Files
itgmania212121/stepmania/src/ScreenMapControllers.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

400 lines
12 KiB
C++

#include "global.h"
#include "ScreenMapControllers.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "InputMapper.h"
#include "GameManager.h"
#include "GameState.h"
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "Game.h"
#include "HelpDisplay.h"
#include "ScreenDimensions.h"
#include "ThemeMetric.h"
static const ThemeMetric<ActorCommands> EVEN_LINE_IN ("ScreenMapControllers","EvenLineIn");
static const ThemeMetric<ActorCommands> EVEN_LINE_OUT ("ScreenMapControllers","EvenLineOut");
static const ThemeMetric<ActorCommands> ODD_LINE_IN ("ScreenMapControllers","OddLineIn");
static const ThemeMetric<ActorCommands> ODD_LINE_OUT ("ScreenMapControllers","OddLineOut");
const int FramesToWaitForInput = 2;
// reserve the 3rd slot for hard-coded keys
const int NUM_CHANGABLE_SLOTS = NUM_GAME_TO_DEVICE_SLOTS-1;
const float LINE_START_Y = 64;
const float LINE_GAP_Y = 28;
const float BUTTON_COLUMN_X[NUM_GAME_TO_DEVICE_SLOTS*MAX_GAME_CONTROLLERS] =
{
50, 125, 200, 440, 515, 590
};
ScreenMapControllers::ScreenMapControllers( CString sClassName ) : ScreenWithMenuElements( sClassName )
{
LOG->Trace( "ScreenMapControllers::ScreenMapControllers()" );
#ifdef _XBOX
CStringArray strArray;
CString text("Use joypad to navigate, START to assign, A, B, X or Y to clear, BACK when done.");
strArray.push_back(text);
m_textHelp->SetTips(strArray);
#endif
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
{
CString sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[b];
CString sSecondary = GAMESTATE->GetCurrentGame()->m_szSecondaryFunction[b];
m_textName[b].LoadFromFont( THEME->GetPathToF("Common title") );
m_textName[b].SetXY( SCREEN_CENTER_X, -6 );
m_textName[b].SetText( sName );
m_textName[b].SetZoom( 0.7f );
m_textName[b].SetShadowLength( 2 );
m_Line[b].AddChild( &m_textName[b] );
m_textName2[b].LoadFromFont( THEME->GetPathToF("Common title") );
m_textName2[b].SetXY( SCREEN_CENTER_X, +6 );
m_textName2[b].SetText( sSecondary );
m_textName2[b].SetZoom( 0.5f );
m_textName2[b].SetShadowLength( 2 );
m_Line[b].AddChild( &m_textName2[b] );
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
m_textMappedTo[p][b][s].LoadFromFont( THEME->GetPathToF("ScreenMapControllers entry") );
m_textMappedTo[p][b][s].SetXY( BUTTON_COLUMN_X[p*NUM_GAME_TO_DEVICE_SLOTS+s], 0 );
m_textMappedTo[p][b][s].SetZoom( 0.5f );
m_textMappedTo[p][b][s].SetShadowLength( 0 );
m_Line[b].AddChild( &m_textMappedTo[p][b][s] );
}
}
m_Line[b].SetY( LINE_START_Y + b*LINE_GAP_Y );
this->AddChild( &m_Line[b] );
m_Line[b].Command( (b%2)? ODD_LINE_IN : EVEN_LINE_IN );
}
m_textError.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textError.SetText( "" );
m_textError.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
m_textError.SetDiffuse( RageColor(0,1,0,0) );
m_textError.SetZoom( 0.8f );
this->AddChild( &m_textError );
m_iCurController = 0;
m_iCurButton = 0;
m_iCurSlot = 0;
m_iWaitingForPress = 0;
SOUND->PlayMusic( THEME->GetPathToS("ScreenMapControllers music") );
Refresh();
}
ScreenMapControllers::~ScreenMapControllers()
{
LOG->Trace( "ScreenMapControllers::~ScreenMapControllers()" );
}
void ScreenMapControllers::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
if( m_iWaitingForPress && m_DeviceIToMap.IsValid() ) // we're going to map an input
{
--m_iWaitingForPress;
if( m_iWaitingForPress )
return; /* keep waiting */
GameInput curGameI( (GameController)m_iCurController,
(GameButton)m_iCurButton );
INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
// commit to disk so we don't lose the changes!
INPUTMAPPER->SaveMappingsToDisk();
Refresh();
}
}
void ScreenMapControllers::DrawPrimitives()
{
Screen::DrawPrimitives();
}
/* 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 ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
return; // ignore
LOG->Trace( "ScreenMapControllers::Input(): device: %d, button: %d",
DeviceI.device, DeviceI.button );
int button = DeviceI.button;
#ifdef _XBOX
if(!m_iWaitingForPress && DeviceI.device == DEVICE_JOY1)
{
// map the xbox controller buttons to the keyboard equivalents
if(DeviceI.button == JOY_HAT_LEFT)
button = KEY_LEFT;
else if(DeviceI.button == JOY_HAT_RIGHT)
button = KEY_RIGHT;
else if(DeviceI.button == JOY_HAT_UP)
button = KEY_UP;
else if(DeviceI.button == JOY_HAT_DOWN)
button = KEY_DOWN;
else if(DeviceI.button == JOY_AUX_1)
button = KEY_ENTER;
else if(DeviceI.button == JOY_AUX_2)
button = KEY_ESC;
else if(DeviceI.button == JOY_1 || DeviceI.button == JOY_2 ||
DeviceI.button == JOY_3 || DeviceI.button == JOY_4)
button = KEY_DEL;
}
#endif
//
// 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_iWaitingForPress )
{
/* Don't allow function keys to be mapped. */
if ( DeviceI.device == DEVICE_KEYBOARD && (DeviceI.button >= KEY_F1 && DeviceI.button <= KEY_F12) )
{
m_textError.SetText( "That key can not be mapped." );
SCREENMAN->PlayInvalidSound();
m_textError.StopTweening();
m_textError.SetDiffuse( RageColor(0,1,0,1) );
m_textError.BeginTweening( 3 );
m_textError.BeginTweening( 1 );
m_textError.SetDiffuse( RageColor(0,1,0,0) );
}
else
{
if( m_DeviceIToMap.IsValid() &&
!IsAxis(m_DeviceIToMap) &&
IsAxis(DeviceI) )
{
LOG->Trace("Ignored input; non-axis event already received");
return; // ignore this press
}
m_DeviceIToMap = DeviceI;
}
}
#ifdef _XBOX
else if( DeviceI.device == DEVICE_JOY1 )
#else
else if( DeviceI.device == DEVICE_KEYBOARD )
#endif
{
switch( button )
{
/* We only advertise space as doing this, but most games
* use either backspace or delete, and I find them more
* intuitive, so allow them, too. -gm */
/* XXX: For some reason that eludes me, this function gets sent an
* KEY_SPACE button press every time the JOY_HAT_UP button is pressed.
* Had to put this in to prevent mappings being erased everytime the user
* pressed up on the joypad. */
case KEY_DEL:
#ifndef _XBOX
case KEY_SPACE:
case KEY_BACK: /* Clear the selected input mapping. */
#endif
{
GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton );
INPUTMAPPER->ClearFromInputMap( curGameI, m_iCurSlot );
INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
// commit to disk so we don't lose the changes!
INPUTMAPPER->SaveMappingsToDisk();
}
break;
case KEY_LEFT: /* Move the selection left, wrapping up. */
if( m_iCurSlot == 0 && m_iCurController == 0 )
break; // can't go left any more
m_iCurSlot--;
if( m_iCurSlot < 0 )
{
m_iCurSlot = NUM_CHANGABLE_SLOTS-1;
m_iCurController--;
}
break;
case KEY_RIGHT: /* Move the selection right, wrapping down. */
if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 )
break; // can't go right any more
m_iCurSlot++;
if( m_iCurSlot > NUM_CHANGABLE_SLOTS-1 )
{
m_iCurSlot = 0;
m_iCurController++;
}
break;
case KEY_UP: /* Move the selection up. */
if( m_iCurButton == 0 )
break; // can't go up any more
m_iCurButton--;
break;
case KEY_DOWN: /* Move the selection down. */
if( m_iCurButton == GAMESTATE->GetCurrentGame()->m_iButtonsPerController-1 )
break; // can't go down any more
m_iCurButton++;
break;
case KEY_ESC: /* Quit the screen. */
if(!IsTransitioning())
{
SCREENMAN->PlayStartSound();
StartTransitioning( SM_GoToNextScreen );
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
m_Line[b].Command( (b%2)? ODD_LINE_OUT:EVEN_LINE_OUT );
}
break;
case KEY_ENTER: /* Change the selection. */
case KEY_KP_ENTER:
m_iWaitingForPress = FramesToWaitForInput;
m_DeviceIToMap.MakeInvalid();
break;
}
}
// Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default handler
LOG->Trace( "m_iCurSlot: %d m_iCurController: %d m_iCurButton: %d", m_iCurSlot, m_iCurController, m_iCurButton );
Refresh();
}
void ScreenMapControllers::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
break;
}
}
void ScreenMapControllers::Refresh()
{
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
{
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
GameInput cur_gi( (GameController)p, (GameButton)b );
DeviceInput di;
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
m_textMappedTo[p][b][s].SetText( di.GetDescription() );
else
m_textMappedTo[p][b][s].SetText( "-----------" );
// highlight the currently selected pad button
RageColor color;
bool bPulse;
if( bSelected )
{
if( m_iWaitingForPress )
{
color = RageColor(1,0.5,0.5,1); // red
bPulse = true;
}
else
{
color = RageColor(1,1,1,1); // white
bPulse = false;
}
}
else
{
color = RageColor(0.5,0.5,0.5,1); // gray
bPulse = false;
}
m_textMappedTo[p][b][s].SetDiffuse( color );
if( bPulse )
m_textMappedTo[p][b][s].SetEffectPulse( .5f, .5f, .6f );
else
m_textMappedTo[p][b][s].SetEffectNone();
}
}
}
}
/*
* (c) 2001-2004 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.
*/