mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 22:05:38 +00:00
e8782b98fa
- Added ability to configure axis min, centre and max values in INI file. This allows some types of steering wheel pedals that use an inverted value range to work properly with the emulator. - Modified CINIFile to read and write signed numbers (needed for above change). - Added check at configuration start for "bad" input sources such as axes that are wrongly calibrated or buttons that are always triggering a value. Otherwise they cause the configuration loop to wait indefinitely for the axis or button to be released. - Removed superfluous check for XInput devices when XInput is not enabled in CDirectInputSystem. - Improved force beedback code in CDirectInputSystem and also added the extra feedback effects needed so far for drive board emulation.
211 lines
6.3 KiB
C++
211 lines
6.3 KiB
C++
#include "Supermodel.h"
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// All the input subclasses have been grouped together here as they are very simple classes
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/*
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* CSwitchInput
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*/
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CSwitchInput::CSwitchInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 offVal, UINT16 onVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_SWITCH, inputGameFlags, defaultMapping), m_offVal(offVal), m_onVal(onVal)
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{
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//
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}
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void CSwitchInput::Poll()
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{
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prevValue = value;
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bool boolValue = !!value;
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if (m_source != NULL && m_source->GetValueAsSwitch(boolValue))
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value = (boolValue ? m_onVal : m_offVal);
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else
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value = m_offVal;
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}
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bool CSwitchInput::Pressed()
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{
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return prevValue == m_offVal && value == m_onVal;
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}
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bool CSwitchInput::Released()
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{
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return prevValue == m_onVal && value == m_offVal;
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}
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/*
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* CAnalogInput
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*/
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CAnalogInput::CAnalogInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 minVal, UINT16 maxVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_ANALOG, inputGameFlags, defaultMapping, minVal), m_minVal(minVal), m_maxVal(maxVal)
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{
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//
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}
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void CAnalogInput::Poll()
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{
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prevValue = value;
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if (m_source == NULL)
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{
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value = m_minVal;
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return;
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}
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int intValue = value;
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if (m_source->GetValueAsAnalog(intValue, m_minVal, m_minVal, m_maxVal))
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value = intValue;
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else
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value = m_minVal;
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}
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bool CAnalogInput::HasValue()
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{
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return value > m_minVal;
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}
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double CAnalogInput::ValueAsFraction()
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{
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double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
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return (frac >= 0.0 ? frac : -frac);
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}
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/*
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* CAxisInput
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*/
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CAxisInput::CAxisInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping,
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CAnalogInput *negInput, CAnalogInput *posInput, UINT16 minVal, UINT16 offVal, UINT16 maxVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_AXIS, inputGameFlags, defaultMapping, offVal), m_negInput(negInput), m_posInput(posInput),
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m_minVal(minVal), m_offVal(offVal), m_maxVal(maxVal)
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{
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//
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}
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void CAxisInput::Poll()
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{
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prevValue = value;
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// Try getting value from analog inputs that represent negative and positive range of the axis first and then try the default input source
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int intValue = value;
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if ((m_negInput != NULL && m_negInput->HasValue()) || (m_posInput != NULL && m_posInput->HasValue()))
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{
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if (m_maxVal > m_minVal)
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{
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value = m_offVal;
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if (m_posInput != NULL) value += (int)(m_posInput->ValueAsFraction() * (double)(m_maxVal - m_offVal));
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if (m_negInput != NULL) value -= (int)(m_negInput->ValueAsFraction() * (double)(m_offVal - m_minVal));
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}
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else
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{
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value = m_offVal;
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if (m_posInput != NULL) value += (int)(m_posInput->ValueAsFraction() * (double)(m_offVal - m_maxVal));
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if (m_negInput != NULL) value -= (int)(m_negInput->ValueAsFraction() * (double)(m_minVal - m_offVal));
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}
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}
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else if (m_source != NULL && m_source->GetValueAsAnalog(intValue, m_minVal, m_offVal, m_maxVal))
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value = intValue;
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else
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value = m_offVal;
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}
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bool CAxisInput::HasValue()
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{
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return value != m_offVal;
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}
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double CAxisInput::ValueAsFraction()
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{
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double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
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return (frac >= 0.0 ? frac : -frac);
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}
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/*
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* CGearShift4Input
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*/
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CGearShift4Input::CGearShift4Input(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
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CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input,
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CSwitchInput *shiftUpInput, CSwitchInput *shiftDownInput) :
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CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
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m_shift1Input(shift1Input), m_shift2Input(shift2Input), m_shift3Input(shift3Input), m_shift4Input(shift4Input),
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m_shiftUpInput(shiftUpInput), m_shiftDownInput(shiftDownInput)
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{
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//
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}
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void CGearShift4Input::Poll()
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{
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prevValue = value;
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// Neutral is when all gear buttons are released so shifting here is implemented as follows:
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// Gears (values 1-4) are set by pressing a button (lower gears have priority) and "stick" until a shift to another gear or until the
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// button is pressed again, at which point neutral (value 0) is assumed.
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if (m_shift1Input->Pressed()) value = (value == 1 ? 0 : 1);
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else if (m_shift2Input->Pressed()) value = (value == 2 ? 0 : 2);
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else if (m_shift3Input->Pressed()) value = (value == 3 ? 0 : 3);
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else if (m_shift4Input->Pressed()) value = (value == 4 ? 0 : 4);
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// Also the shift up/down controls can increase/decrease the gears too
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if (m_shiftUpInput->Pressed()) value = CInputSource::Clamp(value + 1, 0, 4);
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else if (m_shiftDownInput->Pressed()) value = CInputSource::Clamp(value - 1, 0, 4);
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}
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CTriggerInput::CTriggerInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
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CSwitchInput *triggerInput, CSwitchInput *offscreenInput, UINT16 offVal, UINT16 onVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
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m_triggerInput(triggerInput), m_offscreenInput(offscreenInput), m_autoTrigger(false), m_offscreenCount(0), m_offVal(offVal), m_onVal(onVal)
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{
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//
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}
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void CTriggerInput::ReadFromINIFile(CINIFile *ini, const char *section)
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{
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CInput::ReadFromINIFile(ini, section);
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string key("Input");
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key.append(id);
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unsigned autoTrigger;
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if (ini->Get(section, key, autoTrigger) == OKAY)
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m_autoTrigger = !!autoTrigger;
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}
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void CTriggerInput::WriteToINIFile(CINIFile *ini, const char *section)
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{
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CInput::WriteToINIFile(ini, section);
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string key("Input");
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key.append(id);
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ini->Set(section, key, (unsigned)m_autoTrigger);
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}
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void CTriggerInput::Poll()
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{
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prevValue = value;
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// See if auto-trigger on reload is enabled
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if (m_autoTrigger)
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{
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// If so, when offscreen activated simulate triggered being pressed a short while afterwards
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if (m_offscreenCount > 0)
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{
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value = m_offscreenCount < 5;
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offscreenValue = m_onVal;
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m_offscreenCount--;
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}
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else
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{
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value = m_triggerInput->value;
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if (m_offscreenInput->Pressed())
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{
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offscreenValue = m_onVal;
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m_offscreenCount = 10;
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}
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else
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offscreenValue = m_offVal;
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}
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}
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else
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{
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// Otherwise if disabled, just take raw values from inputs
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value = m_triggerInput->value;
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offscreenValue = m_offscreenInput->value;
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}
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}
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