/** ** 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 . **/ /* * MultiInputSource.h * * Header file for CMultiInputSource. Represents a collection of input sources * mapped to the same input. */ #ifndef INCLUDED_MULTIINPUTSOURCE_H #define INCLUDED_MULTIINPUTSOURCE_H #include "InputSource.h" #include using namespace std; /* * Represents a collection of input sources and combines their values into a single value. * When multiple mappings are assigned to an input, this is the input source that is created. * Can represent either a combination of multiple assignments that all map to the same input, eg KEY_ALT,JOY1_BUTTON1 or to * specify that controls must be combined together, eg KEY_ALT+KEY_P. */ class CMultiInputSource : public CInputSource { private: // Controls how the inputs sources are combined bool m_isOr; // Number of input sources (if zero then represents an 'empty' source) int m_numSrcs; // Array of the input sources CInputSource **m_srcArray; public: /* * Returns the combined source type of the given vector of sources. */ static ESourceType GetCombinedType(vector &sources); /* * Constructs an 'empty' source (ie one which is always 'off'). */ CMultiInputSource(); /* * Constructs a multiple input source from the given vector of sources. * If isOr is true, then the value of this input will always be the value of the first active input found. If false, then all * switch inputs must be active for this input to have a value (which will be the value of the first non-switch input in the list, * or the first switch input if there are none). */ CMultiInputSource(bool isOr, vector &sources); ~CMultiInputSource(); void Acquire(); void Release(); bool GetValueAsSwitch(bool &val); bool GetValueAsAnalog(int &val, int minVal, int offVal, int maxVal); bool SendForceFeedbackCmd(ForceFeedbackCmd ffCmd); }; /* * Represents a negation of an input source - ie is active when the given source is inactive and vice-versa. * Can be used to specify that a particular input must not be active when used in multiple assignments, eg !KEY_ALT+KEY_P. This helps * to get rid of collisions that might otherwise occur. */ class CNegInputSource : public CInputSource { private: // Input source being negated CInputSource *m_source; public: CNegInputSource(CInputSource *source); void Acquire(); void Release(); bool GetValueAsSwitch(bool &val); bool GetValueAsAnalog(int &val, int minVal, int offVal, int maxVal); }; #endif // INCLUDED_MULTIINPUTSOURCE_H