Files
itgmania212121/stepmania/src/InputMapper.cpp
T
2007-01-13 00:12:08 +00:00

1088 lines
33 KiB
C++

#include "global.h"
#include "InputMapper.h"
#include "IniFile.h"
#include "MessageManager.h"
#include "RageLog.h"
#include "InputFilter.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "RageInput.h"
#include "SpecialFiles.h"
#include "LocalizedString.h"
#include "Foreach.h"
static Preference<RString> g_sLastSeenInputDevices( "LastSeenInputDevices", "" );
static Preference<bool> g_bAutoMapOnJoyChange( "AutoMapOnJoyChange", true );
namespace
{
// lookup for efficiency from a DeviceInput to a GameInput
// This is repopulated every time m_PItoDI changes by calling UpdateTempDItoPI().
map<DeviceInput, GameInput> g_tempDItoGI;
PlayerNumber g_JoinControllers;
};
InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program
static GameButton g_DedicatedMenuButtons[NUM_MenuButton] =
{
GAME_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
GAME_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
GAME_BUTTON_MENUUP, // MENU_BUTTON_UP
GAME_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
GAME_BUTTON_START, // MENU_BUTTON_START
GAME_BUTTON_SELECT, // MENU_BUTTON_SELECT
GAME_BUTTON_BACK, // MENU_BUTTON_BACK
GAME_BUTTON_COIN, // MENU_BUTTON_COIN
GAME_BUTTON_OPERATOR // MENU_BUTTON_OPERATOR
};
InputMapper::InputMapper()
{
g_JoinControllers = PLAYER_INVALID;
m_pInputScheme = NULL;
}
InputMapper::~InputMapper()
{
SaveMappingsToDisk();
g_tempDItoGI.clear();
}
void InputMapper::ClearAllMappings()
{
FOREACH_GameController( i )
FOREACH_GameButton(j)
for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
m_GItoDI[i][j][k].MakeInvalid();
UpdateTempDItoGI();
}
struct AutoJoyMapping
{
const char *szGame;
const char *szDriverRegex; // reported by InputHandler
const char *szControllerName; // the product name of the controller
InputMapper::Mapping maps[32];
};
#define END_MARKER {-1, DeviceButton_Invalid, GameButton_Invalid, false }, // end marker
const InputMapping g_DefaultKeyMappings[] =
{
{ 0, KEY_LEFT, GAME_BUTTON_MENULEFT, false },
{ 0, KEY_RIGHT, GAME_BUTTON_MENURIGHT, false },
{ 0, KEY_UP, GAME_BUTTON_MENUUP, false },
{ 0, KEY_DOWN, GAME_BUTTON_MENUDOWN, false },
{ 0, KEY_ENTER, GAME_BUTTON_START, false },
{ 0, KEY_BACKSLASH, GAME_BUTTON_SELECT, false },
{ 0, KEY_ESC, GAME_BUTTON_BACK, false },
{ 0, KEY_KP_C4, GAME_BUTTON_MENULEFT, true },
{ 0, KEY_KP_C6, GAME_BUTTON_MENURIGHT, true },
{ 0, KEY_KP_C8, GAME_BUTTON_MENUUP, true },
{ 0, KEY_KP_C2, GAME_BUTTON_MENUDOWN, true },
{ 0, KEY_KP_ENTER, GAME_BUTTON_START, true },
{ 0, KEY_KP_C0, GAME_BUTTON_SELECT, true },
{ 0, KEY_NUMLOCK, GAME_BUTTON_BACK, true },
{ 0, KEY_F1, GAME_BUTTON_COIN, false },
{ 0, KEY_SCRLLOCK, GAME_BUTTON_OPERATOR, false },
END_MARKER
};
void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
{
// Clear default mappings. Default mappings are in the third slot.
FOREACH_GameController( i )
FOREACH_GameButton(j)
ClearFromInputMap( GameInput(i, j), 2 );
vector<InputMapping> aMaps;
aMaps.reserve( 32 );
for( int k=0; !g_DefaultKeyMappings[k].IsEndMarker(); k++ )
aMaps.push_back( g_DefaultKeyMappings[k] );
for( int k=0; !m_pInputScheme->m_Maps[k].IsEndMarker(); k++ )
aMaps.push_back( m_pInputScheme->m_Maps[k] );
/* There may be duplicate GAME_BUTTON maps. Process the list backwards,
* so game-specific mappings override g_DefaultKeyMappings. */
std::reverse( aMaps.begin(), aMaps.end() );
FOREACH( InputMapping, aMaps, m )
{
DeviceButton key = m->deviceButton;
DeviceInput DeviceI( DEVICE_KEYBOARD, key );
GameInput GameI( m->SecondController? GAME_CONTROLLER_2:GAME_CONTROLLER_1, m->gb );
if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping
SetInputMap( DeviceI, GameI, 2 );
}
}
const AutoJoyMapping g_AutoJoyMappings[] =
{
{
"dance",
"GIC USB Joystick",
"Boom USB convertor (black/gray)",
{
{ 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_12, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"4 axis 16 button joystick",
"EMS USB2",
{
{ 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"GamePad Pro USB ", // yes, there is a space at the end
"GamePad Pro USB",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_5, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"SideWinder Game Pad USB version 1.0",
"SideWinder Game Pad USB",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_5, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"4 axis 12 button joystick with hat switch",
"Super Joy Box 5",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"MP-8866 Dual USB Joypad",
"Super Dual Box",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_5, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false },
{ 1, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 1, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"NTPAD",
"NTPAD",
{
{ 0, JOY_BUTTON_13, DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_15, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_16, DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_14, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_5, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false },
{ 1, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 1, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"Psx Gamepad",
"PSXPAD",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_5, DANCE_BUTTON_UPRIGHT, false },
{ 1, JOY_BUTTON_8, DANCE_BUTTON_UPLEFT, false },
{ 1, JOY_BUTTON_6, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"XBOX Gamepad Plugin V0.01",
"X-Box gamepad",
{
{ 0, JOY_LEFT, DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_DOWN, false }, // A
{ 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false }, // B
{ 1, JOY_BUTTON_3, DANCE_BUTTON_LEFT, false }, // X
{ 1, JOY_BUTTON_4, DANCE_BUTTON_UP, false }, // Y
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false }, // L shoulder
{ 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false }, // R shoulder
{ 0, JOY_BUTTON_9, GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_BACK, false },
END_MARKER
}
},
{
"dance",
"0b43:0003", // The EMS USB2 doesn't provide a model string, so Linux
// just gives us the VendorID and ModelID in hex.
"EMS USB2",
{
// Player 1.
{ 0, JOY_BUTTON_16, DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_14, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_13, DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_15, DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_4, DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_2, DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_1, DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_3, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_8, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_SELECT, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_5, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_6, GAME_BUTTON_COIN, false },
// Player 2.
{ 0, JOY_BUTTON_32, DANCE_BUTTON_LEFT, true },
{ 0, JOY_BUTTON_30, DANCE_BUTTON_RIGHT, true },
{ 0, JOY_BUTTON_29, DANCE_BUTTON_UP, true },
{ 0, JOY_BUTTON_31, DANCE_BUTTON_DOWN, true },
{ 1, JOY_BUTTON_20, DANCE_BUTTON_LEFT, true },
{ 1, JOY_BUTTON_18, DANCE_BUTTON_RIGHT, true },
{ 1, JOY_BUTTON_17, DANCE_BUTTON_UP, true },
{ 1, JOY_BUTTON_19, DANCE_BUTTON_DOWN, true },
{ 0, JOY_BUTTON_23, DANCE_BUTTON_UPRIGHT, true },
{ 0, JOY_BUTTON_24, DANCE_BUTTON_UPLEFT, true },
{ 0, JOY_BUTTON_25, GAME_BUTTON_SELECT, true },
{ 0, JOY_BUTTON_26, GAME_BUTTON_START, true },
{ 0, JOY_BUTTON_21, GAME_BUTTON_BACK, true },
{ 0, JOY_BUTTON_22, GAME_BUTTON_COIN, true },
END_MARKER
}
},
{
"dance",
"Dance ", //Notice extra space at end
"LevelSix USB Pad (DDR638)", // "DDR638" is the model number of the pad
{
{ 0, JOY_BUTTON_1, DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_3, DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_7, DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_8, DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
END_MARKER
}
},
{
"dance",
"SmartJoy PLUS Adapter",
"SmartJoy PLUS Adapter",
{
{ 0, JOY_LEFT, /* dpad L */ DANCE_BUTTON_LEFT, false },
{ 0, JOY_RIGHT, /* dpad R */ DANCE_BUTTON_RIGHT, false },
{ 0, JOY_UP, /* dpad U */ DANCE_BUTTON_UP, false },
{ 0, JOY_DOWN, /* dpad D */ DANCE_BUTTON_DOWN, false },
{ 1, JOY_BUTTON_4, /* Square */ DANCE_BUTTON_LEFT, false },
{ 1, JOY_BUTTON_2, /* Circle */ DANCE_BUTTON_RIGHT, false },
{ 1, JOY_BUTTON_1, /* Tri */ DANCE_BUTTON_UP, false },
{ 1, JOY_BUTTON_3, /* X */ DANCE_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_7, /* L1 */ DANCE_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_8, /* R1 */ DANCE_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_10, /* Select */ GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_9, /* Start */ GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_5, /* R1 */ GAME_BUTTON_SELECT, false },
{ 0, JOY_BUTTON_6, /* R2 */ GAME_BUTTON_COIN, false },
END_MARKER
}
},
{
"dance",
"RedOctane USB Pad|XBOX DDR", // "RedOctane USB Pad" is Ignition 3s and newer Afterburners. "XBOX DDR" is older Afterburners.
"RedOctane Ignition 3 or Afterburner",
{
{ 0, JOY_BUTTON_1, /* dpad L */ DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, /* dpad R */ DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_3, /* dpad U */ DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, /* dpad D */ DANCE_BUTTON_DOWN, false },
//{ 0, JOY_BUTTON_5, /* Tri */ GAME_BUTTON_BACK, false },
//{ 0, JOY_BUTTON_6, /* Square */ GAME_BUTTON_BACK, false },
//{ 1, JOY_BUTTON_7, /* X */ GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_8, /* O */ GAME_BUTTON_START, false },
{ 1, JOY_BUTTON_9, /* Start */ GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_10, /* Sel */ GAME_BUTTON_BACK, false },
END_MARKER
}
},
{
"dance",
"Joypad to USB converter",
"EMS Trio Linker",
{
{ 0, JOY_BUTTON_16, /* dpad L */ DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_14, /* dpad R */ DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_13, /* dpad U */ DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_15, /* dpad D */ DANCE_BUTTON_DOWN, false },
//{ 0, JOY_BUTTON_5, /* Tri */ GAME_BUTTON_BACK, false },
//{ 0, JOY_BUTTON_6, /* Square */ GAME_BUTTON_BACK, false },
//{ 1, JOY_BUTTON_7, /* X */ GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_2, /* O */ GAME_BUTTON_START, false },
{ 1, JOY_BUTTON_10, /* Start */ GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_9, /* Sel */ GAME_BUTTON_BACK, false },
END_MARKER
}
},
{
"dance",
"Positive Gaming Impact USB pad",
"Positive Gaming Impact USB pad",
{
{ 0, JOY_BUTTON_1, /* dpad L */ DANCE_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, /* dpad R */ DANCE_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_3, /* dpad U */ DANCE_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, /* dpad D */ DANCE_BUTTON_DOWN, false },
//{ 0, JOY_BUTTON_5, /* Tri */ GAME_BUTTON_BACK, false },
//{ 0, JOY_BUTTON_6, /* Square */ GAME_BUTTON_BACK, false },
//{ 1, JOY_BUTTON_7, /* X */ GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_8, /* O */ GAME_BUTTON_START, false },
{ 1, JOY_BUTTON_9, /* Start */ GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_10, /* Sel */ GAME_BUTTON_BACK, false },
END_MARKER
}
},
{
"pump",
"Pump USB",
"Pump USB pad",
{
{ 0, JOY_BUTTON_1, PUMP_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_2, PUMP_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_3, PUMP_BUTTON_CENTER, false },
{ 0, JOY_BUTTON_4, PUMP_BUTTON_DOWNLEFT, false },
{ 0, JOY_BUTTON_5, PUMP_BUTTON_DOWNRIGHT, false },
{ 0, JOY_BUTTON_6, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_7, PUMP_BUTTON_UPLEFT, true },
{ 0, JOY_BUTTON_8, PUMP_BUTTON_UPRIGHT, true },
{ 0, JOY_BUTTON_9, PUMP_BUTTON_CENTER, true },
{ 0, JOY_BUTTON_10, PUMP_BUTTON_DOWNLEFT, true },
{ 0, JOY_BUTTON_11, PUMP_BUTTON_DOWNRIGHT, true },
END_MARKER
}
},
{
"para",
"ParaParaParadise Controller",
"ParaParaParadise Controller",
{
{ 0, JOY_BUTTON_5, PARA_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, PARA_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_3, PARA_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, PARA_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_1, PARA_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
{ 0, JOY_BUTTON_11, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_12, GAME_BUTTON_MENULEFT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_MENURIGHT, false },
END_MARKER
}
},
{
"techno",
"Dance ", //Notice the extra space at end
"LevelSix USB Pad (DDR638)", // "DDR638" is the model number of the pad
{
{ 0, JOY_BUTTON_1, TECHNO_BUTTON_UP, false },
{ 0, JOY_BUTTON_2, TECHNO_BUTTON_DOWN, false },
{ 0, JOY_BUTTON_3, TECHNO_BUTTON_LEFT, false },
{ 0, JOY_BUTTON_4, TECHNO_BUTTON_RIGHT, false },
{ 0, JOY_BUTTON_5, TECHNO_BUTTON_DOWNRIGHT,false },
{ 0, JOY_BUTTON_6, TECHNO_BUTTON_DOWNLEFT, false },
{ 0, JOY_BUTTON_7, TECHNO_BUTTON_UPRIGHT, false },
{ 0, JOY_BUTTON_8, TECHNO_BUTTON_UPLEFT, false },
{ 0, JOY_BUTTON_9, GAME_BUTTON_BACK, false },
{ 0, JOY_BUTTON_10, GAME_BUTTON_START, false },
END_MARKER
}
},
};
void InputMapper::Unmap( InputDevice id )
{
FOREACH_GameController( i )
{
FOREACH_GameButton(j)
{
for( int k=0; k<NUM_USER_GAME_TO_DEVICE_SLOTS; k++ )
{
DeviceInput &di = m_GItoDI[i][j][k];
if( di.device == id )
di.MakeInvalid();
}
}
}
UpdateTempDItoGI();
}
void InputMapper::ApplyMapping( const Mapping *maps, GameController gc, InputDevice id )
{
map<GameInput, int> MappedButtons;
for( int k=0; !maps[k].IsEndMarker(); k++ )
{
GameController map_gc = gc;
if( maps[k].SecondController )
{
map_gc = (GameController)(map_gc+1);
/* If that pushed it over, then it's a second controller for a joystick
* that's already a second controller, so we'll just ignore it. (This
* can happen if eg. two primary Pump pads are connected.) */
if( map_gc >= NUM_GameController )
continue;
}
DeviceInput di( id, maps[k].deviceButton );
GameInput gi( map_gc, maps[k].gb );
int iSlot = MappedButtons[gi];
++MappedButtons[gi];
SetInputMap( di, gi, iSlot );//maps[k].iSlotIndex );
}
}
void InputMapper::AutoMapJoysticksForCurrentGame()
{
vector<InputDeviceInfo> vDevices;
INPUTMAN->GetDevicesAndDescriptions(vDevices);
int iNumJoysticksMapped = 0;
for( unsigned i=0; i<vDevices.size(); i++ )
{
InputDevice id = vDevices[i].id;
const RString &sDescription = vDevices[i].sDesc;
for( unsigned j=0; j<ARRAYLEN(g_AutoJoyMappings); j++ )
{
const AutoJoyMapping& mapping = g_AutoJoyMappings[j];
if( RString(m_pInputScheme->m_szName).CompareNoCase(mapping.szGame) )
continue; // games don't match
RString sDriverRegex = mapping.szDriverRegex;
Regex regex( sDriverRegex );
if( !regex.Compare(sDescription) )
continue; // driver names don't match
//
// We have a mapping for this joystick
//
GameController gc = (GameController)iNumJoysticksMapped;
if( gc >= NUM_GameController )
break; // stop mapping. We already mapped one device for each game controller.
LOG->Info( "Applying default joystick mapping #%d for device '%s' (%s)",
iNumJoysticksMapped+1, mapping.szDriverRegex, mapping.szControllerName );
Unmap( id );
ApplyMapping( mapping.maps, gc, id );
iNumJoysticksMapped++;
}
}
}
void InputMapper::SetInputScheme( const InputScheme *pInputScheme )
{
m_pInputScheme = pInputScheme;
ReadMappingsFromDisk();
}
const InputScheme *InputMapper::GetInputScheme() const
{
return m_pInputScheme;
}
static const RString DEVICE_INPUT_SEPARATOR = ":"; // this isn't used in any key names
void InputMapper::ReadMappingsFromDisk()
{
ClearAllMappings();
IniFile ini;
if( !ini.ReadFile( SpecialFiles::KEYMAPS_PATH ) )
LOG->Trace( "Couldn't open mapping file \"%s\": %s.",
SpecialFiles::KEYMAPS_PATH.c_str(), ini.GetError().c_str() );
const XNode *Key = ini.GetChild( m_pInputScheme->m_szName );
if( Key )
{
FOREACH_CONST_Attr( Key, i )
{
const RString &name = i->first;
RString value;
i->second->GetValue( value );
GameInput GameI;
GameI.FromString( m_pInputScheme, name );
vector<RString> sDeviceInputStrings;
split( value, DEVICE_INPUT_SEPARATOR, sDeviceInputStrings, false );
for( unsigned i=0; i<sDeviceInputStrings.size() && i<unsigned(NUM_GAME_TO_DEVICE_SLOTS); i++ )
{
DeviceInput DeviceI;
DeviceI.FromString( sDeviceInputStrings[i] );
if( DeviceI.IsValid() )
SetInputMap( DeviceI, GameI, i );
}
}
}
AddDefaultMappingsForCurrentGameIfUnmapped();
}
void InputMapper::SaveMappingsToDisk()
{
IniFile ini;
ini.ReadFile( SpecialFiles::KEYMAPS_PATH );
// erase the key so that we overwrite everything for this game
ini.DeleteKey( m_pInputScheme->m_szName );
XNode *pKey = ini.GetChild( m_pInputScheme->m_szName );
if( pKey != NULL )
ini.RemoveChild( pKey );
pKey = ini.AppendChild( m_pInputScheme->m_szName );
// iterate over our input map and write all mappings to the ini file
FOREACH_GameController( i )
{
FOREACH_GameButtonInScheme( m_pInputScheme, j )
{
GameInput GameI( i, j );
RString sNameString = GameI.ToString( m_pInputScheme );
vector<RString> asValues;
for( int slot = 0; slot < NUM_USER_GAME_TO_DEVICE_SLOTS; ++slot ) // don't save data from the last (keyboard automap) slot
asValues.push_back( m_GItoDI[i][j][slot].ToString() );
while( asValues.size() && asValues.back() == "" )
asValues.erase( asValues.begin()+asValues.size()-1 );
RString sValueString = join( DEVICE_INPUT_SEPARATOR, asValues );
pKey->AppendAttr( sNameString, sValueString );
}
}
ini.WriteFile( SpecialFiles::KEYMAPS_PATH );
}
static LocalizedString CONNECTED ( "InputMapper", "Connected" );
static LocalizedString DISCONNECTED ( "InputMapper", "Disconnected" );
static LocalizedString AUTOMAPPING_ALL_JOYSTICKS ( "InputMapper", "Auto-mapping all joysticks." );
bool InputMapper::CheckForChangedInputDevicesAndRemap( RString &sMessageOut )
{
// Only check for changes in joysticks since that's all we know how to remap.
// update last seen joysticks
vector<InputDeviceInfo> vDevices;
INPUTMAN->GetDevicesAndDescriptions( vDevices );
// Strip non-joysticks.
vector<RString> vsLastSeenJoysticks;
split( g_sLastSeenInputDevices, ",", vsLastSeenJoysticks );
vector<RString> vsCurrent;
vector<RString> vsCurrentJoysticks;
for( int i=vDevices.size()-1; i>=0; i-- )
{
vsCurrent.push_back( vDevices[i].sDesc );
if( IsJoystick(vDevices[i].id) )
{
vsCurrentJoysticks.push_back( vDevices[i].sDesc );
}
else
{
vector<RString>::iterator iter = find( vsLastSeenJoysticks.begin(), vsLastSeenJoysticks.end(), vDevices[i].sDesc );
if( iter != vsLastSeenJoysticks.end() )
vsLastSeenJoysticks.erase( iter );
}
}
bool bJoysticksChanged = vsCurrentJoysticks != vsLastSeenJoysticks;
if( !bJoysticksChanged )
return false;
vector<RString> vsConnects, vsDisconnects;
GetConnectsDisconnects( vsLastSeenJoysticks, vsCurrentJoysticks, vsDisconnects, vsConnects );
sMessageOut = RString();
if( !vsConnects.empty() )
sMessageOut += CONNECTED.GetValue()+": " + join( "\n", vsConnects ) + "\n";
if( !vsDisconnects.empty() )
sMessageOut += DISCONNECTED.GetValue()+": " + join( "\n", vsDisconnects ) + "\n";
if( g_bAutoMapOnJoyChange )
{
sMessageOut += AUTOMAPPING_ALL_JOYSTICKS.GetValue();
AutoMapJoysticksForCurrentGame();
SaveMappingsToDisk();
MESSAGEMAN->Broadcast( Message_AutoJoyMappingApplied );
}
LOG->Info( sMessageOut );
g_sLastSeenInputDevices.Set( join(",",vsCurrent) );
PREFSMAN->SavePrefsToDisk();
return true;
}
void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex )
{
// remove the old input
ClearFromInputMap( DeviceI );
ClearFromInputMap( GameI, iSlotIndex );
ASSERT_M( GameI.controller < NUM_GameController,
ssprintf("controller: %u >= %u", GameI.controller, NUM_GameController) );
ASSERT_M( GameI.button < NUM_GameButton,
ssprintf("button: %u >= %u", GameI.button, NUM_GameButton) );
ASSERT_M( iSlotIndex < NUM_GAME_TO_DEVICE_SLOTS,
ssprintf("slot: %u >= %u", iSlotIndex, NUM_GAME_TO_DEVICE_SLOTS) );
m_GItoDI[GameI.controller][GameI.button][iSlotIndex] = DeviceI;
UpdateTempDItoGI();
}
void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
{
// search for where this DeviceI maps to
FOREACH_GameController( p )
{
FOREACH_GameButton(b)
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
if( m_GItoDI[p][b][s] == DeviceI )
m_GItoDI[p][b][s].MakeInvalid();
}
}
}
UpdateTempDItoGI();
}
bool InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
{
if( !GameI.IsValid() )
return false;
DeviceInput &di = m_GItoDI[GameI.controller][GameI.button][iSlotIndex];
if( !di.IsValid() )
return false;
di.MakeInvalid();
UpdateTempDItoGI();
return true;
}
bool InputMapper::IsMapped( const DeviceInput &DeviceI )
{
return g_tempDItoGI.find(DeviceI) != g_tempDItoGI.end();
}
void InputMapper::UpdateTempDItoGI()
{
// repopulate g_tempDItoGI
g_tempDItoGI.clear();
FOREACH_GameController( n )
{
FOREACH_GameButton( b )
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
const DeviceInput &DeviceI = m_GItoDI[n][b][s];
if( !DeviceI.IsValid() )
continue;
g_tempDItoGI[DeviceI] = GameInput( n, b );
}
}
}
}
bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
{
GameI = g_tempDItoGI[DeviceI];
return GameI.controller != GameController_Invalid;
}
bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
{
DeviceI = m_GItoDI[GameI.controller][GameI.button][iSlotNum];
return DeviceI.device != InputDevice_Invalid;
}
PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
{
if( g_JoinControllers != PLAYER_INVALID )
return g_JoinControllers;
else
return (PlayerNumber) controller;
}
MenuButton InputMapper::GameToMenu( const GameInput &GameI )
{
return m_pInputScheme->GameInputToMenuButton( GameI );
}
/* If set (not PLAYER_INVALID), inputs from both GameControllers will be mapped
* to the specified player. If PLAYER_INVALID, GameControllers will be mapped
* individually. */
void InputMapper::SetJoinControllers( PlayerNumber pn )
{
g_JoinControllers = pn;
}
void InputMapper::MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] )
{
if( g_JoinControllers != PLAYER_INVALID )
pn = PLAYER_INVALID;
m_pInputScheme->MenuButtonToGameInputs( MenuI, pn, GameIout );
}
bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const DeviceInputList *pButtonState )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
{
if( mp != MultiPlayer_Invalid )
DeviceI.device = MultiPlayerToInputDevice(mp);
if( INPUTFILTER->IsBeingPressed(DeviceI, pButtonState) )
return true;
}
}
return false;
}
bool InputMapper::IsBeingPressed( MenuButton MenuI, PlayerNumber pn )
{
GameInput GameI[4];
MenuToGame( MenuI, pn, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() && IsBeingPressed(GameI[i]) )
return true;
return false;
}
void InputMapper::RepeatStopKey( const GameInput &GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
INPUTFILTER->RepeatStopKey( DeviceI );
}
}
void InputMapper::RepeatStopKey( MenuButton MenuI, PlayerNumber pn )
{
GameInput GameI[4];
MenuToGame( MenuI, pn, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() )
RepeatStopKey( GameI[i] );
}
float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
{
float fMaxSecsHeld = 0;
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
{
if( mp != MultiPlayer_Invalid )
DeviceI.device = MultiPlayerToInputDevice(mp);
fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
}
}
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( MenuButton MenuI, PlayerNumber pn )
{
float fMaxSecsHeld = 0;
GameInput GameI[4];
MenuToGame( MenuI, pn, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() )
fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
return fMaxSecsHeld;
}
void InputMapper::ResetKeyRepeat( const GameInput &GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
INPUTFILTER->ResetKeyRepeat( DeviceI );
}
}
void InputMapper::ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn )
{
GameInput GameI[4];
MenuToGame( MenuI, pn, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() )
ResetKeyRepeat( GameI[i] );
}
InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp )
{
if( mp == MultiPlayer_Invalid )
return InputDevice_Invalid;
return enum_add2( DEVICE_JOY1, mp );
}
MultiPlayer InputMapper::InputDeviceToMultiPlayer( InputDevice id )
{
if( id == InputDevice_Invalid )
return MultiPlayer_Invalid;
return enum_add2( MultiPlayer_1, id - DEVICE_JOY1 );
}
GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
{
for( int i=0; i<m_iButtonsPerController; i++ )
if( stricmp(GetGameButtonName(i), sButtonName) == 0 )
return i;
return GameButton_Invalid;
}
MenuButton InputScheme::GameInputToMenuButton( GameInput GameI ) const
{
FOREACH_MenuButton(i)
if( g_DedicatedMenuButtons[i] == GameI.button )
return i;
if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
return GetMenuButtonSecondaryFunction( GameI.button );
return MenuButton_Invalid; // invalid GameInput
}
void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
{
ASSERT( MenuI != MenuButton_Invalid );
GameIout[0].MakeInvalid(); // initialize
GameIout[1].MakeInvalid();
GameIout[2].MakeInvalid();
GameIout[3].MakeInvalid();
vector<GameController> controller;
if( pn == PLAYER_INVALID )
{
controller.push_back( GAME_CONTROLLER_1 );
controller.push_back( GAME_CONTROLLER_2 );
}
else
{
controller.push_back( (GameController)pn );
}
GameButton SecondaryGameButton = GameButton_Invalid;
for( int i = GAME_BUTTON_NEXT; i < m_iButtonsPerController; ++i )
{
if( m_GameButtonInfo[i-GAME_BUTTON_NEXT].m_SecondaryMenuButton == MenuI )
{
SecondaryGameButton = i;
break;
}
}
GameButton button[2] = { g_DedicatedMenuButtons[MenuI], SecondaryGameButton };
int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
int iOut = 0;
for( size_t i=0; i<controller.size(); i++ )
{
for( int j=0; j<iNumButtonsUsing; j++ )
{
if( button[j] == GameButton_Invalid )
continue;
GameIout[iOut].controller = controller[i];
GameIout[iOut].button = button[j];
++iOut;
}
}
}
MenuButton InputScheme::GetMenuButtonSecondaryFunction( GameButton gb ) const
{
return GetGameButtonInfo(gb)->m_SecondaryMenuButton;
}
static const InputScheme::GameButtonInfo g_CommonGameButtonInfo[] =
{
{ "MenuLeft", MenuButton_Invalid },
{ "MenuRight", MenuButton_Invalid },
{ "MenuUp", MenuButton_Invalid },
{ "MenuDown", MenuButton_Invalid },
{ "Start", MenuButton_Invalid },
{ "Select", MenuButton_Invalid },
{ "Back", MenuButton_Invalid },
{ "Coin", MenuButton_Invalid },
{ "Operator", MenuButton_Invalid },
};
const InputScheme::GameButtonInfo *InputScheme::GetGameButtonInfo( GameButton gb ) const
{
COMPILE_ASSERT( GAME_BUTTON_NEXT == ARRAYLEN(g_CommonGameButtonInfo) );
if( gb < GAME_BUTTON_NEXT )
return &g_CommonGameButtonInfo[gb];
else
return &m_GameButtonInfo[gb-GAME_BUTTON_NEXT];
}
const char *InputScheme::GetGameButtonName( GameButton gb ) const
{
return GetGameButtonInfo(gb)->m_szName;
}
/*
* (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.
*/