Files
itgmania212121/stepmania/src/GameInput.h
T
2003-09-03 04:30:29 +00:00

208 lines
4.5 KiB
C

#ifndef GAMEINPUT_H
#define GAMEINPUT_H
/*
-----------------------------------------------------------------------------
Class: GameInput
Desc: An input event specific to a Game definied by an instrument and a button space.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
enum GameController
{
GAME_CONTROLLER_1 = 0, // left controller
GAME_CONTROLLER_2, // right controller
MAX_GAME_CONTROLLERS, // leave this at the end
GAME_CONTROLLER_INVALID,
};
typedef int GameButton;
enum // DanceButtons
{
DANCE_BUTTON_LEFT,
DANCE_BUTTON_RIGHT,
DANCE_BUTTON_UP,
DANCE_BUTTON_DOWN,
DANCE_BUTTON_UPLEFT,
DANCE_BUTTON_UPRIGHT,
DANCE_BUTTON_START,
DANCE_BUTTON_BACK,
DANCE_BUTTON_MENULEFT,
DANCE_BUTTON_MENURIGHT,
DANCE_BUTTON_MENUUP,
DANCE_BUTTON_MENUDOWN,
DANCE_BUTTON_COIN,
DANCE_BUTTON_OPERATOR,
NUM_DANCE_BUTTONS, // leave this at the end
};
enum // PumpButtons
{
PUMP_BUTTON_UPLEFT,
PUMP_BUTTON_UPRIGHT,
PUMP_BUTTON_CENTER,
PUMP_BUTTON_DOWNLEFT,
PUMP_BUTTON_DOWNRIGHT,
PUMP_BUTTON_START,
PUMP_BUTTON_BACK,
PUMP_BUTTON_MENULEFT,
PUMP_BUTTON_MENURIGHT,
PUMP_BUTTON_MENUUP,
PUMP_BUTTON_MENUDOWN,
PUMP_BUTTON_COIN,
PUMP_BUTTON_OPERATOR,
NUM_PUMP_BUTTONS, // leave this at the end
};
enum // EZ2Buttons
{
EZ2_BUTTON_FOOTUPLEFT,
EZ2_BUTTON_FOOTUPRIGHT,
EZ2_BUTTON_FOOTDOWN,
EZ2_BUTTON_HANDUPLEFT,
EZ2_BUTTON_HANDUPRIGHT,
EZ2_BUTTON_HANDLRLEFT,
EZ2_BUTTON_HANDLRRIGHT,
EZ2_BUTTON_START,
EZ2_BUTTON_BACK,
EZ2_BUTTON_MENULEFT,
EZ2_BUTTON_MENURIGHT,
EZ2_BUTTON_MENUUP,
EZ2_BUTTON_MENUDOWN,
EZ2_BUTTON_COIN,
EZ2_BUTTON_OPERATOR,
NUM_EZ2_BUTTONS, // leave this at the end
};
enum // ParaButtons
{
PARA_BUTTON_LEFT,
PARA_BUTTON_UPLEFT,
PARA_BUTTON_UP,
PARA_BUTTON_UPRIGHT,
PARA_BUTTON_RIGHT,
PARA_BUTTON_START,
PARA_BUTTON_BACK,
PARA_BUTTON_MENULEFT,
PARA_BUTTON_MENURIGHT,
PARA_BUTTON_MENUUP,
PARA_BUTTON_MENUDOWN,
PARA_BUTTON_COIN,
PARA_BUTTON_OPERATOR,
NUM_PARA_BUTTONS, // leave this at the end
};
enum // 3DDX Buttons
{
DS3DDX_BUTTON_HANDLEFT,
DS3DDX_BUTTON_FOOTDOWNLEFT,
DS3DDX_BUTTON_FOOTUPLEFT,
DS3DDX_BUTTON_HANDUP,
DS3DDX_BUTTON_HANDDOWN,
DS3DDX_BUTTON_FOOTUPRIGHT,
DS3DDX_BUTTON_FOOTDOWNRIGHT,
DS3DDX_BUTTON_HANDRIGHT,
DS3DDX_BUTTON_START,
DS3DDX_BUTTON_BACK,
DS3DDX_BUTTON_MENULEFT,
DS3DDX_BUTTON_MENURIGHT,
DS3DDX_BUTTON_MENUUP,
DS3DDX_BUTTON_MENUDOWN,
DS3DDX_BUTTON_COIN,
DS3DDX_BUTTON_OPERATOR,
NUM_DS3DDX_BUTTONS, // leave this at the end.
};
enum // BM Buttons
{
BM_BUTTON_KEY1,
BM_BUTTON_KEY2,
BM_BUTTON_KEY3,
BM_BUTTON_KEY4,
BM_BUTTON_KEY5,
BM_BUTTON_KEY6,
BM_BUTTON_KEY7,
BM_BUTTON_SCRATCHUP,
/* XXX special case: this button is an alias of BM_BUTTON_SCRATCHUP for track
* matching. */
BM_BUTTON_SCRATCHDOWN,
BM_BUTTON_START,
BM_BUTTON_SELECT,
BM_BUTTON_MENULEFT,
BM_BUTTON_MENURIGHT,
BM_BUTTON_MENUUP,
BM_BUTTON_MENUDOWN,
BM_BUTTON_COIN,
BM_BUTTON_OPERATOR,
NUM_BM_BUTTONS, // leave this at the end.
};
enum // ManiaxButtons
{
MANIAX_BUTTON_HANDUPLEFT,
MANIAX_BUTTON_HANDUPRIGHT,
MANIAX_BUTTON_HANDLRLEFT,
MANIAX_BUTTON_HANDLRRIGHT,
MANIAX_BUTTON_START,
MANIAX_BUTTON_BACK,
MANIAX_BUTTON_MENULEFT,
MANIAX_BUTTON_MENURIGHT,
MANIAX_BUTTON_MENUUP,
MANIAX_BUTTON_MENUDOWN,
MANIAX_BUTTON_COIN,
MANIAX_BUTTON_OPERATOR,
NUM_MANIAX_BUTTONS, // leave this at the end
};
enum // TechnoButtons
{
TECHNO_BUTTON_LEFT,
TECHNO_BUTTON_RIGHT,
TECHNO_BUTTON_UP,
TECHNO_BUTTON_DOWN,
TECHNO_BUTTON_UPLEFT,
TECHNO_BUTTON_UPRIGHT,
TECHNO_BUTTON_CENTER,
TECHNO_BUTTON_DOWNLEFT,
TECHNO_BUTTON_DOWNRIGHT,
TECHNO_BUTTON_START,
TECHNO_BUTTON_BACK,
TECHNO_BUTTON_MENULEFT,
TECHNO_BUTTON_MENURIGHT,
TECHNO_BUTTON_MENUUP,
TECHNO_BUTTON_MENUDOWN,
TECHNO_BUTTON_COIN,
TECHNO_BUTTON_OPERATOR,
NUM_TECHNO_BUTTONS, // leave this at the end
};
const GameButton MAX_GAME_BUTTONS = 20;
const GameButton GAME_BUTTON_INVALID = MAX_GAME_BUTTONS+1;
struct GameInput
{
GameInput(): controller(GAME_CONTROLLER_INVALID), button(GAME_BUTTON_INVALID) { }
GameInput( GameController c, GameButton b ): controller(c), button(b) { }
GameController controller;
GameButton button;
bool operator==( const GameInput &other ) { return controller == other.controller && button == other.button; };
inline bool IsValid() const { return controller != GAME_CONTROLLER_INVALID; };
inline void MakeInvalid() { controller = GAME_CONTROLLER_INVALID; button = GAME_BUTTON_INVALID; };
CString toString();
bool fromString( CString s );
};
#endif