Supermodel/Src/Inputs/InputTypes.cpp

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/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* InputTypes.cpp
*
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* The different input subclasses. They are grouped together here as they are
* all very simple classes.
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*/
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#include "Supermodel.h"
/*
* CSwitchInput
*/
CSwitchInput::CSwitchInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 offVal, UINT16 onVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_SWITCH, inputGameFlags, defaultMapping), m_offVal(offVal), m_onVal(onVal)
{
//
}
void CSwitchInput::Poll()
{
prevValue = value;
bool boolValue = !!value;
if (m_source != NULL && m_source->GetValueAsSwitch(boolValue))
value = (boolValue ? m_onVal : m_offVal);
else
value = m_offVal;
}
bool CSwitchInput::Pressed()
{
return prevValue == m_offVal && value == m_onVal;
}
bool CSwitchInput::Released()
{
return prevValue == m_onVal && value == m_offVal;
}
/*
* CAnalogInput
*/
CAnalogInput::CAnalogInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 minVal, UINT16 maxVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_ANALOG, inputGameFlags, defaultMapping, minVal), m_minVal(minVal), m_maxVal(maxVal)
{
//
}
void CAnalogInput::Poll()
{
prevValue = value;
if (m_source == NULL)
{
value = m_minVal;
return;
}
int intValue = value;
if (m_source->GetValueAsAnalog(intValue, m_minVal, m_minVal, m_maxVal))
value = intValue;
else
value = m_minVal;
}
bool CAnalogInput::HasValue()
{
return value > m_minVal;
}
double CAnalogInput::ValueAsFraction()
{
double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
return (frac >= 0.0 ? frac : -frac);
}
/*
* CAxisInput
*/
CAxisInput::CAxisInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping,
CAnalogInput *negInput, CAnalogInput *posInput, UINT16 minVal, UINT16 offVal, UINT16 maxVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_AXIS, inputGameFlags, defaultMapping, offVal), m_negInput(negInput), m_posInput(posInput),
m_minVal(minVal), m_offVal(offVal), m_maxVal(maxVal)
{
//
}
void CAxisInput::Poll()
{
prevValue = value;
// Try getting value from analog inputs that represent negative and positive range of the axis first and then try the default input source
int intValue = value;
if ((m_negInput != NULL && m_negInput->HasValue()) || (m_posInput != NULL && m_posInput->HasValue()))
{
if (m_maxVal > m_minVal)
{
value = m_offVal;
if (m_posInput != NULL) value += (int)(m_posInput->ValueAsFraction() * (double)(m_maxVal - m_offVal));
if (m_negInput != NULL) value -= (int)(m_negInput->ValueAsFraction() * (double)(m_offVal - m_minVal));
}
else
{
value = m_offVal;
Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...): - hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet). The new controls are: * InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy, * InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson, * InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly. Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...) * InputSkiXXX for the controls of Ski Champ, making the game playable now. - hooked up existing InputViewChange control to Harley Davidson's view change button - improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games. With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears - added defaults for the new controls to Supermodel.ini - other small code tweaks: * fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly * removed Wait method from InputSystem and added to CThread as CThread::Sleep instead * added FrameTimings struct to hold all frame timings in a single place No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00
if (m_posInput != NULL) value -= (int)(m_posInput->ValueAsFraction() * (double)(m_offVal - m_maxVal));
if (m_negInput != NULL) value += (int)(m_negInput->ValueAsFraction() * (double)(m_minVal - m_offVal));
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}
}
else if (m_source != NULL && m_source->GetValueAsAnalog(intValue, m_minVal, m_offVal, m_maxVal))
value = intValue;
else
value = m_offVal;
}
bool CAxisInput::HasValue()
{
return value != m_offVal;
}
double CAxisInput::ValueAsFraction()
{
double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
return (frac >= 0.0 ? frac : -frac);
}
/*
* CGearShift4Input
*/
CGearShift4Input::CGearShift4Input(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input, CSwitchInput *shiftNInput,
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CSwitchInput *shiftUpInput, CSwitchInput *shiftDownInput) :
CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
m_shift1Input(shift1Input), m_shift2Input(shift2Input), m_shift3Input(shift3Input), m_shift4Input(shift4Input), m_shiftNInput(shiftNInput),
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m_shiftUpInput(shiftUpInput), m_shiftDownInput(shiftDownInput)
{
// Initialize to gear 1
prevValue = value = 1;
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}
void CGearShift4Input::Poll()
{
prevValue = value;
// Gears (values 1-4) are set by pressing a button (lower gears have priority) and "stick" until a shift to another gear is made.
// Neutral is selected by pressing the neutral gear button. It means all gears are released (value 0).
if (m_shiftNInput->Pressed()) value = 0;
else if (m_shift1Input->Pressed()) value = 1;
else if (m_shift2Input->Pressed()) value = 2;
else if (m_shift3Input->Pressed()) value = 3;
else if (m_shift4Input->Pressed()) value = 4;
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// Also the shift up/down controls can increase/decrease the gears too
if (m_shiftUpInput->Pressed()) value = CInputSource::Clamp(value + 1, 0, 4);
else if (m_shiftDownInput->Pressed()) value = CInputSource::Clamp(value - 1, 0, 4);
}
CTriggerInput::CTriggerInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
CSwitchInput *triggerInput, CSwitchInput *offscreenInput, UINT16 offVal, UINT16 onVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
m_triggerInput(triggerInput), m_offscreenInput(offscreenInput), m_autoTrigger(false), m_offscreenCount(0), m_offVal(offVal), m_onVal(onVal)
{
//
}
void CTriggerInput::LoadFromConfig(const Util::Config::Node &config)
{
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std::string key("Input");
key.append(id);
auto *node = config.TryGet(key);
if (node)
m_autoTrigger = !!node->ValueAs<unsigned>();
}
void CTriggerInput::StoreToConfig(Util::Config::Node *config)
{
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std::string key("Input");
key.append(id);
config->Set(key, (unsigned) m_autoTrigger);
}
void CTriggerInput::Poll()
{
prevValue = value;
// See if auto-trigger on reload is enabled
if (m_autoTrigger)
{
// If so, when offscreen activated simulate triggered being pressed a short while afterwards
if (m_offscreenCount > 0)
{
value = m_offscreenCount < 5;
offscreenValue = m_onVal;
m_offscreenCount--;
}
else
{
value = m_triggerInput->value;
if (m_offscreenInput->Pressed())
{
offscreenValue = m_onVal;
m_offscreenCount = 10;
}
else
offscreenValue = m_offVal;
}
}
else
{
// Otherwise if disabled, just take raw values from inputs
value = m_triggerInput->value;
offscreenValue = m_offscreenInput->value;
}
}