99 lines
3.4 KiB
C++
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.
|
|
*/
|