Files
itgmania212121/stepmania/src/InputMapper.h
T
2006-11-21 07:16:19 +00:00

145 lines
5.5 KiB
C++

/* InputMapper - Holds user-chosen input preferences and saves it between sessions. */
#ifndef INPUT_MAPPER_H
#define INPUT_MAPPER_H
#include "RageInputDevice.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "PlayerNumber.h"
const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
const int NUM_USER_GAME_TO_DEVICE_SLOTS = 2;
#define NO_DEFAULT_KEY DeviceButton_Invalid
class InputScheme
{
public:
const char *m_szName;
int m_iButtonsPerController;
struct GameButtonInfo
{
char m_szName[60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
GameButtonType m_gbt;
DeviceButton m_iDefaultKeyboardKey[NUM_GameController]; // default keyboard keys only effect the current game is this game
};
GameButtonInfo m_GameButtonInfo[NUM_GameButton];
GameButton m_DedicatedMenuButton[NUM_MenuButton];
GameButton m_SecondaryMenuButton[NUM_MenuButton];
GameButton ButtonNameToIndex( const RString &sButtonName ) const;
MenuButton GameInputToMenuButton( GameInput GameI ) const;
void MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const;
MenuButton GetMenuButtonSecondaryFunction( GameButton gb ) const;
};
#define FOREACH_GameButtonInScheme( s, var ) for( GameButton var=(GameButton)0; var<s->m_iButtonsPerController; enum_add<GameButton>( var, +1 ) )
class InputMapper
{
public:
InputMapper();
~InputMapper();
void SetInputScheme( const InputScheme *pInputScheme );
const InputScheme *GetInputScheme() const;
void SetJoinControllers( PlayerNumber pn );
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( RString &sMessageOut );
bool IsMapped( const DeviceInput &DeviceI );
bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
MenuButton GameToMenu( const GameInput &GameI );
void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
PlayerNumber ControllerToPlayerNumber( GameController controller );
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid );
float GetSecsHeld( MenuButton MenuI, PlayerNumber pn );
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL );
bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn );
void ResetKeyRepeat( const GameInput &GameI );
void ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn );
void RepeatStopKey( const GameInput &GameI );
void RepeatStopKey( MenuButton MenuI, PlayerNumber pn );
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.
*/
bool SecondController;
};
static InputDevice MultiPlayerToInputDevice( MultiPlayer mp );
static MultiPlayer InputDeviceToMultiPlayer( InputDevice id );
void Unmap( InputDevice device );
void ApplyMapping( const Mapping *maps, GameController gc, InputDevice device );
protected:
// all the DeviceInputs that map to a GameInput
DeviceInput m_GItoDI[NUM_GameController][NUM_GameButton][NUM_GAME_TO_DEVICE_SLOTS];
void UpdateTempDItoGI();
const InputScheme *m_pInputScheme;
};
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.
*/