mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 06:15:37 +00:00
4c727abdc8
also fixes 3 bugs: 1) mpeg right channel volume was always using the left channel volume, too 2) too high MusicVolume setting was not clamped to 0..200 3) too high SoundVolume setting was not clamped to 0..200
213 lines
6.3 KiB
C++
213 lines
6.3 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.cpp
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*
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* Implementation of CInput, the base input class. Input types are derived
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* from this.
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*/
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#include "Input.h"
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#include "Supermodel.h"
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#include "InputSystem.h"
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CInput::CInput(const char *inputId, const char *inputLabel, unsigned inputFlags, unsigned inputGameFlags, const char *defaultMapping, UINT16 initValue) :
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id(inputId), label(inputLabel), flags(inputFlags), gameFlags(inputGameFlags), m_defaultMapping(defaultMapping), value(initValue), prevValue(initValue),
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m_system(NULL), m_source(NULL)
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{
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ResetToDefaultMapping();
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}
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CInput::~CInput()
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{
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// Release source, if any
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if (m_source != NULL)
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m_source->Release();
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}
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void CInput::CreateSource()
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{
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// If already have a source, then release it now
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if (m_source != NULL)
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m_source->Release();
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// If no system set yet or mapping is empty or NONE, then set source to NULL
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if (m_system == NULL || m_mapping[0] == '\0' || stricmp(m_mapping, "NONE") == 0)
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m_source = NULL;
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else
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{
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// Otherwise, ask system to parse mapping into appropriate input source
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m_source = m_system->ParseSource(m_mapping, !!(flags & INPUT_FLAGS_AXIS));
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// Check that mapping was parsed okay and if so acquire it
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if (m_source != NULL)
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m_source->Acquire();
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else
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{
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// Otherwise, fall back to default mapping
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if (stricmp(m_mapping, m_defaultMapping) != 0)
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{
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ErrorLog("Unable to map input %s to [%s] - switching to default [%s].\n", id, m_mapping, m_defaultMapping);
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ResetToDefaultMapping();
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}
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}
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}
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}
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void CInput::Initialize(CInputSystem *system)
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{
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m_system = system;
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CreateSource();
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}
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const char* CInput::GetInputGroup()
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{
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switch (gameFlags)
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{
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case Game::INPUT_UI: return "User Interface Controls";
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case Game::INPUT_COMMON: return "Common Controls";
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case Game::INPUT_JOYSTICK1: // Fall through to below
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case Game::INPUT_JOYSTICK2: return "4-Way Joysticks";
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case Game::INPUT_FIGHTING: return "Fighting Game Buttons";
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case Game::INPUT_SPIKEOUT: return "Spikeout Buttons";
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case Game::INPUT_SOCCER: return "Virtua Striker Buttons";
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case Game::INPUT_VEHICLE: return "Racing Game Steering Controls";
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case Game::INPUT_SHIFT4: return "Racing Game Gear 4-Way Shift";
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case Game::INPUT_SHIFTUPDOWN: return "Racing Game Gear Up/Down Shift";
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case Game::INPUT_VR4: return "Racing Game 4 VR View Buttons";
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case Game::INPUT_VIEWCHANGE: return "Racing Game View Change";
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case Game::INPUT_HANDBRAKE: return "Racing Game Handbrake";
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case Game::INPUT_HARLEY: return "Harley Davidson Controls";
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case Game::INPUT_TWIN_JOYSTICKS: return "Virtual On Controls";
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case Game::INPUT_ANALOG_JOYSTICK: return "Analog Joystick";
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case Game::INPUT_GUN1: // Fall through to below
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case Game::INPUT_GUN2: return "Light Guns";
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case Game::INPUT_ANALOG_GUN1: // Fall through to below
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case Game::INPUT_ANALOG_GUN2: return "Analog Guns";
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case Game::INPUT_SKI: return "Ski Controls";
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case Game::INPUT_MAGTRUCK: return "Magical Truck Controls";
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case Game::INPUT_FISHING: return "Fishing Controls";
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default: return "Misc";
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}
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}
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const char *CInput::GetMapping()
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{
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return m_mapping;
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}
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void CInput::ClearMapping()
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{
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SetMapping("NONE");
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}
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void CInput::SetMapping(const char *mapping)
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{
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strncpy(m_mapping, mapping, MAX_MAPPING_LENGTH);
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m_mapping[MAX_MAPPING_LENGTH] = '\0';
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CreateSource();
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}
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void CInput::AppendMapping(const char *mapping)
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{
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// If mapping is empty or NONE, then simply set mapping
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if (m_mapping[0] == '\0' || stricmp(m_mapping, "NONE") == 0)
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SetMapping(mapping);
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else
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{
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// Otherwise, append to mapping string and recreate source from new mapping string
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size_t size = MAX_MAPPING_LENGTH - strlen(m_mapping);
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strncat(m_mapping, ",", size--);
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strncat(m_mapping, mapping, size);
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CreateSource();
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}
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}
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void CInput::ResetToDefaultMapping()
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{
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SetMapping(m_defaultMapping);
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}
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void CInput::LoadFromConfig(const Util::Config::Node &config)
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{
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// See if input is configurable
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if (IsConfigurable())
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{
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// If so, check INI file for mapping string
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std::string key("Input");
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key.append(id);
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std::string mapping;
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auto *node = config.TryGet(key);
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if (node)
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{
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// If found, then set mapping string
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mapping = node->ValueAs<std::string>();
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SetMapping(mapping.c_str());
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return;
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}
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}
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// If input has not been configured, then force recreation of source anyway since input system settings may have changed
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CreateSource();
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}
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void CInput::StoreToConfig(Util::Config::Node *config)
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{
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if (!IsConfigurable())
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return;
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std::string key("Input");
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key.append(id);
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config->Set(key, m_mapping);
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}
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void CInput::InputSystemChanged()
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{
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// If input system or its settings have changed, then force recreation of source
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CreateSource();
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}
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bool CInput::Configure(bool append, const char *escapeMapping)
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{
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char mapping[MAX_MAPPING_LENGTH];
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if (!m_system->ReadMapping(mapping, MAX_MAPPING_LENGTH, !!(flags & INPUT_FLAGS_AXIS), READ_ALL, escapeMapping))
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return false;
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if (append)
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AppendMapping(mapping);
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else
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SetMapping(mapping);
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return true;
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}
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bool CInput::Changed()
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{
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return value != prevValue;
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}
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bool CInput::SendForceFeedbackCmd(ForceFeedbackCmd ffCmd)
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{
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if (m_source == NULL)
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return false;
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return m_source->SendForceFeedbackCmd(ffCmd);
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} |