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Making changes to a header file should no longer force the entire project to recompile.
223 lines
5.6 KiB
C++
223 lines
5.6 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Input.h
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*
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* Header file for base input class, CInput, defining an input source. Also
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* defines Game::INPUT_UI.
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*/
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#ifndef INCLUDED_INPUT_H
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#define INCLUDED_INPUT_H
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#include "InputSource.h"
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#include "Types.h"
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#include "Game.h"
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#include "Util/NewConfig.h"
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class CInputSystem;
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// Flags for inputs
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#define INPUT_FLAGS_SWITCH 0x0001
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#define INPUT_FLAGS_ANALOG 0x0002
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#define INPUT_FLAGS_AXIS 0x0004
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#define INPUT_FLAGS_VIRTUAL 0x0008
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#define MAX_MAPPING_LENGTH 255
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#define NUM_FF_EFFECTS 3
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enum EForceFeedback
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{
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FFStop = -1,
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FFConstantForce = 0,
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FFSelfCenter = 1,
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FFFriction = 2,
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FFVibrate = 3
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};
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struct ForceFeedbackCmd
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{
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EForceFeedback id; // Type of effect to apply
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float force; // Intensity (and, for FFConstantForce, direction) of effect with 0.0f = off and +/1.0f = maximum
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};
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/*
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* Base class for any type of Model3 input control.
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*/
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class CInput
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{
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private:
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// Current mapping(s) for input, eg JOY1_XAXIS_POS
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char m_mapping[MAX_MAPPING_LENGTH + 1];
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// Default mapping for input
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const char *m_defaultMapping;
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// Assigned input system
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CInputSystem *m_system;
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/*
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* Creates an input source using the current input system and assigns it to this input.
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*/
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void CreateSource();
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protected:
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// Current input source
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CInputSource *m_source;
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/*
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* Constructs an input with the given identifier, label, flags, game flags, default mapping and initial value.
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*/
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CInput(const char *inputId, const char *inputLabel, unsigned inputFlags, unsigned inputGameFlags,
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const char *defaultMapping = "NONE", UINT16 initValue = 0);
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public:
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virtual ~CInput();
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// Input identifier
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const char *id;
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// Input label
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const char *label;
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// Input flags
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const unsigned flags;
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// Input game flags
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const unsigned gameFlags;
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// Current input value
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UINT16 value;
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// Previous input value
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UINT16 prevValue;
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/*
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* Initializes this input with the given input system. Must be called before any other methods are used.
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*/
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void Initialize(CInputSystem *system);
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/*
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* Returns the name of the group of controls that this input belongs to.
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*/
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const char* GetInputGroup();
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/*
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* Returns the current mapping(s) assigned to this input.
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*/
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const char* GetMapping();
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/*
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* Clears the current mapping(s) assigned to this input.
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*/
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void ClearMapping();
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/*
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* Sets the current mapping(s) assigned to this input.
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* Multiple mapping assignments are comma-separated, eg KEY_RIGHT,JOY1_XAXIS_POS.
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* Simultaneous assignments are joined with a plus, eg KEY_ALT+KEY_P.
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*/
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void SetMapping(const char *mapping);
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/*
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* Appends a mapping to this input to create a multiple mapping assignment.
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*/
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void AppendMapping(const char *mapping);
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/*
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* Resets the mapping(s) assigned to this input to the input's default.
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*/
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void ResetToDefaultMapping();
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/*
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* Loads the input's mapping(s) from the given config object, as well as any other settings.
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*/
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virtual void LoadFromConfig(const Util::Config::Node &config);
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/*
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* Stores the current input mapping(s) to the given config object, as well as any other settings.
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*/
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virtual void StoreToConfig(Util::Config::Node *config);
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void InputSystemChanged();
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/*
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* Returns true if the input is a UI input.
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*/
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bool IsUIInput();
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/*
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* Returns true if the input is configurable and can be set by the user.
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*/
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bool IsConfigurable();
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/*
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* Returns true if the input is a virtual input, ie one which generates its value based on other inputs and so has no mapping.
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*/
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bool IsVirtual();
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/*
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* Configures the current mapping(s) assigned to this input by asking the user for input.
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* If append is true, then the user's selected mapping is appended. Otherwise, it overwrites the existing mapping(s).
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* escapeMapping holds the input mapping used to exit the configuration without applying the changes.
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*/
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bool Configure(bool append, const char *escapeMapping = "KEY_ESCAPE");
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/*
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* Polls (updates) this input, updating its value from the input source
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*/
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virtual void Poll() = 0;
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/*
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* Returns true if the value of this input changed during the last poll.
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*/
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bool Changed();
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/*
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* Sends a force feedback command to the input source of this input.
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*/
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bool SendForceFeedbackCmd(ForceFeedbackCmd ffCmd);
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};
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//
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// Inlined methods
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//
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inline bool CInput::IsUIInput()
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{
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return gameFlags == Game::INPUT_UI;
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}
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inline bool CInput::IsConfigurable()
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{
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// All inputs except UI and virtual ones can be configured by the user
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return (gameFlags != Game::INPUT_UI) && !(flags & INPUT_FLAGS_VIRTUAL);
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}
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inline bool CInput::IsVirtual()
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{
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return !!(flags & INPUT_FLAGS_VIRTUAL);
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}
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#endif // INCLUDED_INPUT_H
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