Files
itgmania212121/stepmania/src/GameInput.h
T
Chris Danford 190b7c1493 merge bm with iidx
eliminate duplicate styles and unnecesary edit styles
2004-09-25 17:41:31 +00:00

269 lines
6.6 KiB
C

/* GameInput - An input event specific to a Game definied by an instrument and a button space. */
#ifndef GAMEINPUT_H
#define GAMEINPUT_H
#include "EnumHelper.h"
enum GameController
{
GAME_CONTROLLER_1 = 0, // left controller
GAME_CONTROLLER_2, // right controller
MAX_GAME_CONTROLLERS, // leave this at the end
GAME_CONTROLLER_INVALID,
};
#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, MAX_GAME_CONTROLLERS, gc )
typedef int GameButton;
const GameButton MAX_GAME_BUTTONS = 20;
const GameButton GAME_BUTTON_INVALID = MAX_GAME_BUTTONS+1;
#define FOREACH_GameButton( gb ) FOREACH_ENUM( GameButton, MAX_GAME_BUTTONS, gb )
enum // DanceButtons
{
DANCE_BUTTON_LEFT,
DANCE_BUTTON_RIGHT,
DANCE_BUTTON_UP,
DANCE_BUTTON_DOWN,
DANCE_BUTTON_UPLEFT,
DANCE_BUTTON_UPRIGHT,
DANCE_BUTTON_START,
DANCE_BUTTON_BACK,
DANCE_BUTTON_MENULEFT,
DANCE_BUTTON_MENURIGHT,
DANCE_BUTTON_MENUUP,
DANCE_BUTTON_MENUDOWN,
DANCE_BUTTON_COIN,
DANCE_BUTTON_OPERATOR,
NUM_DANCE_BUTTONS, // leave this at the end
};
enum // PumpButtons
{
PUMP_BUTTON_UPLEFT,
PUMP_BUTTON_UPRIGHT,
PUMP_BUTTON_CENTER,
PUMP_BUTTON_DOWNLEFT,
PUMP_BUTTON_DOWNRIGHT,
PUMP_BUTTON_START,
PUMP_BUTTON_BACK,
PUMP_BUTTON_MENULEFT,
PUMP_BUTTON_MENURIGHT,
PUMP_BUTTON_MENUUP,
PUMP_BUTTON_MENUDOWN,
PUMP_BUTTON_COIN,
PUMP_BUTTON_OPERATOR,
NUM_PUMP_BUTTONS, // leave this at the end
};
enum // EZ2Buttons
{
EZ2_BUTTON_FOOTUPLEFT,
EZ2_BUTTON_FOOTUPRIGHT,
EZ2_BUTTON_FOOTDOWN,
EZ2_BUTTON_HANDUPLEFT,
EZ2_BUTTON_HANDUPRIGHT,
EZ2_BUTTON_HANDLRLEFT,
EZ2_BUTTON_HANDLRRIGHT,
EZ2_BUTTON_START,
EZ2_BUTTON_BACK,
EZ2_BUTTON_MENULEFT,
EZ2_BUTTON_MENURIGHT,
EZ2_BUTTON_MENUUP,
EZ2_BUTTON_MENUDOWN,
EZ2_BUTTON_COIN,
EZ2_BUTTON_OPERATOR,
NUM_EZ2_BUTTONS, // leave this at the end
};
enum // ParaButtons
{
PARA_BUTTON_LEFT,
PARA_BUTTON_UPLEFT,
PARA_BUTTON_UP,
PARA_BUTTON_UPRIGHT,
PARA_BUTTON_RIGHT,
PARA_BUTTON_START,
PARA_BUTTON_BACK,
PARA_BUTTON_MENULEFT,
PARA_BUTTON_MENURIGHT,
PARA_BUTTON_MENUUP,
PARA_BUTTON_MENUDOWN,
PARA_BUTTON_COIN,
PARA_BUTTON_OPERATOR,
NUM_PARA_BUTTONS, // leave this at the end
};
enum // 3DDX Buttons
{
DS3DDX_BUTTON_HANDLEFT,
DS3DDX_BUTTON_FOOTDOWNLEFT,
DS3DDX_BUTTON_FOOTUPLEFT,
DS3DDX_BUTTON_HANDUP,
DS3DDX_BUTTON_HANDDOWN,
DS3DDX_BUTTON_FOOTUPRIGHT,
DS3DDX_BUTTON_FOOTDOWNRIGHT,
DS3DDX_BUTTON_HANDRIGHT,
DS3DDX_BUTTON_START,
DS3DDX_BUTTON_BACK,
DS3DDX_BUTTON_MENULEFT,
DS3DDX_BUTTON_MENURIGHT,
DS3DDX_BUTTON_MENUUP,
DS3DDX_BUTTON_MENUDOWN,
DS3DDX_BUTTON_COIN,
DS3DDX_BUTTON_OPERATOR,
NUM_DS3DDX_BUTTONS, // leave this at the end.
};
enum // BM Buttons
{
BM_BUTTON_KEY1,
BM_BUTTON_KEY2,
BM_BUTTON_KEY3,
BM_BUTTON_KEY4,
BM_BUTTON_KEY5,
BM_BUTTON_KEY6,
BM_BUTTON_KEY7,
BM_BUTTON_SCRATCHUP,
/* XXX special case: this button is an alias of BM_BUTTON_SCRATCHUP for track
* matching. */
BM_BUTTON_SCRATCHDOWN,
BM_BUTTON_START,
BM_BUTTON_BACK,
BM_BUTTON_MENULEFT,
BM_BUTTON_MENURIGHT,
BM_BUTTON_MENUUP,
BM_BUTTON_MENUDOWN,
BM_BUTTON_COIN,
BM_BUTTON_OPERATOR,
NUM_BM_BUTTONS, // leave this at the end.
};
enum // ManiaxButtons
{
MANIAX_BUTTON_HANDUPLEFT,
MANIAX_BUTTON_HANDUPRIGHT,
MANIAX_BUTTON_HANDLRLEFT,
MANIAX_BUTTON_HANDLRRIGHT,
MANIAX_BUTTON_START,
MANIAX_BUTTON_BACK,
MANIAX_BUTTON_MENULEFT,
MANIAX_BUTTON_MENURIGHT,
MANIAX_BUTTON_MENUUP,
MANIAX_BUTTON_MENUDOWN,
MANIAX_BUTTON_COIN,
MANIAX_BUTTON_OPERATOR,
NUM_MANIAX_BUTTONS, // leave this at the end
};
enum // TechnoButtons
{
TECHNO_BUTTON_LEFT,
TECHNO_BUTTON_RIGHT,
TECHNO_BUTTON_UP,
TECHNO_BUTTON_DOWN,
TECHNO_BUTTON_UPLEFT,
TECHNO_BUTTON_UPRIGHT,
TECHNO_BUTTON_CENTER,
TECHNO_BUTTON_DOWNLEFT,
TECHNO_BUTTON_DOWNRIGHT,
TECHNO_BUTTON_START,
TECHNO_BUTTON_BACK,
TECHNO_BUTTON_MENULEFT,
TECHNO_BUTTON_MENURIGHT,
TECHNO_BUTTON_MENUUP,
TECHNO_BUTTON_MENUDOWN,
TECHNO_BUTTON_COIN,
TECHNO_BUTTON_OPERATOR,
NUM_TECHNO_BUTTONS, // leave this at the end
};
enum // PnM Buttons
{
PNM_BUTTON_LEFT_WHITE,
PNM_BUTTON_LEFT_YELLOW,
PNM_BUTTON_LEFT_GREEN,
PNM_BUTTON_LEFT_BLUE,
PNM_BUTTON_RED,
PNM_BUTTON_RIGHT_BLUE,
PNM_BUTTON_RIGHT_GREEN,
PNM_BUTTON_RIGHT_YELLOW,
PNM_BUTTON_RIGHT_WHITE,
PNM_BUTTON_START,
PNM_BUTTON_BACK,
PNM_BUTTON_MENULEFT,
PNM_BUTTON_MENURIGHT,
PNM_BUTTON_MENUUP,
PNM_BUTTON_MENUDOWN,
PNM_BUTTON_COIN,
PNM_BUTTON_OPERATOR,
NUM_PNM_BUTTONS, // leave this at the end
};
enum // LightsButtons
{
LIGHTS_BUTTON_MARQUEE_UP_LEFT,
LIGHTS_BUTTON_MARQUEE_UP_RIGHT,
LIGHTS_BUTTON_MARQUEE_LR_LEFT,
LIGHTS_BUTTON_MARQUEE_LR_RIGHT,
LIGHTS_BUTTON_BUTTONS_LEFT,
LIGHTS_BUTTON_BUTTONS_RIGHT,
LIGHTS_BUTTON_BASS_LEFT,
LIGHTS_BUTTON_BASS_RIGHT,
LIGHTS_BUTTON_START,
LIGHTS_BUTTON_BACK,
LIGHTS_BUTTON_MENULEFT,
LIGHTS_BUTTON_MENURIGHT,
LIGHTS_BUTTON_MENUUP,
LIGHTS_BUTTON_MENUDOWN,
LIGHTS_BUTTON_COIN,
LIGHTS_BUTTON_OPERATOR,
NUM_LIGHTS_BUTTONS, // leave this at the end
};
struct GameInput
{
GameInput(): controller(GAME_CONTROLLER_INVALID), button(GAME_BUTTON_INVALID) { }
GameInput( GameController c, GameButton b ): controller(c), button(b) { }
GameController controller;
GameButton button;
bool operator==( const GameInput &other ) { return controller == other.controller && button == other.button; };
inline bool IsValid() const { return controller != GAME_CONTROLLER_INVALID; };
inline void MakeInvalid() { controller = GAME_CONTROLLER_INVALID; button = GAME_BUTTON_INVALID; };
CString toString();
bool fromString( CString s );
};
#endif
/*
* (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.
*/