Files
itgmania212121/src/ScreenMapControllers2.cpp
T
2012-02-16 20:39:08 -06:00

533 lines
16 KiB
C++

#include "global.h"
#include "ScreenMapControllers2.h"
#include "ScreenManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "RageInput.h"
#include "InputMapper.h"
#include "ThemeManager.h"
#include "ScreenDimensions.h"
#include "InputEventPlus.h"
#include "LocalizedString.h"
#include "Foreach.h"
#include "LuaBinding.h"
static const float g_fSecondsToWaitForInput = 0.05f;
static const char *MapControlsStateNames[] = {
"SelectingButton",
"EditingMappings"
};
XToString( MapControlsState );
LuaXType( MapControlsState );
REGISTER_SCREEN_CLASS( ScreenMapControllers2 );
ScreenMapControllers2::ScreenMapControllers2()
{
this->SubscribeToMessage( Message_AutoJoyMappingApplied );
m_MapControlsState = MCS_Button;
m_EditingButton = GAME_BUTTON_MENULEFT;
ZERO( m_iMappingChoice );
ZERO( m_iNumMappingRows );
}
static LocalizedString ADD_MAPPING( "ScreenMapControllers2", "Add Mapping" );
void ScreenMapControllers2::Init()
{
ScreenWithMenuElements::Init();
// load sounds
m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
m_soundDelete.Load( THEME->GetPathS(m_sName,"delete"), true );
// set devices text
m_textDevices.LoadFromFont( THEME->GetPathF(m_sName,"devices") );
m_textDevices.SetName( "Devices" );
LOAD_ALL_COMMANDS_AND_SET_XY( m_textDevices );
this->AddChild( &m_textDevices );
// button input scroller
WRAP_INPUT_SCROLLER.Load( m_sName, "WrapInputScroller" );
LOOP_INPUT_SCROLLER.Load( m_sName, "LoopInputScroller" );
INPUT_SCROLLER_SECONDS_PER_ITEM.Load( m_sName, "InputScrollerSecondsPerItem" );
INPUT_SCROLLER_NUM_ITEMS_TO_DRAW.Load( m_sName, "InputScrollerNumItemsToDraw" );
INPUT_SCROLLER_TRANSFORM.Load( m_sName, "InputScrollerTransform" );
INPUT_SCROLLER_SUBDIVISIONS.Load( m_sName, "InputScrollerSubdivisions" );
// map all buttons for this game. (todo: re-add BUTTONS_TO_MAP support?)
FOREACH_GameButtonInScheme( INPUTMAPPER->GetInputScheme(), gb )
{
KeyToMap k;
k.m_GameButton = gb;
m_KeysToMap.push_back( k );
}
// input button names
int iRow = 0;
for( unsigned b=0; b<m_KeysToMap.size(); b++ )
{
KeyToMap *pKey = &m_KeysToMap[b];
{
BitmapText *pName = new BitmapText;
pName->SetName( "ButtonName" );
pName->LoadFromFont( THEME->GetPathF(m_sName,"ButtonName") );
RString sText = GameButtonToLocalizedString( INPUTMAPPER->GetInputScheme(), pKey->m_GameButton );
pName->SetText( sText );
ActorUtil::LoadAllCommands( *pName, m_sName );
pName->PlayCommand( b == (unsigned)m_iInputChoice ? "GainFocus" : "LoseFocus" );
m_InputLine[iRow].AddChild( pName );
}
m_InputLine[iRow].DeleteChildrenWhenDone();
m_InputLine[iRow].SetName( "InputLine" );
ActorUtil::LoadAllCommands( m_InputLine[iRow], m_sName );
m_InputScroller.AddChild( &m_InputLine[iRow] );
iRow++;
}
m_InputScroller.SetName( "InputScroller" );
LOAD_ALL_COMMANDS_AND_SET_XY( m_InputScroller );
m_InputScroller.SetLoop( LOOP_INPUT_SCROLLER );
m_InputScroller.SetNumItemsToDraw( INPUT_SCROLLER_NUM_ITEMS_TO_DRAW );
m_InputScroller.Load2();
m_InputScroller.SetTransformFromReference( INPUT_SCROLLER_TRANSFORM );
m_InputScroller.SetSecondsPerItem( INPUT_SCROLLER_SECONDS_PER_ITEM );
m_InputScroller.SetNumSubdivisions( INPUT_SCROLLER_SUBDIVISIONS );
this->AddChild( &m_InputScroller );
// set player scrollers:
vector<PlayerNumber> vpns;
FOREACH_PlayerNumber( p )
vpns.push_back( p );
// per-player mappings
WRAP_MAPPING_SCROLLER.Load( m_sName, "WrapMappingScroller" );
LOOP_MAPPING_SCROLLER.Load( m_sName, "LoopMappingScroller" );
MAPPING_SCROLLER_SECONDS_PER_ITEM.Load( m_sName, "MappingScrollerSecondsPerItem" );
MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW.Load( m_sName, "MappingScrollerNumItemsToDraw" );
MAPPING_SCROLLER_TRANSFORM.Load( m_sName, "MappingScrollerTransform" );
MAPPING_SCROLLER_SUBDIVISIONS.Load( m_sName, "MappingScrollerSubdivisions" );
FOREACH( PlayerNumber, vpns, p )
{
// mapping scroller
m_MappingScroller[*p].SetLoop( LOOP_MAPPING_SCROLLER );
m_MappingScroller[*p].SetNumItemsToDraw( MAPPING_SCROLLER_NUM_ITEMS_TO_DRAW );
m_MappingScroller[*p].Load2();
m_MappingScroller[*p].SetTransformFromReference( MAPPING_SCROLLER_TRANSFORM );
m_MappingScroller[*p].SetSecondsPerItem( MAPPING_SCROLLER_SECONDS_PER_ITEM );
m_MappingScroller[*p].SetNumSubdivisions( MAPPING_SCROLLER_SUBDIVISIONS );
m_MappingScroller[*p].SetName( "MappingScroller"+ssprintf("P%d",(*p)+1) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_MappingScroller[*p] );
this->AddChild( &m_MappingScroller[*p] );
}
}
void ScreenMapControllers2::BeginScreen()
{
m_iInputChoice = 0;
m_ActivePlayerMapping = PLAYER_1;
ScreenWithMenuElements::BeginScreen();
m_WaitingForPress.SetZero();
Refresh();
}
void ScreenMapControllers2::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();
/* do stuff here */
//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 ScreenMapControllers2::ChangeActivePlayer()
{
m_ActivePlayerMapping = (m_ActivePlayerMapping == PLAYER_1) ? PLAYER_2 : PLAYER_1;
Message msg("ActivePlayerChanged");
msg.SetParam("NewActivePlayer",m_ActivePlayerMapping);
MESSAGEMAN->Broadcast(msg);
}
void ScreenMapControllers2::Input( const InputEventPlus &input )
{
if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
return; // ignore
if( IsTransitioning() )
return; // ignore
LOG->Trace( "ScreenMapControllers2::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 )
{
// todo: m_MapControlsState checks
case KEY_UP: // mapping list up
{
if( m_MapControlsState == MCS_EditMappings )
{
if( m_iMappingChoice[m_ActivePlayerMapping] == 0 )
break;
m_iMappingChoice[m_ActivePlayerMapping]--;
}
}
break;
case KEY_DOWN: // mapping list down
{
if( m_MapControlsState == MCS_EditMappings )
{
if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
break;
m_iMappingChoice[m_ActivePlayerMapping]++;
}
}
break;
case KEY_LEFT: // on P2, changing to P1
{
if( m_MapControlsState == MCS_EditMappings )
{
if(m_ActivePlayerMapping == PLAYER_2)
ChangeActivePlayer();
}
}
break;
case KEY_RIGHT: // on P1, changing to P2
{
if( m_MapControlsState == MCS_EditMappings )
{
if(m_ActivePlayerMapping == PLAYER_1)
ChangeActivePlayer();
}
}
break;
case KEY_DEL:
case KEY_BACK:
if( m_MapControlsState == MCS_EditMappings )
{
// clear mapping
/*
if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
break; // on "add"
{
// stuff
m_soundDelete.Play();
// commit to disk after each change
INPUTMAPPER->SaveMappingsToDisk();
}
*/
}
break;
case KEY_ESC:
{
if(m_MapControlsState == MCS_EditMappings)
{
// xxx: make sure it's not getting a button.
m_MapControlsState = MCS_Button;
SCREENMAN->PlayCancelSound();
}
else
{
// Quit the screen.
SCREENMAN->PlayStartSound();
StartTransitioningScreen( SM_GoToNextScreen );
}
}
break;
case KEY_ENTER:
case KEY_KP_ENTER:
{
if( m_MapControlsState == MCS_EditMappings )
{
// map button
LOG->Trace("got an enter press...");
LOG->Trace( ssprintf("current choice: %i",m_iMappingChoice[m_ActivePlayerMapping]) );
if( m_iMappingChoice[m_ActivePlayerMapping] == m_iNumMappingRows[m_ActivePlayerMapping] )
{
// add
LOG->Trace("Adding a new mapping");
}
else
{
// replace
LOG->Trace("Replacing an existing mapping");
}
/*
m_WaitingForPress.Touch();
m_DeviceIToMap.MakeInvalid();
SCREENMAN->PlayStartSound();
*/
}
}
break;
}
}
ScreenWithMenuElements::Input( input ); // default handler
Refresh();
}
void ScreenMapControllers2::Refresh()
{
// update mapping scrollers
UpdateMappingScrollers();
}
void ScreenMapControllers2::HandleMessage( const Message &msg )
{
if( msg == Message_AutoJoyMappingApplied )
{
Refresh();
}
ScreenWithMenuElements::HandleMessage( msg );
}
void ScreenMapControllers2::MenuStart( const InputEventPlus &input )
{
// MCS_EditMappings is handled in Input() above.
if( m_MapControlsState == MCS_Button )
{
m_MapControlsState = MCS_EditMappings;
}
}
void ScreenMapControllers2::UpdateMappingScrollers()
{
FOREACH_ENUM( GameController, c )
{
PlayerNumber pn = (PlayerNumber)c;
m_MappingScroller[pn].RemoveAllChildren();
int iLast = 0;
for(unsigned s = 0; s < NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++)
{
GameInput cur_gi( c, m_EditingButton );
DeviceInput di;
RString sInput = "";
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
sInput = INPUTMAN->GetDeviceSpecificInputString(di);
if( sInput != "" )
{
m_MappingLine[iLast].RemoveAllChildren();
// we have an input, add to the scroller
BitmapText *pText = new BitmapText;
pText->SetName( "MappedTo"+PlayerNumberToString(pn) );
pText->LoadFromFont( THEME->GetPathF(m_sName,"Mapping") );
ActorUtil::LoadAllCommands(pText,m_sName);
pText->PlayCommand( ((unsigned)m_iMappingChoice[pn] == s) ? "GainFocus" : "LoseFocus" );
pText->SetText( sInput );
m_MappingLine[iLast].AddChild( pText );
m_MappingLine[iLast].DeleteChildrenWhenDone();
m_MappingLine[iLast].SetName("MappingLine");
ActorUtil::LoadAllCommands(m_MappingLine[iLast],m_sName);
m_MappingScroller[pn].AddChild( &m_MappingLine[iLast] );
iLast++;
}
}
BitmapText &text = m_textAddMapping[pn];
text.LoadFromFont( THEME->GetPathF(m_sName,"AddMapping") );
text.SetName( "AddMapping"+PlayerNumberToString(pn) );
ActorUtil::LoadAllCommands( text, m_sName );
text.PlayCommand( (m_iMappingChoice[pn] == m_iNumMappingRows[pn]) ? "GainFocus" : "LoseFocus" );
text.SetText( ADD_MAPPING );
m_MappingScroller[pn].AddChild( &m_textAddMapping[c] );
iLast++;
m_iNumMappingRows[pn] = iLast;
m_MappingScroller[pn].Load2();
m_MappingScroller[pn].SetTransformFromReference( MAPPING_SCROLLER_TRANSFORM );
m_MappingScroller[pn].SetCurrentAndDestinationItem( (float)m_iMappingChoice[pn] );
}
}
// change game/system button scroller selection
void ScreenMapControllers2::ChangeInputSelection(int iDir)
{
m_InputLine[m_iInputChoice].PlayCommand("LoseFocus");
m_iInputChoice += iDir;
m_soundChange.Play();
m_InputLine[m_iInputChoice].PlayCommand("GainFocus");
// set scroller
m_InputScroller.SetCurrentAndDestinationItem( (float)m_iInputChoice );
// set current game button
KeyToMap *pKey = &m_KeysToMap[m_iInputChoice];
m_EditingButton = pKey->m_GameButton;
}
void ScreenMapControllers2::MenuUp( const InputEventPlus &input )
{
if( m_MapControlsState == MCS_Button )
{
if( m_iInputChoice == 0 ) // limit
return;
ChangeInputSelection(-1);
}
}
void ScreenMapControllers2::MenuDown( const InputEventPlus &input )
{
if( m_MapControlsState == MCS_Button )
{
if( m_iInputChoice == (int)m_KeysToMap.size()-1 ) // limit
return;
ChangeInputSelection(1);
}
}
void ScreenMapControllers2::TweenOnScreen()
{
ScreenWithMenuElements::TweenOnScreen();
m_InputScroller.SetCurrentAndDestinationItem( (float)m_iInputChoice );
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to ScreenMapControllers2. */
class LunaScreenMapControllers2: public Luna<ScreenMapControllers2>
{
public:
//static int MapControlsState( T* p, lua_State *L ) //
//static int GetEditingGameButton( T* p, lua_State *L ) // GetEditingGameButton()
DEFINE_METHOD( GetInputIndex, GetInputIndex() );
DEFINE_METHOD( GetNumInputs, GetNumInputs() );
LunaScreenMapControllers2()
{
//ADD_METHOD( GetEditingGameButton );
ADD_METHOD( GetInputIndex );
ADD_METHOD( GetNumInputs );
//ADD_METHOD( MapControlsState );
}
};
LUA_REGISTER_DERIVED_CLASS( ScreenMapControllers2, ScreenWithMenuElements )
/*
* (c) 2011 AJ Kelly
* 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.
*/