Files
itgmania212121/stepmania/src/InputMapper.h
T
2005-12-28 20:50:12 +00:00

116 lines
4.3 KiB
C++

/* InputMapper - Holds user-chosen input preferences and saves it between sessions. */
#ifndef INPUTMAPPER_H
#define INPUTMAPPER_H
#include "RageInputDevice.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
#include "GameConstantsAndTypes.h"
const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
class InputMapper
{
public:
InputMapper();
~InputMapper();
void ReadMappingsFromDisk();
void SaveMappingsToDisk();
void ClearAllMappings();
void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
void ClearFromInputMap( const DeviceInput &DeviceI );
bool ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
void AddDefaultMappingsForCurrentGameIfUnmapped();
void AutoMapJoysticksForCurrentGame();
bool CheckForChangedInputDevicesAndRemap( CString &sMessageOut );
bool IsMapped( const DeviceInput &DeviceI );
bool IsMapped( const GameInput &GameI );
bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
void GameToStyle( const GameInput &GameI, StyleInput &StyleI );
void StyleToGame( const StyleInput &StyleI, GameInput &GameI );
void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );
float GetSecsHeld( const GameInput &GameI );
float GetSecsHeld( const MenuInput &MenuI );
float GetSecsHeld( const StyleInput &StyleI );
bool IsButtonDown( const GameInput &GameI );
bool IsButtonDown( const MenuInput &MenuI );
bool IsButtonDown( const StyleInput &StyleI );
void ResetKeyRepeat( const GameInput &GameI );
void ResetKeyRepeat( const MenuInput &MenuI );
void ResetKeyRepeat( const StyleInput &StyleI );
struct Mapping {
bool IsEndMarker() const { return iSlotIndex==-1; }
int iSlotIndex; // -1 == end marker
DeviceButton deviceButton;
GameButton gb;
/* If this is true, this is an auxilliary mapping assigned to the second
* player. If two of the same device are found, and the device has secondary
* entries, the later entries take precedence. This way, if a Pump pad is
* found, it'll map P1 to the primary pad and P2 to the secondary pad.
* (We can't tell if a slave pad is actually there.) Then, if a second primary
* is found (DEVICE_PUMP2), 2P will be mapped to it.
*
* This isn't well-tested; I only have one Pump pad. */
bool SecondController;
};
static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
void ApplyMapping( const Mapping *maps, GameController gc, InputDevice device );
protected:
// all the DeviceInputs that map to a GameInput
DeviceInput m_GItoDI[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];
void UpdateTempDItoGI();
};
extern InputMapper* INPUTMAPPER; // global and accessable from anywhere in our program
#endif
/*
* (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.
*/