Supermodel/Src/Inputs/Inputs.cpp
2020-09-19 07:54:26 +00:00

783 lines
35 KiB
C++

/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2019 Bart Trzynadlowski, Nik Henson, Ian Curtis,
** Harry Tuttle, and Spindizzi
**
** 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 <http://www.gnu.org/licenses/>.
**/
/*
* Inputs.cpp
*
* Input management. Implementation of CInputs, which stores, configures, and
* maintains all individual inputs.
*/
#include "Supermodel.h"
#include "Game.h"
#include <stdarg.h>
#include <vector>
#include <string>
#include <iostream>
using namespace std;
CInputs::CInputs(CInputSystem *system)
: m_system(system)
{
// UI controls are hard coded here, everything else is initialized to NONE so that it can be loaded from
// the config file.
// UI Controls
uiExit = AddSwitchInput("UIExit", "Exit UI", Game::INPUT_UI, "KEY_ESCAPE");
uiReset = AddSwitchInput("UIReset", "Reset", Game::INPUT_UI, "KEY_ALT+KEY_R");
uiPause = AddSwitchInput("UIPause", "Pause", Game::INPUT_UI, "KEY_ALT+KEY_P");
uiFullScreen = AddSwitchInput("UIFullScreen", "Toggle Fullscreen", Game::INPUT_UI, "KEY_ALT+KEY_RETURN");
uiSaveState = AddSwitchInput("UISaveState", "Save State", Game::INPUT_UI, "KEY_F5");
uiChangeSlot = AddSwitchInput("UIChangeSlot", "Change Save Slot", Game::INPUT_UI, "KEY_F6");
uiLoadState = AddSwitchInput("UILoadState", "Load State", Game::INPUT_UI, "KEY_F7");
uiMusicVolUp = AddSwitchInput("UIMusicVolUp", "Increase Music Volume", Game::INPUT_UI, "KEY_F10");
uiMusicVolDown = AddSwitchInput("UIMusicVolDown", "Decrease Music Volume", Game::INPUT_UI, "KEY_F9");
uiSoundVolUp = AddSwitchInput("UISoundVolUp", "Increase Sound Volume", Game::INPUT_UI, "KEY_F12");
uiSoundVolDown = AddSwitchInput("UISoundVolDown", "Decrease Sound Volume", Game::INPUT_UI, "KEY_F11");
uiClearNVRAM = AddSwitchInput("UIClearNVRAM", "Clear NVRAM", Game::INPUT_UI, "KEY_ALT+KEY_N");
uiSelectCrosshairs = AddSwitchInput("UISelectCrosshairs", "Select Crosshairs", Game::INPUT_UI, "KEY_ALT+KEY_I");
uiToggleFrLimit = AddSwitchInput("UIToggleFrameLimit", "Toggle Frame Limiting", Game::INPUT_UI, "KEY_ALT+KEY_T");
uiDumpInpState = AddSwitchInput("UIDumpInputState", "Dump Input State", Game::INPUT_UI, "KEY_ALT+KEY_U");
uiDumpTimings = AddSwitchInput("UIDumpTimings", "Dump Frame Timings", Game::INPUT_UI, "KEY_ALT+KEY_O");
uiScreenshot = AddSwitchInput("UIScreenShot", "Screenshot", Game::INPUT_UI, "KEY_ALT+KEY_S");
#ifdef SUPERMODEL_DEBUGGER
uiEnterDebugger = AddSwitchInput("UIEnterDebugger", "Enter Debugger", Game::INPUT_UI, "KEY_ALT+KEY_B");
#endif
// Common Controls
start[0] = AddSwitchInput("Start1", "P1 Start", Game::INPUT_COMMON, "NONE");
start[1] = AddSwitchInput("Start2", "P2 Start", Game::INPUT_COMMON, "NONE");
coin[0] = AddSwitchInput("Coin1", "P1 Coin", Game::INPUT_COMMON, "NONE");
coin[1] = AddSwitchInput("Coin2", "P2 Coin", Game::INPUT_COMMON, "NONE");
service[0] = AddSwitchInput("ServiceA", "Service A", Game::INPUT_COMMON, "NONE");
service[1] = AddSwitchInput("ServiceB", "Service B", Game::INPUT_COMMON, "NONE");
test[0] = AddSwitchInput("TestA", "Test A", Game::INPUT_COMMON, "NONE");
test[1] = AddSwitchInput("TestB", "Test B", Game::INPUT_COMMON, "NONE");
// 4-Way Joysticks
up[0] = AddSwitchInput("JoyUp", "P1 Joystick Up", Game::INPUT_JOYSTICK1, "NONE");
down[0] = AddSwitchInput("JoyDown", "P1 Joystick Down", Game::INPUT_JOYSTICK1, "NONE");
left[0] = AddSwitchInput("JoyLeft", "P1 Joystick Left", Game::INPUT_JOYSTICK1, "NONE");
right[0] = AddSwitchInput("JoyRight", "P1 Joystick Right", Game::INPUT_JOYSTICK1, "NONE");
up[1] = AddSwitchInput("JoyUp2", "P2 Joystick Up", Game::INPUT_JOYSTICK2, "NONE");
down[1] = AddSwitchInput("JoyDown2", "P2 Joystick Down", Game::INPUT_JOYSTICK2, "NONE");
left[1] = AddSwitchInput("JoyLeft2", "P2 Joystick Left", Game::INPUT_JOYSTICK2, "NONE");
right[1] = AddSwitchInput("JoyRight2", "P2 Joystick Right", Game::INPUT_JOYSTICK2, "NONE");
// Fighting Game Buttons
punch[0] = AddSwitchInput("Punch", "P1 Punch", Game::INPUT_FIGHTING, "NONE");
kick[0] = AddSwitchInput("Kick", "P1 Kick", Game::INPUT_FIGHTING, "NONE");
guard[0] = AddSwitchInput("Guard", "P1 Guard", Game::INPUT_FIGHTING, "NONE");
escape[0] = AddSwitchInput("Escape", "P1 Escape", Game::INPUT_FIGHTING, "NONE");
punch[1] = AddSwitchInput("Punch2", "P2 Punch", Game::INPUT_FIGHTING, "NONE");
kick[1] = AddSwitchInput("Kick2", "P2 Kick", Game::INPUT_FIGHTING, "NONE");
guard[1] = AddSwitchInput("Guard2", "P2 Guard", Game::INPUT_FIGHTING, "NONE");
escape[1] = AddSwitchInput("Escape2", "P2 Escape", Game::INPUT_FIGHTING, "NONE");
// Spikeout Buttons
shift = AddSwitchInput("Shift", "Shift", Game::INPUT_SPIKEOUT, "NONE");
beat = AddSwitchInput("Beat", "Beat", Game::INPUT_SPIKEOUT, "NONE");
charge = AddSwitchInput("Charge", "Charge",Game::INPUT_SPIKEOUT, "NONE");
jump = AddSwitchInput("Jump", "Jump", Game::INPUT_SPIKEOUT, "NONE");
// Virtua Striker Buttons
shortPass[0] = AddSwitchInput("ShortPass", "P1 Short Pass", Game::INPUT_SOCCER, "NONE");
longPass[0] = AddSwitchInput("LongPass", "P1 Long Pass", Game::INPUT_SOCCER, "NONE");
shoot[0] = AddSwitchInput("Shoot", "P1 Shoot", Game::INPUT_SOCCER, "NONE");
shortPass[1] = AddSwitchInput("ShortPass2", "P2 Short Pass", Game::INPUT_SOCCER, "NONE");
longPass[1] = AddSwitchInput("LongPass2", "P2 Long Pass", Game::INPUT_SOCCER, "NONE");
shoot[1] = AddSwitchInput("Shoot2", "P2 Shoot", Game::INPUT_SOCCER, "NONE");
// Racing Game Steering Controls
CAnalogInput *steeringLeft = AddAnalogInput("SteeringLeft", "Steer Left", Game::INPUT_VEHICLE, "NONE");
CAnalogInput *steeringRight = AddAnalogInput("SteeringRight", "Steer Right", Game::INPUT_VEHICLE, "NONE");
steering = AddAxisInput ("Steering", "Full Steering", Game::INPUT_VEHICLE, "NONE", steeringLeft, steeringRight);
accelerator = AddAnalogInput("Accelerator", "Accelerator Pedal", Game::INPUT_VEHICLE, "NONE");
brake = AddAnalogInput("Brake", "Brake Pedal/Front Brake", Game::INPUT_VEHICLE, "NONE");
gearShiftUp = AddSwitchInput("GearShiftUp", "Shift Up", Game::INPUT_VEHICLE, "NONE");
gearShiftDown = AddSwitchInput("GearShiftDown", "Shift Down", Game::INPUT_VEHICLE, "NONE");
// Racing Game Gear Shift
CSwitchInput *shift1 = AddSwitchInput("GearShift1", "Shift 1", Game::INPUT_SHIFT4, "NONE");
CSwitchInput *shift2 = AddSwitchInput("GearShift2", "Shift 2", Game::INPUT_SHIFT4, "NONE");
CSwitchInput *shift3 = AddSwitchInput("GearShift3", "Shift 3", Game::INPUT_SHIFT4, "NONE");
CSwitchInput *shift4 = AddSwitchInput("GearShift4", "Shift 4", Game::INPUT_SHIFT4, "NONE");
CSwitchInput *shiftN = AddSwitchInput("GearShiftN", "Shift Neutral", Game::INPUT_SHIFT4, "NONE");
gearShift4 = AddGearShift4Input("GearShift", "Gear Shift", Game::INPUT_SHIFT4, shift1, shift2, shift3, shift4, shiftN, gearShiftUp, gearShiftDown);
// Racing Game 4 VR View Buttons
vr[0] = AddSwitchInput("VR1", "VR1", Game::INPUT_VR4, "NONE");
vr[1] = AddSwitchInput("VR2", "VR2", Game::INPUT_VR4, "NONE");
vr[2] = AddSwitchInput("VR3", "VR3", Game::INPUT_VR4, "NONE");
vr[3] = AddSwitchInput("VR4", "VR4", Game::INPUT_VR4, "NONE");
// Racing Game Single View Change Button
viewChange = AddSwitchInput("ViewChange", "View Change", Game::INPUT_VIEWCHANGE, "NONE");
// Racing Game Handbrake
handBrake = AddSwitchInput("HandBrake", "Hand Brake", Game::INPUT_HANDBRAKE, "NONE");
// Harley Davidson Controls
rearBrake = AddAnalogInput("RearBrake", "Rear Brake", Game::INPUT_HARLEY, "NONE");
musicSelect = AddSwitchInput("MusicSelect", "Music Selection", Game::INPUT_HARLEY, "NONE");
// Virtual On Controls
twinJoyTurnLeft = AddSwitchInput("TwinJoyTurnLeft", "Macro Turn Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyTurnRight = AddSwitchInput("TwinJoyTurnRight", "Macro Turn Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyForward = AddSwitchInput("TwinJoyForward", "Macro Forward", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyReverse = AddSwitchInput("TwinJoyReverse", "Macro Reverse", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyStrafeLeft = AddSwitchInput("TwinJoyStrafeLeft", "Macro Strafe Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyStrafeRight = AddSwitchInput("TwinJoyStrafeRight", "Macro Strafe Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyJump = AddSwitchInput("TwinJoyJump", "Macro Jump", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyCrouch = AddSwitchInput("TwinJoyCrouch", "Macro Crouch", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft1 = AddSwitchInput("TwinJoyLeft1", "Left Joystick Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft2 = AddSwitchInput("TwinJoyLeft2", "Right Joystick Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyRight1 = AddSwitchInput("TwinJoyRight1", "Left Joystick Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyRight2 = AddSwitchInput("TwinJoyRight2", "Right Joystick Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyUp1 = AddSwitchInput("TwinJoyUp1", "Left Joystick Up", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyUp2 = AddSwitchInput("TwinJoyUp2", "Right Joystick Up", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown1 = AddSwitchInput("TwinJoyDown1", "Left Joystick Down", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown2 = AddSwitchInput("TwinJoyDown2", "Right Joystick Down", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyShot1 = AddSwitchInput("TwinJoyShot1", "Left Shot Trigger", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyShot2 = AddSwitchInput("TwinJoyShot2", "Right Shot Trigger", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyTurbo1 = AddSwitchInput("TwinJoyTurbo1", "Left Turbo", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyTurbo2 = AddSwitchInput("TwinJoyTurbo2", "Right Turbo", Game::INPUT_TWIN_JOYSTICKS, "NONE");
// Analog Joystick
CAnalogInput *analogJoyLeft = AddAnalogInput("AnalogJoyLeft", "Analog Left", Game::INPUT_ANALOG_JOYSTICK, "NONE");
CAnalogInput *analogJoyRight = AddAnalogInput("AnalogJoyRight", "Analog Right", Game::INPUT_ANALOG_JOYSTICK, "NONE");
CAnalogInput *analogJoyUp = AddAnalogInput("AnalogJoyUp", "Analog Up", Game::INPUT_ANALOG_JOYSTICK, "NONE");
CAnalogInput *analogJoyDown = AddAnalogInput("AnalogJoyDown", "Analog Down", Game::INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyX = AddAxisInput ("AnalogJoyX", "Analog X-Axis", Game::INPUT_ANALOG_JOYSTICK, "NONE", analogJoyLeft, analogJoyRight);
analogJoyY = AddAxisInput ("AnalogJoyY", "Analog Y-Axis", Game::INPUT_ANALOG_JOYSTICK, "NONE", analogJoyUp, analogJoyDown);
analogJoyTrigger1 = AddSwitchInput("AnalogJoyTrigger", "Trigger Button 1", Game::INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyTrigger2 = AddSwitchInput("AnalogJoyTrigger2", "Trigger Button 2", Game::INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyEvent1 = AddSwitchInput("AnalogJoyEvent", "Event Button 1", Game::INPUT_ANALOG_JOYSTICK, "NONE");
analogJoyEvent2 = AddSwitchInput("AnalogJoyEvent2", "Event Button 2", Game::INPUT_ANALOG_JOYSTICK, "NONE");
// Light guns
CAnalogInput *gun1Left = AddAnalogInput("GunLeft", "P1 Gun Left", Game::INPUT_GUN1, "NONE");
CAnalogInput *gun1Right = AddAnalogInput("GunRight", "P1 Gun Right", Game::INPUT_GUN1, "NONE");
CAnalogInput *gun1Up = AddAnalogInput("GunUp", "P1 Gun Up", Game::INPUT_GUN1, "NONE");
CAnalogInput *gun1Down = AddAnalogInput("GunDown", "P1 Gun Down", Game::INPUT_GUN1, "NONE");
gunX[0] = AddAxisInput("GunX", "P1 Gun X-Axis", Game::INPUT_GUN1, "NONE", gun1Left, gun1Right, 150, 400, 651); // normalize to [150,651]
gunY[0] = AddAxisInput("GunY", "P1 Gun Y-Axis", Game::INPUT_GUN1, "NONE", gun1Up, gun1Down, 80, 272, 465); // normalize to [80,465]
CSwitchInput *gun1Trigger = AddSwitchInput("Trigger", "P1 Trigger", Game::INPUT_GUN1, "NONE");
CSwitchInput *gun1Offscreen = AddSwitchInput("Offscreen", "P1 Point Off-screen", Game::INPUT_GUN1, "NONE");
trigger[0] = AddTriggerInput("AutoTrigger", "P1 Auto Trigger", Game::INPUT_GUN1, gun1Trigger, gun1Offscreen);
CAnalogInput *gun2Left = AddAnalogInput("GunLeft2", "P2 Gun Left", Game::INPUT_GUN2, "NONE");
CAnalogInput *gun2Right = AddAnalogInput("GunRight2", "P2 Gun Right", Game::INPUT_GUN2, "NONE");
CAnalogInput *gun2Up = AddAnalogInput("GunUp2", "P2 Gun Up", Game::INPUT_GUN2, "NONE");
CAnalogInput *gun2Down = AddAnalogInput("GunDown2", "P2 Gun Down", Game::INPUT_GUN2, "NONE");
gunX[1] = AddAxisInput("GunX2", "P2 Gun X-Axis", Game::INPUT_GUN2, "NONE", gun2Left, gun2Right, 150, 400, 651); // normalize to [150,651]
gunY[1] = AddAxisInput("GunY2", "P2 Gun Y-Axis", Game::INPUT_GUN2, "NONE", gun2Up, gun2Down, 80, 272, 465); // normalize to [80,465]
CSwitchInput *gun2Trigger = AddSwitchInput("Trigger2", "P2 Trigger", Game::INPUT_GUN2, "NONE");
CSwitchInput *gun2Offscreen = AddSwitchInput("Offscreen2", "P2 Point Off-screen", Game::INPUT_GUN2, "NONE");
trigger[1] = AddTriggerInput("AutoTrigger2", "P2 Auto Trigger", Game::INPUT_GUN2, gun2Trigger, gun2Offscreen);
// Analog guns
CAnalogInput *analogGun1Left = AddAnalogInput("AnalogGunLeft", "P1 Analog Gun Left", Game::INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun1Right = AddAnalogInput("AnalogGunRight", "P1 Analog Gun Right", Game::INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun1Up = AddAnalogInput("AnalogGunUp", "P1 Analog Gun Up", Game::INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun1Down = AddAnalogInput("AnalogGunDown", "P1 Analog Gun Down", Game::INPUT_ANALOG_GUN1, "NONE");
analogGunX[0] = AddAxisInput("AnalogGunX", "P1 Analog Gun X-Axis", Game::INPUT_ANALOG_GUN1, "NONE", analogGun1Left, analogGun1Right, 0, 0x80, 0xFF);
analogGunY[0] = AddAxisInput("AnalogGunY", "P1 Analog Gun Y-Axis", Game::INPUT_ANALOG_GUN1, "NONE", analogGun1Up, analogGun1Down, 0xFF, 0x80, 0);
analogTriggerLeft[0] = AddSwitchInput("AnalogTriggerLeft", "P1 Analog Gun Left Trigger", Game::INPUT_ANALOG_GUN1, "NONE");
analogTriggerRight[0] = AddSwitchInput("AnalogTriggerRight", "P1 Analog Gun Right Trigger", Game::INPUT_ANALOG_GUN1, "NONE");
CAnalogInput *analogGun2Left = AddAnalogInput("AnalogGunLeft2", "P2 Analog Gun Left", Game::INPUT_ANALOG_GUN2, "NONE");
CAnalogInput *analogGun2Right = AddAnalogInput("AnalogGunRight2", "P2 Analog Gun Right", Game::INPUT_ANALOG_GUN2, "NONE");
CAnalogInput *analogGun2Up = AddAnalogInput("AnalogGunUp2", "P2 Analog Gun Up", Game::INPUT_ANALOG_GUN2, "NONE");
CAnalogInput *analogGun2Down = AddAnalogInput("AnalogGunDown2", "P2 Analog Gun Down", Game::INPUT_ANALOG_GUN2, "NONE");
analogGunX[1] = AddAxisInput("AnalogGunX2", "P2 Analog Gun X-Axis", Game::INPUT_ANALOG_GUN2, "NONE", analogGun2Left, analogGun2Right, 0, 0x80, 0xFF);
analogGunY[1] = AddAxisInput("AnalogGunY2", "P2 Analog Gun Y-Axis", Game::INPUT_ANALOG_GUN2, "NONE", analogGun2Up, analogGun2Down, 0xFF, 0x80, 0);
analogTriggerLeft[1] = AddSwitchInput("AnalogTriggerLeft2", "P2 Analog Gun Left Trigger", Game::INPUT_ANALOG_GUN2, "NONE");
analogTriggerRight[1] = AddSwitchInput("AnalogTriggerRight2", "P2 Analog Gun Right Trigger", Game::INPUT_ANALOG_GUN2, "NONE");
// Ski controls
CAnalogInput *skiLeft = AddAnalogInput("SkiLeft", "Ski Champ Left", Game::INPUT_SKI, "NONE");
CAnalogInput *skiRight = AddAnalogInput("SkiRight", "Ski Champ Right", Game::INPUT_SKI, "NONE");
CAnalogInput *skiUp = AddAnalogInput("SkiUp", "Ski Champ Up", Game::INPUT_SKI, "NONE");
CAnalogInput *skiDown = AddAnalogInput("SkiDown", "Ski Champ Down", Game::INPUT_SKI, "NONE");
skiX = AddAxisInput ("SkiX", "Ski Champ X-Axis", Game::INPUT_SKI, "NONE", skiLeft, skiRight, 0xFF, 0x80, 0);
skiY = AddAxisInput ("SkiY", "Ski Champ Y-Axis", Game::INPUT_SKI, "NONE", skiUp, skiDown);
skiPollLeft = AddSwitchInput("SkiPollLeft", "Ski Champ Poll Left", Game::INPUT_SKI, "NONE");
skiPollRight = AddSwitchInput("SkiPollRight", "Ski Champ Poll Right", Game::INPUT_SKI, "NONE");
skiSelect1 = AddSwitchInput("SkiSelect1", "Ski Champ Select 1", Game::INPUT_SKI, "NONE");
skiSelect2 = AddSwitchInput("SkiSelect2", "Ski Champ Select 2", Game::INPUT_SKI, "NONE");
skiSelect3 = AddSwitchInput("SkiSelect3", "Ski Champ Select 3", Game::INPUT_SKI, "NONE");
// Magical truck controls
CAnalogInput *magicalLeverUp1 = AddAnalogInput("MagicalLeverUp1", "P1 Magical Lever Up", Game::INPUT_MAGTRUCK, "NONE");
CAnalogInput *magicalLeverDown1 = AddAnalogInput("MagicalLeverDown1", "P1 Magical Lever Down", Game::INPUT_MAGTRUCK, "NONE");
CAnalogInput *magicalLeverUp2 = AddAnalogInput("MagicalLeverUp2", "P2 Magical Lever Up", Game::INPUT_MAGTRUCK, "NONE");
CAnalogInput *magicalLeverDown2 = AddAnalogInput("MagicalLeverDown2", "P2 Magical Lever Down", Game::INPUT_MAGTRUCK, "NONE");
magicalLever1 = AddAxisInput( "MagicalLever1", "P1 Magical Lever", Game::INPUT_MAGTRUCK, "NONE", magicalLeverUp1, magicalLeverDown1, 0xFF, 0x80, 0);
magicalLever2 = AddAxisInput( "MagicalLever2", "P2 Magical Lever", Game::INPUT_MAGTRUCK, "NONE", magicalLeverUp2, magicalLeverDown2, 0xFF, 0x80, 0);
magicalPedal1 = AddSwitchInput( "MagicalPedal1", "P1 Magical Pedal", Game::INPUT_MAGTRUCK, "NONE");
magicalPedal2 = AddSwitchInput( "MagicalPedal2", "P2 Magical Pedal", Game::INPUT_MAGTRUCK, "NONE");
// Sega Bass Fishing controls
CAnalogInput *fishingRodLeft = AddAnalogInput("FishingRodLeft", "Rod Left", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingRodRight = AddAnalogInput("FishingRodRight", "Rod Right", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingRodUp = AddAnalogInput("FishingRodUp", "Rod Up", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingRodDown = AddAnalogInput("FishingRodDown", "Rod Down", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickLeft = AddAnalogInput("FishingStickLeft", "Stick Left", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickRight = AddAnalogInput("FishingStickRight", "Stick Right", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickUp = AddAnalogInput("FishingStickUp", "Stick Up", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickDown = AddAnalogInput("FishingStickDown", "Stick Down", Game::INPUT_FISHING, "NONE");
fishingRodX = AddAxisInput( "FishingRodX", "Rod X-Axis", Game::INPUT_FISHING, "NONE", fishingRodLeft, fishingRodRight, 0, 0x80, 0xFF);
fishingRodY = AddAxisInput( "FishingRodY", "Rod Y-Axis", Game::INPUT_FISHING, "NONE", fishingRodUp, fishingRodDown, 0, 0x80, 0xFF);
fishingReel = AddAnalogInput( "FishingReel", "Reel Speed", Game::INPUT_FISHING, "NONE");
fishingStickX = AddAxisInput( "FishingStickX", "Stick X-Axis", Game::INPUT_FISHING, "NONE", fishingStickLeft, fishingStickRight, 0, 0x80, 0xFF);
fishingStickY = AddAxisInput( "FishingStickY", "Stick Y-Axis", Game::INPUT_FISHING, "NONE", fishingStickUp, fishingStickDown, 0, 0x80, 0xFF);
fishingCast = AddSwitchInput( "FishingCast", "Cast", Game::INPUT_FISHING, "NONE");
fishingSelect = AddSwitchInput( "FishingSelect", "Select", Game::INPUT_FISHING, "NONE");
fishingTension = AddAnalogInput("FishingTension", "Tension", Game::INPUT_FISHING, "NONE"); // getbass only
}
CInputs::~CInputs()
{
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
delete *it;
m_inputs.clear();
}
CSwitchInput *CInputs::AddSwitchInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 offVal, UINT16 onVal)
{
CSwitchInput *input = new CSwitchInput(id, label, gameFlags, defaultMapping, offVal, onVal);
m_inputs.push_back(input);
return input;
}
CAnalogInput *CInputs::AddAnalogInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 minVal, UINT16 maxVal)
{
CAnalogInput *input = new CAnalogInput(id, label, gameFlags, defaultMapping, minVal, maxVal);
m_inputs.push_back(input);
return input;
}
CAxisInput *CInputs::AddAxisInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
CAnalogInput *axisNeg, CAnalogInput *axisPos, UINT16 minVal, UINT16 offVal, UINT16 maxVal)
{
CAxisInput *input = new CAxisInput(id, label, gameFlags, defaultMapping, axisNeg, axisPos, minVal, offVal, maxVal);
m_inputs.push_back(input);
return input;
}
CGearShift4Input *CInputs::AddGearShift4Input(const char *id, const char *label, unsigned gameFlags,
CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftN, CSwitchInput *shiftUp, CSwitchInput *shiftDown)
{
CGearShift4Input *input = new CGearShift4Input(id, label, gameFlags, shift1, shift2, shift3, shift4, shiftN, shiftUp, shiftDown);
m_inputs.push_back(input);
return input;
}
CTriggerInput *CInputs::AddTriggerInput(const char *id, const char *label, unsigned gameFlags,
CSwitchInput *trigger, CSwitchInput *offscreen, UINT16 offVal, UINT16 onVal)
{
CTriggerInput *input = new CTriggerInput(id, label, gameFlags, trigger, offscreen, offVal, onVal);
m_inputs.push_back(input);
return input;
}
void CInputs::PrintHeader(const char *fmt, ...)
{
char header[1024];
va_list vl;
va_start(vl, fmt);
vsprintf(header, fmt, vl);
va_end(vl);
puts(header);
for (size_t i = 0; i < strlen(header); i++)
putchar('-');
printf("\n\n");
}
void CInputs::PrintConfigureInputsHelp()
{
puts("For each control, use the following keys to map the inputs:");
puts("");
puts(" Return Set current input mapping and move to next control");
puts(" c Clear current input mapping and remain there");
puts(" s Set the current input mapping and remain there");
puts(" a Append to current input mapping (for multiple assignments)");
puts(" and remain there");
puts(" r Reset current input mapping to default and remain there");
puts(" Down Move onto next control");
puts(" Up Go back to previous control");
puts(" b Calibrate joystick axes");
puts(" i Display information about input system and attached devices");
puts(" h Display this help again");
puts(" q Finish and save all changes");
puts(" Esc Finish without saving any changes");
puts("");
puts("To assign input(s), simply press the appropriate key(s), mouse button(s),");
puts("joystick button(s), or move the mouse along one or more axes, or move a");
puts("joystick's axis or POV hat controller(s). The input(s) will be accepted");
puts("as soon as all pressed keys and buttons are released and all moved mouse");
puts("and joystick controllers are returned to their rest positions.");
puts("");
puts("Notes:");
puts(" - In order to assign keys the configuration window must on top.");
puts(" - In order to assign mouse buttons the mouse must be clicked within the");
puts(" window.");
puts(" - In order to assign mouse axes, the cursor must first be placed in the");
puts(" center of the window and then moved in the corresponding direction to the");
puts(" window's edge and then returned to the center.");
puts("");
}
unsigned CInputs::Count()
{
return (unsigned)m_inputs.size();
}
CInput *CInputs::operator[](const unsigned index)
{
return m_inputs[index];
}
CInput *CInputs::operator[](const char *idOrLabel)
{
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
{
if (stricmp((*it)->id, idOrLabel) == 0 || stricmp((*it)->label, idOrLabel) == 0)
return *it;
}
return NULL;
}
CInputSystem *CInputs::GetInputSystem()
{
return m_system;
}
bool CInputs::Initialize()
{
// Make sure the input system is initialized too
if (!m_system->Initialize())
return false;
// Initialize all the inputs
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
(*it)->Initialize(m_system);
return true;
}
void CInputs::LoadFromConfig(const Util::Config::Node &config)
{
m_system->LoadFromConfig(config);
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
(*it)->LoadFromConfig(config);
}
void CInputs::StoreToConfig(Util::Config::Node *config)
{
m_system->StoreToConfig(config);
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
(*it)->StoreToConfig(config);
}
bool CInputs::ConfigureInputs(const Game &game)
{
m_system->UngrabMouse();
// Print header and help message
uint32_t gameFlags;
if (!game.name.empty())
{
PrintHeader("Configure Inputs for '%s'", game.title.c_str());
gameFlags = game.inputs;
}
else
{
PrintHeader("Configure Inputs");
gameFlags = Game::INPUT_ALL;
}
PrintConfigureInputsHelp();
// Get all inputs to be configured
vector<CInput*> toConfigure;
vector<CInput*>::iterator it;
for (it = m_inputs.begin(); it != m_inputs.end(); it++)
{
if ((*it)->IsConfigurable() && ((*it)->gameFlags & gameFlags))
toConfigure.push_back(*it);
}
// Remember current mappings for each input in case changes need to be undone later
vector<string> oldMappings(toConfigure.size());
size_t index = 0;
for (it = toConfigure.begin(); it != toConfigure.end(); it++)
oldMappings[index++] = (*it)->GetMapping();
const char *groupLabel = NULL;
bool cancelled = false;
// Loop through all the inputs to be configured
index = 0;
while (index < toConfigure.size())
{
// Get the current input
CInput *input = toConfigure[index];
// If have moved to a new input group, print the group heading
const char *itGroupLabel = input->GetInputGroup();
if (groupLabel == NULL || stricmp(groupLabel, itGroupLabel) != 0)
{
groupLabel = itGroupLabel;
printf("%s:\n", groupLabel);
}
Redisplay:
// Print the input label, current input mapping and available options
if (index > 0)
printf(" %s [%s]: Ret/c/s/a/r/Up/Down/b/h/q/Esc? ", input->label, input->GetMapping());
else
printf(" %s [%s]: Ret/c/s/a/r/Down/h/b/q/Esc? ", input->label, input->GetMapping());
fflush(stdout); // required on terminals that use buffering
// Loop until user has selected a valid option
bool done = false;
char mapping[50];
while (!done)
{
// Wait for input from user
if (!m_system->ReadMapping(mapping, 50, false, READ_KEYBOARD|READ_MERGE, uiExit->GetMapping()))
{
// If user pressed aborted input, then undo all changes and finish configuration
index = 0;
for (it = toConfigure.begin(); it != toConfigure.end(); it++)
{
(*it)->SetMapping(oldMappings[index].c_str());
index++;
}
cancelled = true;
goto Finish;
}
if (stricmp(mapping, "KEY_RETURN") == 0 || stricmp(mapping, "KEY_S") == 0)
{
// Set the input mapping
printf("Setting... ");
fflush(stdout); // required on terminals that use buffering
if (input->Configure(false, uiExit->GetMapping()))
{
puts(input->GetMapping());
if (stricmp(mapping, "KEY_RETURN") == 0)
index++;
done = true;
}
else
{
puts("[Cancelled]");
goto Redisplay;
}
}
else if (stricmp(mapping, "KEY_A") == 0)
{
// Append to the input mapping(s)
printf("Appending... ");
fflush(stdout); // required on terminals that use buffering
if (input->Configure(true, uiExit->GetMapping()))
puts(input->GetMapping());
else
puts("[Cancelled]");
goto Redisplay;
}
else if (stricmp(mapping, "KEY_C") == 0)
{
// Clear the input mapping(s)
input->SetMapping("NONE");
puts("Cleared");
goto Redisplay;
}
else if (stricmp(mapping, "KEY_R") == 0)
{
// Reset the input mapping(s) to the default
input->ResetToDefaultMapping();
puts("Reset");
goto Redisplay;
}
else if (stricmp(mapping, "KEY_DOWN") == 0)
{
// Move forward to the next mapping
puts("");
index++;
done = true;
}
else if (stricmp(mapping, "KEY_UP") == 0)
{
// Move back to the previous mapping
if (index > 0)
{
puts("");
index--;
done = true;
}
}
else if (stricmp(mapping, "KEY_HOME") == 0)
{
// Move to first input
puts("");
index = 0;
done = true;
}
else if (stricmp(mapping, "KEY_B") == 0)
{
// Calibrate joysticks
printf("\n\n");
CalibrateJoysticks();
puts("");
goto Redisplay;
}
else if (stricmp(mapping, "KEY_I") == 0)
{
// Print info about input system
printf("\n\n");
m_system->PrintSettings();
goto Redisplay;
}
else if (stricmp(mapping, "KEY_H") == 0)
{
// Print the help message again
printf("\n\n");
PrintConfigureInputsHelp();
goto Redisplay;
}
else if (stricmp(mapping, "KEY_Q") == 0)
goto Finish;
}
}
Finish:
printf("\n\n");
m_system->GrabMouse();
return !cancelled;
}
bool CInputs::ConfigureInputs(const Game &game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH)
{
// Let the input system know the display geometry
m_system->SetDisplayGeom(dispX, dispY, dispW, dispH);
return ConfigureInputs(game);
}
void CInputs::CalibrateJoysticks()
{
int numJoys = m_system->GetNumJoysticks();
if (numJoys == 0 || numJoys == ANY_JOYSTICK)
puts("No joysticks attached to calibrate!");
else
{
puts("Choose joystick to calibrate (or press Esc to cancel):");
if (numJoys > 10)
numJoys = 10;
for (int i = 0; i < numJoys; i++)
{
const JoyDetails *joyDetails = m_system->GetJoyDetails(i);
unsigned dispNum = (i == 9 ? 0 : i + 1);
printf(" %u: %s\n", dispNum, joyDetails->name);
}
char mapping[50];
while (m_system->ReadMapping(mapping, 50, false, READ_KEYBOARD|READ_MERGE, uiExit->GetMapping()))
{
if (strlen(mapping) != 5 || strncmp(mapping, "KEY_", 4) != 0)
continue;
char c = mapping[4];
if (!isdigit(c))
continue;
int joyNum = c - '0';
joyNum = (joyNum == 0 ? 9 : joyNum - 1);
if (joyNum >= numJoys)
continue;
puts("");
CalibrateJoystick(joyNum);
return;
}
}
}
void CInputs::CalibrateJoystick(int joyNum)
{
const JoyDetails *joyDetails = m_system->GetJoyDetails(joyNum);
if (joyDetails == NULL || joyDetails->numAxes == 0)
{
puts("No axes available to calibrate on joystick!");
return;
}
printf("Calibrating joystick '%s'.\n\n", joyDetails->name);
puts("Choose axis to calibrate (or press Esc to cancel):");
vector<unsigned> axisNumList;
for (unsigned axisNum = 0; axisNum < NUM_JOY_AXES; axisNum++)
{
if (!joyDetails->hasAxis[axisNum])
continue;
axisNumList.push_back(axisNum);
printf(" %u: %s\n", (unsigned) axisNumList.size(), joyDetails->axisName[axisNum]);
}
printf(" 0: Unsure - help me choose...\n");
char mapping[50];
while (m_system->ReadMapping(mapping, 50, false, READ_KEYBOARD|READ_MERGE, uiExit->GetMapping()))
{
unsigned axisNum;
if (stricmp(mapping, "KEY_0") == 0)
{
puts("");
if (!m_system->DetectJoystickAxis(joyNum, axisNum))
return;
}
else
{
if (strlen(mapping) != 5 || strncmp(mapping, "KEY_", 4) != 0)
continue;
char c = mapping[4];
if (!isdigit(c))
continue;
unsigned optNum = c - '0';
if (optNum == 0 || optNum > axisNumList.size())
continue;
axisNum = axisNumList[optNum - 1];
}
puts("");
if (m_system->CalibrateJoystickAxis(joyNum, axisNum))
{
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
(*it)->InputSystemChanged();
}
return;
}
}
void CInputs::PrintInputs(const Game *game)
{
// Print header
int gameFlags;
if (game != NULL)
{
PrintHeader("Input Assignments for %s", game->title.c_str());
gameFlags = game->inputs;
}
else
{
PrintHeader("Input Assignments");
gameFlags = Game::INPUT_ALL;
}
const char *groupLabel = NULL;
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
{
if (!(*it)->IsConfigurable() || !((*it)->gameFlags & gameFlags))
continue;
const char *itGroupLabel = (*it)->GetInputGroup();
if (groupLabel == NULL || stricmp(groupLabel, itGroupLabel) != 0)
{
groupLabel = itGroupLabel;
printf("%s:\n", groupLabel);
}
printf(" %s = %s\n", (*it)->label, (*it)->GetMapping());
}
puts("");
}
bool CInputs::Poll(const Game *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH)
{
// Update the input system with the current display geometry
m_system->SetDisplayGeom(dispX, dispY, dispW, dispH);
// Poll the input system
if (!m_system->Poll())
return false;
// Poll all UI inputs and all the inputs used by the current game, or all inputs if game is NULL
uint32_t gameFlags = game ? game->inputs : Game::INPUT_ALL;
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
{
if ((*it)->IsUIInput() || ((*it)->gameFlags & gameFlags))
(*it)->Poll();
}
return true;
}
void CInputs::DumpState(const Game *game)
{
// Print header
int gameFlags;
if (game != NULL)
{
PrintHeader("Input States for %s", game->title.c_str());
gameFlags = game->inputs;
}
else
{
PrintHeader("Input States");
gameFlags = Game::INPUT_ALL;
}
// Loop through the inputs used by the current game, or all inputs if game is NULL, and dump their values to stdout
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
{
if (!(*it)->IsUIInput() && !((*it)->gameFlags & gameFlags))
continue;
if ((*it)->IsVirtual())
printf("%s = (%d)\n", (*it)->id, (*it)->value);
else
printf("%s [%s] = (%d)\n", (*it)->id, (*it)->GetMapping(), (*it)->value);
}
}