Supermodel/Src/Inputs/Inputs.h

313 lines
9.2 KiB
C++

/**
** 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 <http://www.gnu.org/licenses/>.
**/
/*
* Inputs.h
*
* Header file for CInputs, a class which manages all individual inputs.
*/
#ifndef INCLUDED_INPUTS_H
#define INCLUDED_INPUTS_H
#include "Types.h"
#include "Util/NewConfig.h"
#include <vector>
using namespace std;
class CInputSystem;
class CInput;
class CAnalogInput;
class CAxisInput;
class CSwitchInput;
class CGearShift4Input;
class CTriggerInput;
struct Game;
/*
* Represents the collection of Model3 inputs.
*/
class CInputs
{
private:
// Assigned input system
CInputSystem *m_system;
// Vector of all created inputs
vector<CInput*> m_inputs;
/*
* Adds a switch input (eg button) to this collection.
*/
CSwitchInput *AddSwitchInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 offVal = 0x00, UINT16 onVal = 0x01);
/*
* Adds an analog input (eg pedal) to this collection.
*/
CAnalogInput *AddAnalogInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 minVal = 0x00, UINT16 maxVal = 0xFF);
/*
* Adds an axis input (eg jostick axis, light gun axis or steering wheel) to this collection.
*/
CAxisInput *AddAxisInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
CAnalogInput *axisNeg, CAnalogInput *axisPos, UINT16 minVal = 0x00, UINT16 offVal = 0x80, UINT16 maxVal = 0xFF);
/*
* Adds a 4-gear shifter input to this collection.
*/
CGearShift4Input *AddGearShift4Input(const char *id, const char *label, unsigned gameFlags,
CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftN, CSwitchInput *shiftUp, CSwitchInput *shiftDown);
/*
* Adds a lightgun trigger input to this collection.
*/
CTriggerInput *AddTriggerInput(const char *id, const char *label, unsigned gameFlags,
CSwitchInput *trigger, CSwitchInput *offscreen, UINT16 offVal = 0x00, UINT16 onVal = 0x01);
void PrintHeader(const char *fmt, ...);
void PrintConfigureInputsHelp();
public:
// UI controls
CSwitchInput *uiExit;
CSwitchInput *uiReset;
CSwitchInput *uiPause;
CSwitchInput *uiFullScreen;
CSwitchInput *uiSaveState;
CSwitchInput *uiChangeSlot;
CSwitchInput *uiLoadState;
CSwitchInput *uiMusicVolUp;
CSwitchInput *uiMusicVolDown;
CSwitchInput *uiSoundVolUp;
CSwitchInput *uiSoundVolDown;
CSwitchInput *uiClearNVRAM;
CSwitchInput *uiSelectCrosshairs;
CSwitchInput *uiToggleFrLimit;
CSwitchInput *uiDumpInpState;
CSwitchInput *uiDumpTimings;
#ifdef SUPERMODEL_DEBUGGER
CSwitchInput *uiEnterDebugger;
#endif
// Common controls between all games
CSwitchInput *coin[2];
CSwitchInput *start[2];
CSwitchInput *test[2];
CSwitchInput *service[2];
// Joysticks (players 1 and 2)
CSwitchInput *up[2];
CSwitchInput *down[2];
CSwitchInput *left[2];
CSwitchInput *right[2];
// Fighting game controls (players 1 and 2)
CSwitchInput *punch[2];
CSwitchInput *kick[2];
CSwitchInput *guard[2];
CSwitchInput *escape[2];
// Spikeout controls
CSwitchInput *shift;
CSwitchInput *beat;
CSwitchInput *charge;
CSwitchInput *jump;
// Soccer game controls (players 1 and 2)
CSwitchInput *shortPass[2];
CSwitchInput *longPass[2];
CSwitchInput *shoot[2];
// Vehicle controls
CAxisInput *steering;
CAnalogInput *accelerator;
CAnalogInput *brake;
// VR view buttons: VR1 Red, VR2 Blue, VR3 Yellow, VR4 Green
CSwitchInput *vr[4];
// Up/down gear shift
CSwitchInput *gearShiftUp;
CSwitchInput *gearShiftDown;
// 4-speed gear shift
CGearShift4Input *gearShift4;
// Rally controls
CSwitchInput *viewChange;
CSwitchInput *handBrake;
// Harley Davidson controls
CAnalogInput *rearBrake;
CSwitchInput *musicSelect;
// Twin joysticks (individually mapped version; 1 = left stick, 2 = right stick)
CSwitchInput *twinJoyLeft1;
CSwitchInput *twinJoyLeft2;
CSwitchInput *twinJoyRight1;
CSwitchInput *twinJoyRight2;
CSwitchInput *twinJoyUp1;
CSwitchInput *twinJoyUp2;
CSwitchInput *twinJoyDown1;
CSwitchInput *twinJoyDown2;
CSwitchInput *twinJoyShot1;
CSwitchInput *twinJoyShot2;
CSwitchInput *twinJoyTurbo1;
CSwitchInput *twinJoyTurbo2;
// Twin joysticks (macro mapping, for users w/out dual joysticks)
CSwitchInput *twinJoyTurnLeft;
CSwitchInput *twinJoyTurnRight;
CSwitchInput *twinJoyStrafeLeft;
CSwitchInput *twinJoyStrafeRight;
CSwitchInput *twinJoyForward;
CSwitchInput *twinJoyReverse;
CSwitchInput *twinJoyJump;
CSwitchInput *twinJoyCrouch;
// Analog joystick
CAxisInput *analogJoyX;
CAxisInput *analogJoyY;
CSwitchInput *analogJoyTrigger1;
CSwitchInput *analogJoyTrigger2;
CSwitchInput *analogJoyEvent1;
CSwitchInput *analogJoyEvent2;
// Light gun controls (players 1 and 2)
CAxisInput *gunX[2];
CAxisInput *gunY[2];
CTriggerInput *trigger[2];
// Analog gun controls (players 1 and 2)
CAxisInput *analogGunX[2];
CAxisInput *analogGunY[2];
CSwitchInput *analogTriggerLeft[2];
CSwitchInput *analogTriggerRight[2];
// Ski Champ controls
CAxisInput *skiX;
CAxisInput *skiY;
CSwitchInput *skiPollLeft;
CSwitchInput *skiPollRight;
CSwitchInput *skiSelect1;
CSwitchInput *skiSelect2;
CSwitchInput *skiSelect3;
// Magical Truck Adventure controls
CAxisInput *magicalLever1;
CAxisInput *magicalLever2;
CSwitchInput *magicalPedal1;
CSwitchInput *magicalPedal2;
// Sega Bass Fishing controls
CAxisInput *fishingRodX;
CAxisInput *fishingRodY;
CAnalogInput *fishingReel;
CAxisInput *fishingStickX;
CAxisInput *fishingStickY;
CSwitchInput *fishingCast;
CSwitchInput *fishingSelect;
/*
* Creates a set of inputs with the given input system.
*/
CInputs(CInputSystem *system);
/*
* CInputs destructor.
*/
~CInputs();
/*
* Returns the number of available inputs.
*/
unsigned Count();
/*
* Returns the input with the given index.
*/
CInput *operator[](const unsigned index);
/*
* Returns the input with the given id or label.
*/
CInput *operator[](const char *idOrLabel);
/*
* Returns the assigned input system.
*/
CInputSystem *GetInputSystem();
/*
* Initializes the inputs. Must be called before any other methods are used.
*/
bool Initialize();
/*
* Loads the input mapping assignments from the given config object.
*/
void LoadFromConfig(const Util::Config::Node &config);
/*
* Stores the current input mapping assignments to the given config object.
*/
void StoreToConfig(Util::Config::Node *config);
/*
* Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input.
* Returns true if the inputs were configured okay or false if the user exited without requesting to save changes.
*/
bool ConfigureInputs(const Game *game);
/*
* Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input.
* Takes display geometry if this has not been set previously by a call to Poll().
* Returns true if the inputs were configured okay or false if the user exited without requesting to save changes.
*/
bool ConfigureInputs(const Game *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
void CalibrateJoysticks();
void CalibrateJoystick(int joyNum);
/*
* Prints to stdout the current input mapping assignments for the given game, or all inputs if game is NULL.
*/
void PrintInputs(const Game *game);
/*
* Polls (updates) the inputs for the given game, or all inputs if game is NULL, updating their values from their respective input sources.
* First the input system is polled (CInputSystem.Poll()) and then each input is polled (CInput.Poll()).
*/
bool Poll(const Game *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
/*
* Prints the current values of the inputs for the given game, or all inputs if game is NULL, to stdout for debugging purposes.
*/
void DumpState(const Game *game);
};
#endif // INCLUDED_INPUTS_H