114 lines
2.5 KiB
C
114 lines
2.5 KiB
C
#pragma once
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/*
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-----------------------------------------------------------------------------
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Class: GameInput
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Desc: An input event specific to a Game definied by an instrument and a button space.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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enum GameController
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{
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GAME_CONTROLLER_1 = 0, // left controller
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GAME_CONTROLLER_2, // right controller
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MAX_GAME_CONTROLLERS, // leave this at the end
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GAME_CONTROLLER_INVALID,
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};
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typedef int GameButton;
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enum // DanceButtons
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{
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DANCE_BUTTON_LEFT,
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DANCE_BUTTON_RIGHT,
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DANCE_BUTTON_UP,
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DANCE_BUTTON_DOWN,
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DANCE_BUTTON_UPLEFT,
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DANCE_BUTTON_UPRIGHT,
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DANCE_BUTTON_START,
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DANCE_BUTTON_BACK,
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DANCE_BUTTON_MENULEFT,
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DANCE_BUTTON_MENURIGHT,
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DANCE_BUTTON_MENUUP,
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DANCE_BUTTON_MENUDOWN,
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NUM_DANCE_BUTTONS, // leave this at the end
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};
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enum // PumpButtons
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{
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PUMP_BUTTON_UPLEFT,
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PUMP_BUTTON_UPRIGHT,
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PUMP_BUTTON_CENTER,
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PUMP_BUTTON_DOWNLEFT,
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PUMP_BUTTON_DOWNRIGHT,
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PUMP_BUTTON_START,
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PUMP_BUTTON_BACK,
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PUMP_BUTTON_MENULEFT,
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PUMP_BUTTON_MENURIGHT,
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PUMP_BUTTON_MENUUP,
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PUMP_BUTTON_MENUDOWN,
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NUM_PUMP_BUTTONS, // leave this at the end
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};
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enum // EZ2Buttons
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{
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EZ2_BUTTON_FOOTUPLEFT,
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EZ2_BUTTON_FOOTUPRIGHT,
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EZ2_BUTTON_FOOTDOWN,
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EZ2_BUTTON_HANDUPLEFT,
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EZ2_BUTTON_HANDUPRIGHT,
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EZ2_BUTTON_HANDLRLEFT,
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EZ2_BUTTON_HANDLRRIGHT,
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EZ2_BUTTON_START,
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EZ2_BUTTON_BACK,
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EZ2_BUTTON_MENULEFT,
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EZ2_BUTTON_MENURIGHT,
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EZ2_BUTTON_MENUUP,
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EZ2_BUTTON_MENUDOWN,
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NUM_EZ2_BUTTONS, // leave this at the end
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};
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enum // ParaButtons
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{
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PARA_BUTTON_LEFT,
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PARA_BUTTON_UPLEFT,
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PARA_BUTTON_UP,
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PARA_BUTTON_UPRIGHT,
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PARA_BUTTON_RIGHT,
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PARA_BUTTON_START,
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PARA_BUTTON_BACK,
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PARA_BUTTON_MENULEFT,
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PARA_BUTTON_MENURIGHT,
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PARA_BUTTON_MENUUP,
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PARA_BUTTON_MENUDOWN,
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PARA_EZ2_BUTTONS, // leave this at the end
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};
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const GameButton MAX_GAME_BUTTONS = 14;
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const GameButton GAME_BUTTON_INVALID = MAX_GAME_BUTTONS+1;
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struct GameInput
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{
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GameInput(): controller(GAME_CONTROLLER_INVALID), button(GAME_BUTTON_INVALID) { }
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GameInput( GameController c, GameButton b ): controller(c), button(b) { }
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GameController controller;
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GameButton button;
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bool operator==( const GameInput &other ) { return controller == other.controller && button == other.button; };
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inline bool IsValid() const { return controller != GAME_CONTROLLER_INVALID; };
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inline void MakeInvalid() { controller = GAME_CONTROLLER_INVALID; button = GAME_BUTTON_INVALID; };
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CString toString();
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bool fromString( CString s );
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};
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