/** ** 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 . **/ /* * Input.cpp * * Implementation of CInput, the base input class. Input types are derived * from this. */ #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) { ResetToDefaultMapping(); } CInput::~CInput() { // Release source, if any if (m_source != NULL) m_source->Release(); } void CInput::CreateSource() { // If already have a source, then release it now if (m_source != NULL) m_source->Release(); // 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 { // 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); ResetToDefaultMapping(); } } } } void CInput::Initialize(CInputSystem *system) { m_system = system; CreateSource(); } const char* CInput::GetInputGroup() { switch (gameFlags) { case Game::INPUT_UI: return "User Interface Controls"; case Game::INPUT_COMMON: return "Common Controls"; case Game::INPUT_JOYSTICK1: // Fall through to below case Game::INPUT_JOYSTICK2: return "4-Way Joysticks"; case Game::INPUT_FIGHTING: return "Fighting Game Buttons"; case Game::INPUT_SPIKEOUT: return "Spikeout Buttons"; 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 4-Way Shift"; case Game::INPUT_SHIFTUPDOWN: return "Racing Game Gear Up/Down Shift"; case Game::INPUT_VR4: return "Racing Game 4 VR View Buttons"; case Game::INPUT_VIEWCHANGE: return "Racing Game View Change"; case Game::INPUT_HANDBRAKE: return "Racing Game Handbrake"; case Game::INPUT_HARLEY: return "Harley Davidson Controls"; case Game::INPUT_TWIN_JOYSTICKS: return "Virtual On Controls"; case Game::INPUT_ANALOG_JOYSTICK: return "Analog Joystick"; case Game::INPUT_GUN1: // Fall through to below case Game::INPUT_GUN2: return "Light Guns"; case Game::INPUT_ANALOG_GUN1: // Fall through to below case Game::INPUT_ANALOG_GUN2: return "Analog Guns"; case Game::INPUT_SKI: return "Ski Controls"; case Game::INPUT_MAGTRUCK: return "Magical Truck Controls"; case Game::INPUT_FISHING: return "Fishing Controls"; 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'; 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::LoadFromConfig(const Util::Config::Node &config) { // See if input is configurable if (IsConfigurable()) { // If so, check INI file for mapping string std::string key("Input"); key.append(id); std::string mapping; auto *node = config.TryGet(key); if (node) { // If found, then set mapping string mapping = node->ValueAs(); 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::StoreToConfig(Util::Config::Node *config) { if (!IsConfigurable()) return; std::string key("Input"); key.append(id); config->Set(key, m_mapping); } void CInput::InputSystemChanged() { // If input system or its settings have changed, then force recreation of source CreateSource(); } 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); }