Supermodel/Src/Inputs/Inputs.cpp
Bart Trzynadlowski 8be2966ecb - Added crosshairs for light gun games and disabled mouse cursor in full screen mode (no way to re-enable it now).
- Fixed Real3D FIFO buffer overflow bug.
- Input system cannot be changed for non-Windows builds (only SDL is available).
- Added Spikeout-specific controls.
2011-08-27 21:37:37 +00:00

572 lines
25 KiB
C++

#include "Supermodel.h"
#include <stdarg.h>
#include <vector>
#include <string>
#include <iostream>
using namespace std;
CInputs::CInputs(CInputSystem *system) : m_system(system)
{
// 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");
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");
uiDumpInpState = AddSwitchInput("UIDumpInputState", "Dump Input State", GAME_INPUT_UI, "KEY_F8");
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");
#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, "KEY_1,JOY1_BUTTON9");
start[1] = AddSwitchInput("Start2", "P2 Start", GAME_INPUT_COMMON, "KEY_2,JOY2_BUTTON9");
coin[0] = AddSwitchInput("Coin1", "P1 Coin", GAME_INPUT_COMMON, "KEY_3,JOY1_BUTTON10");
coin[1] = AddSwitchInput("Coin2", "P2 Coin", GAME_INPUT_COMMON, "KEY_4,JOY2_BUTTON10");
service[0] = AddSwitchInput("ServiceA", "Service A", GAME_INPUT_COMMON, "KEY_5");
service[1] = AddSwitchInput("ServiceB", "Service B", GAME_INPUT_COMMON, "KEY_7");
test[0] = AddSwitchInput("TestA", "Test A", GAME_INPUT_COMMON, "KEY_6");
test[1] = AddSwitchInput("TestB", "Test B", GAME_INPUT_COMMON, "KEY_8");
// 4-Way Joysticks
up[0] = AddSwitchInput("JoyUp", "P1 Joystick Up", GAME_INPUT_JOYSTICK1, "KEY_UP,JOY1_UP");
down[0] = AddSwitchInput("JoyDown", "P1 Joystick Down", GAME_INPUT_JOYSTICK1, "KEY_DOWN,JOY1_DOWN");
left[0] = AddSwitchInput("JoyLeft", "P1 Joystick Left", GAME_INPUT_JOYSTICK1, "KEY_LEFT,JOY1_LEFT");
right[0] = AddSwitchInput("JoyRight", "P1 Joystick Right", GAME_INPUT_JOYSTICK1, "KEY_RIGHT,JOY1_RIGHT");
up[1] = AddSwitchInput("JoyUp2", "P2 Joystick Up", GAME_INPUT_JOYSTICK2, "JOY2_UP");
down[1] = AddSwitchInput("JoyDown2", "P2 Joystick Down", GAME_INPUT_JOYSTICK2, "JOY2_DOWN");
left[1] = AddSwitchInput("JoyLeft2", "P2 Joystick Left", GAME_INPUT_JOYSTICK2, "JOY2_LEFT");
right[1] = AddSwitchInput("JoyRight2", "P2 Joystick Right", GAME_INPUT_JOYSTICK2, "JOY2_RIGHT");
// Fighting Game Buttons
punch[0] = AddSwitchInput("Punch", "P1 Punch", GAME_INPUT_FIGHTING, "KEY_A,JOY1_BUTTON1");
kick[0] = AddSwitchInput("Kick", "P1 Kick", GAME_INPUT_FIGHTING, "KEY_S,JOY1_BUTTON2");
guard[0] = AddSwitchInput("Guard", "P1 Guard", GAME_INPUT_FIGHTING, "KEY_D,JOY1_BUTTON3");
escape[0] = AddSwitchInput("Escape", "P1 Escape", GAME_INPUT_FIGHTING, "KEY_F,JOY1_BUTTON4");
punch[1] = AddSwitchInput("Punch2", "P2 Punch", GAME_INPUT_FIGHTING, "JOY2_BUTTON1");
kick[1] = AddSwitchInput("Kick2", "P2 Kick", GAME_INPUT_FIGHTING, "JOY2_BUTTON2");
guard[1] = AddSwitchInput("Guard2", "P2 Guard", GAME_INPUT_FIGHTING, "JOY2_BUTTON3");
escape[1] = AddSwitchInput("Escape2", "P2 Escape", GAME_INPUT_FIGHTING, "JOY2_BUTTON4");
// Spikeout Buttons
shift = AddSwitchInput("Shift", "Shift", GAME_INPUT_SPIKEOUT, "KEY_A,JOY1_BUTTON1");
beat = AddSwitchInput("Beat", "Beat", GAME_INPUT_SPIKEOUT, "KEY_S,JOY1_BUTTON2");
charge = AddSwitchInput("Charge", "Charge",GAME_INPUT_SPIKEOUT, "KEY_D,JOY1_BUTTON3");
jump = AddSwitchInput("Jump", "Jump", GAME_INPUT_SPIKEOUT, "KEY_F,JOY1_BUTTON4");
// Virtua Striker Buttons
shortPass[0] = AddSwitchInput("ShortPass", "P1 Short Pass", GAME_INPUT_SOCCER, "KEY_A,JOY1_BUTTON1");
longPass[0] = AddSwitchInput("LongPass", "P1 Long Pass", GAME_INPUT_SOCCER, "KEY_S,JOY1_BUTTON2");
shoot[0] = AddSwitchInput("Shoot", "P1 Shoot", GAME_INPUT_SOCCER, "KEY_D,JOY1_BUTTON3");
shortPass[1] = AddSwitchInput("ShortPass1", "P2 Short Pass", GAME_INPUT_SOCCER, "JOY2_BUTTON1");
longPass[1] = AddSwitchInput("LongPass1", "P2 Long Pass", GAME_INPUT_SOCCER, "JOY2_BUTTON2");
shoot[1] = AddSwitchInput("Shoot1", "P2 Shoot", GAME_INPUT_SOCCER, "JOY2_BUTTON3");
// Racing Game Steering Controls
CAnalogInput *steeringLeft = AddAnalogInput("SteeringLeft", "Steer Left", GAME_INPUT_VEHICLE, "KEY_LEFT");
CAnalogInput *steeringRight = AddAnalogInput("SteeringRight", "Steer Right", GAME_INPUT_VEHICLE, "KEY_RIGHT");
steering = AddAxisInput ("Steering", "Full Steering", GAME_INPUT_VEHICLE, "JOY1_XAXIS", steeringLeft, steeringRight);
accelerator = AddAnalogInput("Accelerator", "Accelerator Pedal", GAME_INPUT_VEHICLE, "KEY_UP,JOY1_UP");
brake = AddAnalogInput("Brake", "Brake Pedal", GAME_INPUT_VEHICLE, "KEY_DOWN,JOY1_DOWN");
// Racing Game Gear Shift
CSwitchInput *shift1 = AddSwitchInput("GearShift1", "Shift 1/Up", GAME_INPUT_SHIFT4, "KEY_Q,JOY1_BUTTON5");
CSwitchInput *shift2 = AddSwitchInput("GearShift2", "Shift 2/Down", GAME_INPUT_SHIFT4, "KEY_W,JOY1_BUTTON6");
CSwitchInput *shift3 = AddSwitchInput("GearShift3", "Shift 3", GAME_INPUT_SHIFT4, "KEY_E,JOY1_BUTTON7");
CSwitchInput *shift4 = AddSwitchInput("GearShift4", "Shift 4", GAME_INPUT_SHIFT4, "KEY_R,JOY1_BUTTON8");
CSwitchInput *shiftUp = AddSwitchInput("GearShiftUp", "Shift Up", GAME_INPUT_SHIFT4, "NONE");
CSwitchInput *shiftDown = AddSwitchInput("GearShiftDown", "Shift Down", GAME_INPUT_SHIFT4, "NONE");
gearShift4 = AddGearShift4Input("GearShift", "Gear Shift", GAME_INPUT_SHIFT4, shift1, shift2, shift3, shift4, shiftUp, shiftDown);
// Racing Game VR View Buttons
vr[0] = AddSwitchInput("VR1", "VR1", GAME_INPUT_VR, "KEY_A,JOY1_BUTTON1");
vr[1] = AddSwitchInput("VR2", "VR2", GAME_INPUT_VR, "KEY_S,JOY1_BUTTON2");
vr[2] = AddSwitchInput("VR3", "VR3", GAME_INPUT_VR, "KEY_D,JOY1_BUTTON3");
vr[3] = AddSwitchInput("VR4", "VR4", GAME_INPUT_VR, "KEY_F,JOY1_BUTTON4");
// Sega Rally Buttons
viewChange = AddSwitchInput("ViewChange", "View Change", GAME_INPUT_RALLY, "KEY_A,JOY1_BUTTON1");
handBrake = AddSwitchInput("HandBrake", "Hand Brake", GAME_INPUT_RALLY, "KEY_S,JOY1_BUTTON2");
// Virtual On Controls
twinJoyTurnLeft = AddSwitchInput("TwinJoyTurnLeft", "Macro Turn Left", GAME_INPUT_TWIN_JOYSTICKS, "KEY_Q,JOY1_RXAXIS_NEG");
twinJoyTurnRight = AddSwitchInput("TwinJoyTurnRight", "Macro Turn Right", GAME_INPUT_TWIN_JOYSTICKS, "KEY_W,JOY1_RXAXIS_POS");
twinJoyForward = AddSwitchInput("TwinJoyForward", "Macro Forward", GAME_INPUT_TWIN_JOYSTICKS, "KEY_UP,JOY1_YAXIS_NEG");
twinJoyReverse = AddSwitchInput("TwinJoyReverse", "Macro Reverse", GAME_INPUT_TWIN_JOYSTICKS, "KEY_DOWN,JOY1_YAXIS_POS");
twinJoyStrafeLeft = AddSwitchInput("TwinJoyStrafeLeft", "Macro Strafe Left", GAME_INPUT_TWIN_JOYSTICKS, "KEY_LEFT,JOY1_XAXIS_NEG");
twinJoyStrafeRight = AddSwitchInput("TwinJoyStrafeRight", "Macro Strafe Right", GAME_INPUT_TWIN_JOYSTICKS, "KEY_RIGHT,JOY1_XAXIS_POS");
twinJoyJump = AddSwitchInput("TwinJoyJump", "Macro Jump", GAME_INPUT_TWIN_JOYSTICKS, "KEY_E,JOY1_BUTTON1");
twinJoyCrouch = AddSwitchInput("TwinJoyCrouch", "Macro Crouch", GAME_INPUT_TWIN_JOYSTICKS, "KEY_R,JOY1_BUTTON2");
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, "KEY_A,JOY1_BUTTON5");
twinJoyShot2 = AddSwitchInput("TwinJoyShot2", "Right Shot Trigger", GAME_INPUT_TWIN_JOYSTICKS, "KEY_S,JOY1_BUTTON6");
twinJoyTurbo1 = AddSwitchInput("TwinJoyTurbo1", "Left Turbo", GAME_INPUT_TWIN_JOYSTICKS, "KEY_Z,JOY1_BUTTON7");
twinJoyTurbo2 = AddSwitchInput("TwinJoyTurbo2", "Right Turbo", GAME_INPUT_TWIN_JOYSTICKS, "KEY_X,JOY1_BUTTON8");
// Analog Joystick
CAnalogInput *analogJoyLeft = AddAnalogInput("AnalogJoyLeft", "Analog Left", GAME_INPUT_ANALOG_JOYSTICK, "KEY_LEFT");
CAnalogInput *analogJoyRight = AddAnalogInput("AnalogJoyRight", "Analog Right", GAME_INPUT_ANALOG_JOYSTICK, "KEY_RIGHT");
CAnalogInput *analogJoyUp = AddAnalogInput("AnalogJoyUp", "Analog Up", GAME_INPUT_ANALOG_JOYSTICK, "KEY_UP");
CAnalogInput *analogJoyDown = AddAnalogInput("AnalogJoyDown", "Analog Down", GAME_INPUT_ANALOG_JOYSTICK, "KEY_DOWN");
analogJoyX = AddAxisInput ("AnalogJoyX", "Analog X-Axis", GAME_INPUT_ANALOG_JOYSTICK, "JOY_XAXIS,MOUSE_XAXIS", analogJoyLeft, analogJoyRight);
analogJoyY = AddAxisInput ("AnalogJoyY", "Analog Y-Axis", GAME_INPUT_ANALOG_JOYSTICK, "JOY_YAXIS,MOUSE_YAXIS", analogJoyUp, analogJoyDown);
analogJoyTrigger = AddSwitchInput("AnalogJoyTrigger", "Trigger Button", GAME_INPUT_ANALOG_JOYSTICK, "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON");
analogJoyEvent = AddSwitchInput("AnalogJoyEvent", "Event Button", GAME_INPUT_ANALOG_JOYSTICK, "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON");
// Lightguns
CAnalogInput *gun1Left = AddAnalogInput("GunLeft", "P1 Gun Left", GAME_INPUT_GUN1, "KEY_LEFT");
CAnalogInput *gun1Right = AddAnalogInput("GunRight", "P1 Gun Right", GAME_INPUT_GUN1, "KEY_RIGHT");
CAnalogInput *gun1Up = AddAnalogInput("GunUp", "P1 Gun Up", GAME_INPUT_GUN1, "KEY_UP");
CAnalogInput *gun1Down = AddAnalogInput("GunDown", "P1 Gun Down", GAME_INPUT_GUN1, "KEY_DOWN");
gunX[0] = AddAxisInput("GunX", "P1 Gun X-Axis", GAME_INPUT_GUN1, "MOUSE_XAXIS,JOY1_XAXIS", gun1Left, gun1Right, 150, 400, 651); // normalize to [150,651]
gunY[0] = AddAxisInput("GunY", "P1 Gun Y-Axis", GAME_INPUT_GUN1, "MOUSE_YAXIS,JOY1_YAXIS", gun1Up, gun1Down, 80, 272, 465); // normalize to [80,465]
CSwitchInput *gun1Trigger = AddSwitchInput("Trigger", "P1 Trigger", GAME_INPUT_GUN1, "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON");
CSwitchInput *gun1Offscreen = AddSwitchInput("Offscreen", "P1 Point Off-screen", GAME_INPUT_GUN1, "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON");
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, "JOY2_XAXIS", gun2Left, gun2Right, 150, 400, 651); // normalize to [150,651]
gunY[1] = AddAxisInput("GunY2", "P2 Gun Y-Axis", GAME_INPUT_GUN2, "JOY2_YAXIS", gun2Up, gun2Down, 80, 272, 465); // normalize to [80,465]
CSwitchInput *gun2Trigger = AddSwitchInput("Trigger2", "P2 Trigger", GAME_INPUT_GUN2, "JOY2_BUTTON1");
CSwitchInput *gun2Offscreen = AddSwitchInput("Offscreen2", "P2 Point Off-screen", GAME_INPUT_GUN2, "JOY2_BUTTON2");
trigger[1] = AddTriggerInput("AutoTrigger2", "P2 Auto Trigger", GAME_INPUT_GUN2, gun2Trigger, gun2Offscreen);
}
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 *shiftUp, CSwitchInput *shiftDown)
{
CGearShift4Input *input = new CGearShift4Input(id, label, gameFlags, shift1, shift2, shift3, shift4, 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(" 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("or 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");
puts(" within the window,");
puts(" - in order to assign mouse axes, the cursor must first be placed in");
puts(" the center of the window and then moved in the corresponding");
puts(" direction to the 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::ReadFromINIFile(CINIFile *ini, const char *section)
{
m_system->ReadFromINIFile(ini, section);
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
(*it)->ReadFromINIFile(ini, section);
}
void CInputs::WriteToINIFile(CINIFile *ini, const char *section)
{
m_system->WriteToINIFile(ini, section);
for (vector<CInput*>::iterator it = m_inputs.begin(); it != m_inputs.end(); it++)
(*it)->WriteToINIFile(ini, section);
}
bool CInputs::ConfigureInputs(const GameInfo *game)
{
m_system->UngrabMouse();
// Print header and help message
int gameFlags;
if (game != NULL)
{
PrintHeader("Configure Inputs for %s", game->title);
gameFlags = game->inputFlags;
}
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;
// 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/h/q/Esc? ", input->label, input->GetMapping());
else
printf(" %s [%s]: Ret/c/s/a/r/Down/h/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++;
}
puts("");
m_system->GrabMouse();
return false;
}
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()))
{
printf(" %s\n", input->GetMapping());
if (stricmp(mapping, "KEY_RETURN") == 0)
index++;
done = true;
}
else
{
printf(" [Cancelled]\n");
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()))
printf(" %s\n", input->GetMapping());
else
printf(" [Cancelled]\n");
goto Redisplay;
}
else if (stricmp(mapping, "KEY_C") == 0)
{
// Clear the input mapping(s)
input->SetMapping("NONE");
printf("Cleared\n");
goto Redisplay;
}
else if (stricmp(mapping, "KEY_R") == 0)
{
// Reset the input mapping(s) to the default
input->ResetToDefaultMapping();
printf("Reset\n");
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_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)
{
// Finish configuration
puts("");
m_system->GrabMouse();
return true;
}
}
}
// All inputs set, finish configuration
puts("");
m_system->GrabMouse();
return true;
}
bool CInputs::ConfigureInputs(const GameInfo *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::PrintInputs(const GameInfo *game)
{
// Print header
int gameFlags;
if (game != NULL)
{
PrintHeader("Input Assignments for %s", game->title);
gameFlags = game->inputFlags;
}
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 GameInfo *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
int gameFlags = (game != NULL ? game->inputFlags : 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 GameInfo *game)
{
// Print header
int gameFlags;
if (game != NULL)
{
PrintHeader("Input States for %s", game->title);
gameFlags = game->inputFlags;
}
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);
}
}