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itgmania212121/stepmania/src/GameInput.h
T

114 lines
2.5 KiB
C

#pragma once
/*
-----------------------------------------------------------------------------
Class: GameInput
Desc: An input event specific to a Game definied by an instrument and a button space.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
enum GameController
{
GAME_CONTROLLER_1 = 0, // left controller
GAME_CONTROLLER_2, // right controller
MAX_GAME_CONTROLLERS, // leave this at the end
GAME_CONTROLLER_INVALID,
};
typedef int GameButton;
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,
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,
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,
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_EZ2_BUTTONS, // leave this at the end
};
const GameButton MAX_GAME_BUTTONS = 14;
const GameButton GAME_BUTTON_INVALID = MAX_GAME_BUTTONS+1;
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 );
};