Supermodel/Src/Inputs/Input.h

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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/>.
**/
/*
* Input.h
*
* Header file for base input class, CInput, defining an input source. Also
* defines Game::INPUT_UI.
*/
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#ifndef INCLUDED_INPUT_H
#define INCLUDED_INPUT_H
#include "Types.h"
#include "Game.h"
#include "Util/NewConfig.h"
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class CInputSource;
class CInputSystem;
class CINIFile;
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// Flags for inputs
#define INPUT_FLAGS_SWITCH 0x0001
#define INPUT_FLAGS_ANALOG 0x0002
#define INPUT_FLAGS_AXIS 0x0004
#define INPUT_FLAGS_VIRTUAL 0x0008
#define MAX_MAPPING_LENGTH 255
#define NUM_FF_EFFECTS 3
enum EForceFeedback
{
FFStop = -1,
FFConstantForce = 0,
FFSelfCenter = 1,
FFFriction = 2,
FFVibrate = 3
};
struct ForceFeedbackCmd
{
EForceFeedback id; // Type of effect to apply
float force; // Intensity (and, for FFConstantForce, direction) of effect with 0.0f = off and +/1.0f = maximum
};
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/*
* Base class for any type of Model3 input control.
*/
class CInput
{
private:
// Current mapping(s) for input, eg JOY1_XAXIS_POS
char m_mapping[MAX_MAPPING_LENGTH + 1];
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// Default mapping for input
const char *m_defaultMapping;
// Assigned input system
CInputSystem *m_system;
/*
* Creates an input source using the current input system and assigns it to this input.
*/
void CreateSource();
protected:
// Current input source
CInputSource *m_source;
/*
* Constructs an input with the given identifier, label, flags, game flags, default mapping and initial value.
*/
CInput(const char *inputId, const char *inputLabel, unsigned inputFlags, unsigned inputGameFlags,
const char *defaultMapping = "NONE", UINT16 initValue = 0);
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public:
virtual ~CInput();
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// Input identifier
const char *id;
// Input label
const char *label;
// Input flags
const unsigned flags;
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// Input game flags
const unsigned gameFlags;
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// Current input value
UINT16 value;
// Previous input value
UINT16 prevValue;
/*
* Initializes this input with the given input system. Must be called before any other methods are used.
*/
void Initialize(CInputSystem *system);
/*
* Returns the name of the group of controls that this input belongs to.
*/
const char* GetInputGroup();
/*
* Returns the current mapping(s) assigned to this input.
*/
const char* GetMapping();
/*
* Clears the current mapping(s) assigned to this input.
*/
void ClearMapping();
/*
* Sets the current mapping(s) assigned to this input.
* Multiple mapping assignments are comma-separated, eg KEY_RIGHT,JOY1_XAXIS_POS.
* Simultaneous assignments are joined with a plus, eg KEY_ALT+KEY_P.
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*/
void SetMapping(const char *mapping);
/*
* Appends a mapping to this input to create a multiple mapping assignment.
*/
void AppendMapping(const char *mapping);
/*
* Resets the mapping(s) assigned to this input to the input's default.
*/
void ResetToDefaultMapping();
/*
* Loads the input's mapping(s) from the given config object, as well as any other settings.
*/
virtual void LoadFromConfig(const Util::Config::Node &config);
virtual void ReadFromINIFile(CINIFile *ini, const char *section);
/*
* Stores the current input mapping(s) to the given config object, as well as any other settings.
*/
virtual void StoreToConfig(Util::Config::Node *config);
virtual void WriteToINIFile(CINIFile *ini, const char *section);
void InputSystemChanged();
/*
* Returns true if the input is a UI input.
*/
bool IsUIInput();
/*
* Returns true if the input is configurable and can be set by the user.
*/
bool IsConfigurable();
/*
* Returns true if the input is a virtual input, ie one which generates its value based on other inputs and so has no mapping.
*/
bool IsVirtual();
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/*
* Configures the current mapping(s) assigned to this input by asking the user for input.
* If append is true, then the user's selected mapping is appended. Otherwise, it overwrites the existing mapping(s).
* escapeMapping holds the input mapping used to exit the configuration without applying the changes.
*/
bool Configure(bool append, const char *escapeMapping = "KEY_ESCAPE");
/*
* Polls (updates) this input, updating its value from the input source
*/
virtual void Poll() = 0;
/*
* Returns true if the value of this input changed during the last poll.
*/
bool Changed();
/*
* Sends a force feedback command to the input source of this input.
*/
bool SendForceFeedbackCmd(ForceFeedbackCmd ffCmd);
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};
//
// Inlined methods
//
inline bool CInput::IsUIInput()
{
return gameFlags == Game::INPUT_UI;
}
inline bool CInput::IsConfigurable()
{
// All inputs except UI and virtual ones can be configured by the user
return (gameFlags != Game::INPUT_UI) && !(flags & INPUT_FLAGS_VIRTUAL);
}
inline bool CInput::IsVirtual()
{
return !!(flags & INPUT_FLAGS_VIRTUAL);
}
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#endif // INCLUDED_INPUT_H