2011-04-24 01:14:00 +00:00
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#include "Supermodel.h"
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CInput::CInput(const char *inputId, const char *inputLabel, unsigned inputFlags, unsigned inputGameFlags, const char *defaultMapping, UINT16 initValue) :
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id(inputId), label(inputLabel), flags(inputFlags), gameFlags(inputGameFlags), m_defaultMapping(defaultMapping), value(initValue), prevValue(initValue),
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2011-06-05 20:53:39 +00:00
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m_system(NULL), m_source(NULL)
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2011-04-24 01:14:00 +00:00
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{
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ResetToDefaultMapping();
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}
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void CInput::CreateSource()
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{
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2011-06-05 20:53:39 +00:00
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// If already have a source, then release it now
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if (m_system != NULL && m_source != NULL)
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m_system->ReleaseSource(m_source);
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2011-04-24 01:14:00 +00:00
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// If no system set yet or mapping is empty or NONE, then set source to NULL
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if (m_system == NULL || m_mapping[0] == '\0' || stricmp(m_mapping, "NONE") == 0)
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m_source = NULL;
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else
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{
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// Otherwise, ask system to parse mapping into appropriate input source
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m_source = m_system->ParseSource(m_mapping, !!(flags & INPUT_FLAGS_AXIS));
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// Check that mapping was parsed okay and if not then fall back to default mapping
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if (m_source == NULL && stricmp(m_mapping, m_defaultMapping) != 0)
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{
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ErrorLog("Unable to map input %s to [%s] - switching to default [%s].\n", id, m_mapping, m_defaultMapping);
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ResetToDefaultMapping();
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}
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}
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}
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void CInput::Initialize(CInputSystem *system)
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{
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m_system = system;
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CreateSource();
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}
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const char* CInput::GetInputGroup()
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{
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switch (gameFlags)
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{
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2011-06-05 20:53:39 +00:00
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case GAME_INPUT_UI: return "User Interface Controls";
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2011-04-24 01:14:00 +00:00
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case GAME_INPUT_COMMON: return "Common Controls";
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case GAME_INPUT_JOYSTICK1: // Fall through to below
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case GAME_INPUT_JOYSTICK2: return "8-Way Joysticks";
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case GAME_INPUT_FIGHTING: return "Fighting Game Buttons";
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case GAME_INPUT_SOCCER: return "Virtua Striker Buttons";
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case GAME_INPUT_VEHICLE: return "Racing Game Steering Controls";
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case GAME_INPUT_SHIFT4: return "Racing Game Gear Shift";
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case GAME_INPUT_VR: return "Racing Game VR View Buttons";
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case GAME_INPUT_RALLY: return "Sega Rally Buttons";
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case GAME_INPUT_TWIN_JOYSTICKS: return "Virtua On Controls";
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case GAME_INPUT_ANALOG_JOYSTICK: return "Analog Joystick";
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case GAME_INPUT_GUN1: // Fall through to below
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case GAME_INPUT_GUN2: return "Lightguns";
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default: return "Misc";
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}
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}
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const char *CInput::GetMapping()
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{
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return m_mapping;
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}
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void CInput::ClearMapping()
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{
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SetMapping("NONE");
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}
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void CInput::SetMapping(const char *mapping)
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{
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strncpy(m_mapping, mapping, MAX_MAPPING_LENGTH - 1);
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m_mapping[MAX_MAPPING_LENGTH - 1] = '\0';
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CreateSource();
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}
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void CInput::AppendMapping(const char *mapping)
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{
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// If mapping is empty or NONE, then simply set mapping
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if (m_mapping[0] == '\0' || stricmp(m_mapping, "NONE") == 0)
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SetMapping(mapping);
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else
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{
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// Otherwise, append to mapping string and recreate source from new mapping string
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int size = MAX_MAPPING_LENGTH - strlen(m_mapping);
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strncat(m_mapping, ",", size--);
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strncat(m_mapping, mapping, size);
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CreateSource();
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}
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}
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void CInput::ResetToDefaultMapping()
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{
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SetMapping(m_defaultMapping);
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}
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2011-06-05 20:53:39 +00:00
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void CInput::ReadFromINIFile(CINIFile *ini, const char *section)
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{
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if (!IsConfigurable())
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return;
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string key("Input");
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key.append(id);
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string mapping;
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if (ini->Get(section, key, mapping) == OKAY)
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SetMapping(mapping.c_str());
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}
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void CInput::WriteToINIFile(CINIFile *ini, const char *section)
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{
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if (!IsConfigurable())
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return;
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string key("Input");
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key.append(id);
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ini->Set(section, key, m_mapping);
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}
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2011-04-24 01:14:00 +00:00
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bool CInput::Configure(bool append, const char *escapeMapping)
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{
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char mapping[MAX_MAPPING_LENGTH];
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if (!m_system->ReadMapping(mapping, MAX_MAPPING_LENGTH, !!(flags & INPUT_FLAGS_AXIS), READ_ALL, escapeMapping))
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return false;
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if (append)
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AppendMapping(mapping);
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else
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SetMapping(mapping);
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return true;
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}
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2011-06-05 20:53:39 +00:00
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bool CInput::Changed()
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{
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return value != prevValue;
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}
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bool CInput::SendForceFeedbackCmd(ForceFeedbackCmd *ffCmd)
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{
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if (m_source == NULL)
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return false;
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return m_source->SendForceFeedbackCmd(ffCmd);
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}
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