Files
itgmania212121/stepmania/src/InputMapper.h
T
Glenn Maynard 733127d8ed license update
2004-06-08 01:24:17 +00:00

99 lines
3.4 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 = 3; // three device inputs may map to one game input
class InputMapper
{
public:
InputMapper();
~InputMapper();
void ReadMappingsFromDisk();
void SaveMappingsToDisk();
void ClearAllMappings();
void SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIndex );
void ClearFromInputMap( DeviceInput DeviceI );
void ClearFromInputMap( GameInput GameI, int iSlotIndex );
void AddDefaultMappingsForCurrentGameIfUnmapped();
void AutoMapJoysticksForCurrentGame();
bool IsMapped( DeviceInput DeviceI );
bool IsMapped( GameInput GameI );
bool DeviceToGame( DeviceInput DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
bool GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
void GameToStyle( GameInput GameI, StyleInput &StyleI );
void StyleToGame( StyleInput StyleI, GameInput &GameI );
void GameToMenu( GameInput GameI, MenuInput &MenuI );
void MenuToGame( MenuInput MenuI, GameInput GameIout[4] );
float GetSecsHeld( GameInput GameI );
float GetSecsHeld( MenuInput MenuI );
float GetSecsHeld( StyleInput StyleI );
bool IsButtonDown( GameInput GameI );
bool IsButtonDown( MenuInput MenuI );
bool IsButtonDown( StyleInput StyleI );
void ResetKeyRepeat( GameInput GameI );
void ResetKeyRepeat( MenuInput MenuI );
void ResetKeyRepeat( StyleInput StyleI );
protected:
// all the DeviceInputs that map to a GameInput
DeviceInput m_GItoDI[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];
// lookup for efficiency from a DeviceInput to a GameInput
// This is repopulated every time m_PItoDI changes by calling UpdateTempDItoPI().
GameInput m_tempDItoGI[NUM_INPUT_DEVICES][MAX_DEVICE_BUTTONS];
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.
*/