/** ** 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.h * * Header file for base input class, CInput, defining an input source. Also * defines Game::INPUT_UI. */ #ifndef INCLUDED_INPUT_H #define INCLUDED_INPUT_H #include "Types.h" #include "Game.h" #include "Util/NewConfig.h" class CInputSource; class CInputSystem; class CINIFile; // 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 }; /* * 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]; // 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); public: virtual ~CInput(); // Input identifier const char *id; // Input label const char *label; // Input flags const unsigned flags; // Input game flags const unsigned gameFlags; // 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. */ 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(); /* * 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); }; // // 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); } #endif // INCLUDED_INPUT_H