/** ** 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 . **/ /* * Inputs.h * * Header file for CInputs, a class which manages all individual inputs. */ #ifndef INCLUDED_INPUTS_H #define INCLUDED_INPUTS_H #include "Types.h" #include "Util/NewConfig.h" #include using namespace std; class CInputSystem; class CInput; class CAnalogInput; class CAxisInput; class CSwitchInput; class CGearShift4Input; class CTriggerInput; struct Game; /* * Represents the collection of Model3 inputs. */ class CInputs { private: // Assigned input system CInputSystem *m_system; // Vector of all created inputs vector 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 *shiftN, CSwitchInput *shiftUp, CSwitchInput *shiftDown); /* * Adds a lightgun trigger input to this collection. */ CTriggerInput *AddTriggerInput(const char *id, const char *label, unsigned gameFlags, CSwitchInput *trigger, CSwitchInput *offscreen, UINT16 offVal = 0x00, UINT16 onVal = 0x01); void PrintHeader(const char *fmt, ...); void PrintConfigureInputsHelp(); public: // UI controls CSwitchInput *uiExit; CSwitchInput *uiReset; CSwitchInput *uiPause; CSwitchInput *uiFullScreen; CSwitchInput *uiSaveState; CSwitchInput *uiChangeSlot; CSwitchInput *uiLoadState; CSwitchInput *uiMusicVolUp; CSwitchInput *uiMusicVolDown; CSwitchInput *uiSoundVolUp; CSwitchInput *uiSoundVolDown; CSwitchInput *uiClearNVRAM; CSwitchInput *uiSelectCrosshairs; CSwitchInput *uiToggleFrLimit; CSwitchInput *uiDumpInpState; CSwitchInput *uiDumpTimings; #ifdef SUPERMODEL_DEBUGGER CSwitchInput *uiEnterDebugger; #endif // 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]; // Spikeout controls CSwitchInput *shift; CSwitchInput *beat; CSwitchInput *charge; CSwitchInput *jump; // 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]; // Up/down gear shift CSwitchInput *gearShiftUp; CSwitchInput *gearShiftDown; // 4-speed gear shift CGearShift4Input *gearShift4; // Rally controls CSwitchInput *viewChange; CSwitchInput *handBrake; // Harley Davidson controls CAnalogInput *rearBrake; CSwitchInput *musicSelect; // Twin joysticks (individually mapped version; 1 = left stick, 2 = right stick) CSwitchInput *twinJoyLeft1; CSwitchInput *twinJoyLeft2; CSwitchInput *twinJoyRight1; CSwitchInput *twinJoyRight2; CSwitchInput *twinJoyUp1; CSwitchInput *twinJoyUp2; CSwitchInput *twinJoyDown1; CSwitchInput *twinJoyDown2; CSwitchInput *twinJoyShot1; CSwitchInput *twinJoyShot2; CSwitchInput *twinJoyTurbo1; CSwitchInput *twinJoyTurbo2; // Twin joysticks (macro mapping, for users w/out dual joysticks) CSwitchInput *twinJoyTurnLeft; CSwitchInput *twinJoyTurnRight; CSwitchInput *twinJoyStrafeLeft; CSwitchInput *twinJoyStrafeRight; CSwitchInput *twinJoyForward; CSwitchInput *twinJoyReverse; CSwitchInput *twinJoyJump; CSwitchInput *twinJoyCrouch; // Analog joystick CAxisInput *analogJoyX; CAxisInput *analogJoyY; CSwitchInput *analogJoyTrigger1; CSwitchInput *analogJoyTrigger2; CSwitchInput *analogJoyEvent1; CSwitchInput *analogJoyEvent2; // Light gun controls (players 1 and 2) CAxisInput *gunX[2]; CAxisInput *gunY[2]; CTriggerInput *trigger[2]; // Analog gun controls (players 1 and 2) CAxisInput *analogGunX[2]; CAxisInput *analogGunY[2]; CSwitchInput *analogTriggerLeft[2]; CSwitchInput *analogTriggerRight[2]; // Ski Champ controls CAxisInput *skiX; CAxisInput *skiY; CSwitchInput *skiPollLeft; CSwitchInput *skiPollRight; CSwitchInput *skiSelect1; CSwitchInput *skiSelect2; CSwitchInput *skiSelect3; // Magical Truck Adventure controls CAxisInput *magicalLever1; CAxisInput *magicalLever2; CSwitchInput *magicalPedal1; CSwitchInput *magicalPedal2; // Sega Bass Fishing controls CAxisInput *fishingRodX; CAxisInput *fishingRodY; CAnalogInput *fishingReel; CAxisInput *fishingStickX; CAxisInput *fishingStickY; CSwitchInput *fishingCast; CSwitchInput *fishingSelect; /* * Creates a set of inputs with the given input system. */ CInputs(CInputSystem *system); /* * CInputs destructor. */ ~CInputs(); /* * Returns the number of available inputs. */ unsigned Count(); /* * Returns the input with the given index. */ CInput *operator[](const unsigned index); /* * Returns the input with the given id or label. */ CInput *operator[](const char *idOrLabel); /* * Returns the assigned input system. */ CInputSystem *GetInputSystem(); /* * Initializes the inputs. Must be called before any other methods are used. */ bool Initialize(); /* * Loads the input mapping assignments from the given config object. */ void LoadFromConfig(const Util::Config::Node &config); /* * Stores the current input mapping assignments to the given config object. */ void StoreToConfig(Util::Config::Node *config); /* * 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 Game *game); /* * Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input. * Takes display geometry if this has not been set previously by a call to Poll(). * Returns true if the inputs were configured okay or false if the user exited without requesting to save changes. */ bool ConfigureInputs(const Game *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH); void CalibrateJoysticks(); void CalibrateJoystick(int joyNum); /* * Prints to stdout the current input mapping assignments for the given game, or all inputs if game is NULL. */ void PrintInputs(const Game *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 Game *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 Game *game); }; #endif // INCLUDED_INPUTS_H