Supermodel/Src/Inputs/Input.cpp

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#include "Supermodel.h"
CInput::CInput(const char *inputId, const char *inputLabel, unsigned inputFlags, unsigned inputGameFlags, const char *defaultMapping, UINT16 initValue) :
id(inputId), label(inputLabel), flags(inputFlags), gameFlags(inputGameFlags), m_defaultMapping(defaultMapping), value(initValue), prevValue(initValue),
m_system(NULL), m_source(NULL)
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{
ResetToDefaultMapping();
}
CInput::~CInput()
{
// Release source, if any
if (m_source != NULL)
m_source->Release();
}
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void CInput::CreateSource()
{
// If already have a source, then release it now
if (m_source != NULL)
m_source->Release();
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// If no system set yet or mapping is empty or NONE, then set source to NULL
if (m_system == NULL || m_mapping[0] == '\0' || stricmp(m_mapping, "NONE") == 0)
m_source = NULL;
else
{
// Otherwise, ask system to parse mapping into appropriate input source
m_source = m_system->ParseSource(m_mapping, !!(flags & INPUT_FLAGS_AXIS));
// Check that mapping was parsed okay and if so acquire it
if (m_source != NULL)
m_source->Acquire();
else
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{
// Otherwise, fall back to default mapping
if (stricmp(m_mapping, m_defaultMapping) != 0)
{
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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}
}
}
void CInput::Initialize(CInputSystem *system)
{
m_system = system;
CreateSource();
}
const char* CInput::GetInputGroup()
{
switch (gameFlags)
{
case GAME_INPUT_UI: return "User Interface Controls";
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case GAME_INPUT_COMMON: return "Common Controls";
case GAME_INPUT_JOYSTICK1: // Fall through to below
case GAME_INPUT_JOYSTICK2: return "4-Way Joysticks";
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case GAME_INPUT_FIGHTING: return "Fighting Game Buttons";
case GAME_INPUT_SPIKEOUT: return "Spikeout Buttons";
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case GAME_INPUT_SOCCER: return "Virtua Striker Buttons";
case GAME_INPUT_VEHICLE: return "Racing Game Steering Controls";
case GAME_INPUT_SHIFT4: return "Racing Game Gear Shift";
case GAME_INPUT_VR: return "Racing Game VR View Buttons";
case GAME_INPUT_RALLY: return "Sega Rally Buttons";
case GAME_INPUT_TWIN_JOYSTICKS: return "Virtual On Controls";
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case GAME_INPUT_ANALOG_JOYSTICK: return "Analog Joystick";
case GAME_INPUT_GUN1: // Fall through to below
case GAME_INPUT_GUN2: return "Lightguns";
default: return "Misc";
}
}
const char *CInput::GetMapping()
{
return m_mapping;
}
void CInput::ClearMapping()
{
SetMapping("NONE");
}
void CInput::SetMapping(const char *mapping)
{
strncpy(m_mapping, mapping, MAX_MAPPING_LENGTH);
m_mapping[MAX_MAPPING_LENGTH] = '\0';
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CreateSource();
}
void CInput::AppendMapping(const char *mapping)
{
// If mapping is empty or NONE, then simply set mapping
if (m_mapping[0] == '\0' || stricmp(m_mapping, "NONE") == 0)
SetMapping(mapping);
else
{
// Otherwise, append to mapping string and recreate source from new mapping string
int size = MAX_MAPPING_LENGTH - strlen(m_mapping);
strncat(m_mapping, ",", size--);
strncat(m_mapping, mapping, size);
CreateSource();
}
}
void CInput::ResetToDefaultMapping()
{
SetMapping(m_defaultMapping);
}
void CInput::ReadFromINIFile(CINIFile *ini, const char *section)
{
// See if input is configurable
if (IsConfigurable())
{
// If so, check INI file for mapping string
string key("Input");
key.append(id);
string mapping;
if (ini->Get(section, key, mapping) == OKAY)
{
// If found, then set mapping string
SetMapping(mapping.c_str());
return;
}
}
// If input has not been configured, then force recreation of source anyway since input system settings may have changed
CreateSource();
}
void CInput::WriteToINIFile(CINIFile *ini, const char *section)
{
if (!IsConfigurable())
return;
string key("Input");
key.append(id);
ini->Set(section, key, m_mapping);
}
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bool CInput::Configure(bool append, const char *escapeMapping)
{
char mapping[MAX_MAPPING_LENGTH];
if (!m_system->ReadMapping(mapping, MAX_MAPPING_LENGTH, !!(flags & INPUT_FLAGS_AXIS), READ_ALL, escapeMapping))
return false;
if (append)
AppendMapping(mapping);
else
SetMapping(mapping);
return true;
}
bool CInput::Changed()
{
return value != prevValue;
}
bool CInput::SendForceFeedbackCmd(ForceFeedbackCmd ffCmd)
{
if (m_source == NULL)
return false;
return m_source->SendForceFeedbackCmd(ffCmd);
}