143 lines
4.1 KiB
C++
143 lines
4.1 KiB
C++
#include "global.h"
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#include "Game.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "IniFile.h"
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#include "Style.h"
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#include "RageException.h"
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#include "GameState.h"
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#include "InputMapper.h"
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#include "PrefsManager.h"
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int Game::GetNumGameplayButtons() const
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{
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int iIndexOfStart = ButtonNameToIndex( "Start" );
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ASSERT( iIndexOfStart != GAME_BUTTON_INVALID );
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return iIndexOfStart;
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}
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GameButton Game::ButtonNameToIndex( const CString &sButtonName ) const
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{
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for( int i=0; i<m_iButtonsPerController; i++ )
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if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
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return i;
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return GAME_BUTTON_INVALID;
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}
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MenuInput Game::GameInputToMenuInput( GameInput GameI ) const
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{
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PlayerNumber pn;
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StyleType type = TWO_PLAYERS_TWO_SIDES;
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if( GAMESTATE->GetCurrentStyle() )
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type = GAMESTATE->GetCurrentStyle()->m_StyleType;
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switch( type )
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{
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case ONE_PLAYER_ONE_SIDE:
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case TWO_PLAYERS_TWO_SIDES:
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pn = (PlayerNumber)GameI.controller;
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break;
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case ONE_PLAYER_TWO_SIDES:
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pn = GAMESTATE->m_MasterPlayerNumber;
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break;
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default:
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ASSERT(0); return MenuInput(); // invalid m_StyleType
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};
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FOREACH_MenuButton(i)
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if( m_DedicatedMenuButton[i] == GameI.button )
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return MenuInput( pn, i );
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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{
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FOREACH_MenuButton(i)
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if( m_SecondaryMenuButton[i] == GameI.button )
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return MenuInput( pn, i );
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}
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return MenuInput(); // invalid GameInput
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}
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void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
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{
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ASSERT( MenuI.IsValid() );
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GameIout[0].MakeInvalid(); // initialize
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GameIout[1].MakeInvalid();
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GameIout[2].MakeInvalid();
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GameIout[3].MakeInvalid();
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GameController controller[2];
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StyleType type = TWO_PLAYERS_TWO_SIDES;
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if( GAMESTATE->GetCurrentStyle() )
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type = GAMESTATE->GetCurrentStyle()->m_StyleType;
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int iNumSidesUsing = 1;
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switch( type )
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{
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case ONE_PLAYER_ONE_SIDE:
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case TWO_PLAYERS_TWO_SIDES:
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controller[0] = (GameController)MenuI.player;
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iNumSidesUsing = 1;
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break;
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case ONE_PLAYER_TWO_SIDES:
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controller[0] = GAME_CONTROLLER_1;
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controller[1] = GAME_CONTROLLER_2;
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iNumSidesUsing = 2;
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break;
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default:
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ASSERT(0); // invalid m_StyleType
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};
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GameButton button[2] = { m_DedicatedMenuButton[MenuI.button], m_SecondaryMenuButton[MenuI.button] };
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int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
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for( int i=0; i<iNumSidesUsing; i++ )
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{
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for( int j=0; j<iNumButtonsUsing; j++ )
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{
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GameIout[i*2+j].controller = controller[i];
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GameIout[i*2+j].button = button[j];
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}
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}
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}
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CString Game::ColToButtonName( int col ) const
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][col].pzName;
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if( pzColumnName != NULL )
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return pzColumnName;
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyle->StyleInputToGameInput( SI );
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return m_szButtonNames[GI.button];
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}
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/*
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* (c) 2001-2002 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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