheme::GameButtonToMenuButton( GameButton gb ) const
|
|
{
|
|
if( gb == GameButton_Invalid )
|
|
return GameButton_Invalid;
|
|
if( gb >= GAME_BUTTON_NEXT && PREFSMAN->m_bOnlyDedicatedMenuButtons )
|
|
return GameButton_Invalid;
|
|
return GetGameButtonInfo(gb)->m_SecondaryMenuButton;
|
|
}
|
|
|
|
static const InputScheme::GameButtonInfo g_CommonGameButtonInfo[] =
|
|
{
|
|
{ "MenuLeft", GAME_BUTTON_MENULEFT },
|
|
{ "MenuRight", GAME_BUTTON_MENURIGHT },
|
|
{ "MenuUp", GAME_BUTTON_MENUUP },
|
|
{ "MenuDown", GAME_BUTTON_MENUDOWN },
|
|
{ "Start", GAME_BUTTON_START },
|
|
{ "Select", GAME_BUTTON_SELECT },
|
|
{ "Back", GAME_BUTTON_BACK },
|
|
{ "Operator", GAME_BUTTON_OPERATOR },
|
|
{ "EffectUp", GAME_BUTTON_EFFECT_UP },
|
|
{ "EffectDown", GAME_BUTTON_EFFECT_DOWN },
|
|
};
|
|
|
|
const InputScheme::GameButtonInfo *InputScheme::GetGameButtonInfo( GameButton gb ) const
|
|
{
|
|
COMPILE_ASSERT( GAME_BUTTON_NEXT == ARRAYLEN(g_CommonGameButtonInfo) );
|
|
if( gb < GAME_BUTTON_NEXT )
|
|
return &g_CommonGameButtonInfo[gb];
|
|
else
|
|
return &m_GameButtonInfo[gb-GAME_BUTTON_NEXT];
|
|
}
|
|
|
|
const char *InputScheme::GetGameButtonName( GameButton gb ) const
|
|
{
|
|
if( gb == GameButton_Invalid )
|
|
return "";
|
|
return GetGameButtonInfo(gb)->m_szName;
|
|
}
|
|
|
|
void InputMappings::Clear()
|
|
{
|
|
FOREACH_ENUM( GameController, i )
|
|
FOREACH_ENUM( GameButton, j)
|
|
for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
|
|
m_GItoDI[i][j][k].MakeInvalid();
|
|
}
|
|
|
|
void InputMappings::Unmap( InputDevice id )
|
|
{
|
|
FOREACH_ENUM( GameController, i )
|
|
{
|
|
FOREACH_ENUM( GameButton, j)
|
|
{
|
|
for( int k=0; k<NUM_USER_GAME_TO_DEVICE_SLOTS; k++ )
|
|
{
|
|
DeviceInput &di = m_GItoDI[i][j][k];
|
|
if( di.device == id )
|
|
di.MakeInvalid();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void InputMappings::ReadMappings( const InputScheme *pInputScheme, RString sFilePath, bool bIsAutoMapping )
|
|
{
|
|
Clear();
|
|
|
|
IniFile ini;
|
|
if( !ini.ReadFile( sFilePath ) )
|
|
LOG->Trace( "Couldn't open mapping file \"%s\": %s.",
|
|
SpecialFiles::KEYMAPS_PATH.c_str(), ini.GetError().c_str() );
|
|
|
|
if( bIsAutoMapping )
|
|
{
|
|
if( !ini.GetValue( "AutoMapping", "DeviceRegex", m_sDeviceRegex ) )
|
|
Dialog::OK( "Missing AutoMapping::DeviceRegex in '%s'", sFilePath.c_str() );
|
|
|
|
if( !ini.GetValue( "AutoMapping", "Description", m_sDescription ) )
|
|
Dialog::OK( "Missing AutoMapping::Description in '%s'", sFilePath.c_str() );
|
|
}
|
|
|
|
const XNode *Key = ini.GetChild( pInputScheme->m_szName );
|
|
|
|
if( Key )
|
|
{
|
|
FOREACH_CONST_Attr( Key, i )
|
|
{
|
|
const RString &name = i->first;
|
|
RString value;
|
|
i->second->GetValue( value );
|
|
|
|
GameInput GameI;
|
|
GameI.FromString( pInputScheme, name );
|
|
if( !GameI.IsValid() )
|
|
continue;
|
|
|
|
vector<RString> sDeviceInputStrings;
|
|
split( value, DEVICE_INPUT_SEPARATOR, sDeviceInputStrings, false );
|
|
|
|
for( unsigned j=0; j<sDeviceInputStrings.size() && j<unsigned(NUM_GAME_TO_DEVICE_SLOTS); j++ )
|
|
{
|
|
DeviceInput DeviceI;
|
|
DeviceI.FromString( sDeviceInputStrings[j] );
|
|
if( DeviceI.IsValid() )
|
|
SetInputMap( DeviceI, GameI, j );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void InputMappings::WriteMappings( const InputScheme *pInputScheme, RString sFilePath )
|
|
{
|
|
IniFile ini;
|
|
ini.ReadFile( sFilePath );
|
|
|
|
// erase the key so that we overwrite everything for this game
|
|
ini.DeleteKey( pInputScheme->m_szName );
|
|
|
|
XNode *pKey = ini.GetChild( pInputScheme->m_szName );
|
|
if( pKey != NULL )
|
|
ini.RemoveChild( pKey );
|
|
pKey = ini.AppendChild( pInputScheme->m_szName );
|
|
|
|
// iterate over our input map and write all mappings to the ini file
|
|
FOREACH_ENUM( GameController, i )
|
|
{
|
|
FOREACH_GameButtonInScheme( pInputScheme, j )
|
|
{
|
|
GameInput GameI( i, j );
|
|
RString sNameString = GameI.ToString( pInputScheme );
|
|
|
|
vector<RString> asValues;
|
|
for( int slot = 0; slot < NUM_USER_GAME_TO_DEVICE_SLOTS; ++slot ) // don't save data from the last (keyboard automap) slot
|
|
asValues.push_back( m_GItoDI[i][j][slot].ToString() );
|
|
|
|
while( asValues.size() && asValues.back() == "" )
|
|
asValues.erase( asValues.begin()+asValues.size()-1 );
|
|
|
|
RString sValueString = join( DEVICE_INPUT_SEPARATOR, asValues );
|
|
|
|
pKey->AppendAttr( sNameString, sValueString );
|
|
}
|
|
}
|
|
|
|
ini.WriteFile( sFilePath );
|
|
}
|
|
|
|
void InputMappings::SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex )
|
|
{
|
|
// remove the old input
|
|
ClearFromInputMap( DeviceI );
|
|
ClearFromInputMap( GameI, iSlotIndex );
|
|
|
|
ASSERT_M( GameI.controller < NUM_GameController,
|
|
ssprintf("controller: %u >= %u", GameI.controller, NUM_GameController) );
|
|
ASSERT_M( GameI.button < NUM_GameButton,
|
|
ssprintf("button: %u >= %u", GameI.button, NUM_GameButton) );
|
|
ASSERT_M( iSlotIndex < NUM_GAME_TO_DEVICE_SLOTS,
|
|
ssprintf("slot: %u >= %u", iSlotIndex, NUM_GAME_TO_DEVICE_SLOTS) );
|
|
m_GItoDI[GameI.controller][GameI.button][iSlotIndex] = DeviceI;
|
|
}
|
|
|
|
void InputMappings::ClearFromInputMap( const DeviceInput &DeviceI )
|
|
{
|
|
// search for where this DeviceI maps to
|
|
|
|
FOREACH_ENUM( GameController, p )
|
|
{
|
|
FOREACH_ENUM( GameButton, b)
|
|
{
|
|
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
|
|
{
|
|
if( m_GItoDI[p][b][s] == DeviceI )
|
|
m_GItoDI[p][b][s].MakeInvalid();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool InputMappings::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
|
|
{
|
|
if( !GameI.IsValid() )
|
|
return false;
|
|
|
|
DeviceInput &di = m_GItoDI[GameI.controller][GameI.button][iSlotIndex];
|
|
if( !di.IsValid() )
|
|
return false;
|
|
di.MakeInvalid();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
* (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.
|
|
*/
|