Supermodel/Src/Inputs/Inputs.h

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2011-04-24 01:14:00 +00:00
#ifndef INCLUDED_INPUTS_H
#define INCLUDED_INPUTS_H
#include "Types.h"
#include <vector>
using namespace std;
class CInputSystem;
class CInput;
class CAnalogInput;
class CAxisInput;
class CSwitchInput;
class CGearShift4Input;
class CINIFile;
struct GameInfo;
/*
* Represents the collection of Model3 inputs.
*/
class CInputs
{
private:
// Assigned input system
CInputSystem *m_system;
// Vector of all created inputs
vector<CInput*> m_inputs;
/*
* Adds a switch input (eg button) to this collection.
*/
CSwitchInput* AddSwitchInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 offVal = 0x00, UINT16 onVal = 0x01);
/*
* Adds an analog input (eg pedal) to this collection.
*/
CAnalogInput* AddAnalogInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 minVal = 0x00, UINT16 maxVal = 0xFF);
/*
* Adds an axis input (eg jostick axis, light gun axis or steering wheel) to this collection.
*/
CAxisInput* AddAxisInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
CAnalogInput* axisNeg, CAnalogInput* axisPos, UINT16 minVal = 0x00, UINT16 offVal = 0x80, UINT16 maxVal = 0xFF);
/*
* Adds a 4-gear shifter input to this collection.
*/
CGearShift4Input* AddGearShift4Input(const char *id, const char *label, unsigned gameFlags,
CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftUp, CSwitchInput *shiftDown);
void PrintHeader(const char *fmt, ...);
void PrintConfigureInputsHelp();
public:
// UI controls
CSwitchInput* uiExit;
CSwitchInput* uiReset;
CSwitchInput* uiPause;
CSwitchInput* uiSaveState;
CSwitchInput* uiChangeSlot;
CSwitchInput* uiLoadState;
CSwitchInput* uiDumpInpState;
CSwitchInput* uiClearNVRAM;
CSwitchInput* uiToggleCursor;
CSwitchInput* uiToggleFrLimit;
// Common controls between all games
CSwitchInput* coin[2];
CSwitchInput* start[2];
CSwitchInput* test[2];
CSwitchInput* service[2];
// Joysticks (players 1 and 2)
CSwitchInput* up[2];
CSwitchInput* down[2];
CSwitchInput* left[2];
CSwitchInput* right[2];
// Fighting game controls (players 1 and 2)
CSwitchInput* punch[2];
CSwitchInput* kick[2];
CSwitchInput* guard[2];
CSwitchInput* escape[2];
// Soccer game controls (players 1 and 2)
CSwitchInput* shortPass[2];
CSwitchInput* longPass[2];
CSwitchInput* shoot[2];
// Vehicle controls
CAxisInput* steering;
CAnalogInput* accelerator;
CAnalogInput* brake;
// VR view buttons: VR1 Red, VR2 Blue, VR3 Yellow, VR4 Green
CSwitchInput* vr[4];
// 4-speed gear shift
CGearShift4Input* gearShift4;
// Rally controls
CSwitchInput* viewChange;
CSwitchInput* handBrake;
// Twin joysticks
CSwitchInput* twinJoyTurnLeft;
CSwitchInput* twinJoyTurnRight;
CSwitchInput* twinJoyStrafeLeft;
CSwitchInput* twinJoyStrafeRight;
CSwitchInput* twinJoyForward;
CSwitchInput* twinJoyReverse;
CSwitchInput* twinJoyJump;
CSwitchInput* twinJoyCrouch;
CSwitchInput* twinJoyLeftShot;
CSwitchInput* twinJoyRightShot;
CSwitchInput* twinJoyLeftTurbo;
CSwitchInput* twinJoyRightTurbo;
// Analog joystick
CAxisInput* analogJoyX;
CAxisInput* analogJoyY;
CSwitchInput* analogJoyTrigger;
CSwitchInput* analogJoyEvent;
// Gun controls (players 1 and 2)
CAxisInput* gunX[2];
CAxisInput* gunY[2];
CSwitchInput* trigger[2];
CSwitchInput* offscreen[2];
/*
* Creates a set of inputs with the given input system.
*/
CInputs(CInputSystem *system);
~CInputs();
/*
* Returns the assigned input system.
*/
CInputSystem *GetInputSystem();
/*
* Initializes the inputs. Must be called before any other methods are used.
*/
bool Initialize();
/*
* Looks up an input by its identifier.
*/
CInput* LookupInputByID(const char* id);
/*
* Returns true if the given input is configurable and can be set by the user.
*/
bool InputIsConfigurable(CInput *input);
/*
* Reads the input mapping assignments from the given INI file.
*/
void ReadFromINIFile(CINIFile *ini, const char *section);
/*
* Writes the current input mapping assignments to the given INI file.
*/
void WriteToINIFile(CINIFile *ini, const char *section);
/*
* Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input.
* Returns true if the inputs were configured okay or false if the user exited without requesting to save changes.
*/
bool ConfigureInputs(const GameInfo *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
/*
* Prints to stdout the current input mapping assignments for the given game, or all inputs if game is NULL.
*/
void PrintInputs(const GameInfo *game);
/*
* Polls (updates) the inputs for the given game, or all inputs if game is NULL, updating their values from their respective input sources.
* First the input system is polled (CInputSystem.Poll()) and then each input is polled (CInput.Poll()).
*/
bool Poll(const GameInfo *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
/*
* Prints the current values of the inputs for the given game, or all inputs if game is NULL, to stdout for debugging purposes.
*/
void DumpState(const GameInfo *game);
};
#endif // INCLUDED_INPUTS_H