Supermodel/Src/Inputs/InputTypes.cpp
Matthew Daniels 9ffce8b92a Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs.
Making changes to a header file should no longer force the entire project to recompile.
2021-11-22 17:15:06 +00:00

236 lines
7.1 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/>.
**/
/*
* InputTypes.cpp
*
* The different input subclasses. They are grouped together here as they are
* all very simple classes.
*/
#include "InputTypes.h"
#include "Supermodel.h"
/*
* CSwitchInput
*/
CSwitchInput::CSwitchInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 offVal, UINT16 onVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_SWITCH, inputGameFlags, defaultMapping), m_offVal(offVal), m_onVal(onVal)
{
//
}
void CSwitchInput::Poll()
{
prevValue = value;
bool boolValue = !!value;
if (m_source != NULL && m_source->GetValueAsSwitch(boolValue))
value = (boolValue ? m_onVal : m_offVal);
else
value = m_offVal;
}
bool CSwitchInput::Pressed()
{
return prevValue == m_offVal && value == m_onVal;
}
bool CSwitchInput::Released()
{
return prevValue == m_onVal && value == m_offVal;
}
/*
* CAnalogInput
*/
CAnalogInput::CAnalogInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 minVal, UINT16 maxVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_ANALOG, inputGameFlags, defaultMapping, minVal), m_minVal(minVal), m_maxVal(maxVal)
{
//
}
void CAnalogInput::Poll()
{
prevValue = value;
if (m_source == NULL)
{
value = m_minVal;
return;
}
int intValue = value;
if (m_source->GetValueAsAnalog(intValue, m_minVal, m_minVal, m_maxVal))
value = intValue;
else
value = m_minVal;
}
bool CAnalogInput::HasValue()
{
return value > m_minVal;
}
double CAnalogInput::ValueAsFraction()
{
double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
return (frac >= 0.0 ? frac : -frac);
}
/*
* CAxisInput
*/
CAxisInput::CAxisInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping,
CAnalogInput *negInput, CAnalogInput *posInput, UINT16 minVal, UINT16 offVal, UINT16 maxVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_AXIS, inputGameFlags, defaultMapping, offVal), m_negInput(negInput), m_posInput(posInput),
m_minVal(minVal), m_offVal(offVal), m_maxVal(maxVal)
{
//
}
void CAxisInput::Poll()
{
prevValue = value;
// Try getting value from analog inputs that represent negative and positive range of the axis first and then try the default input source
int intValue = value;
if ((m_negInput != NULL && m_negInput->HasValue()) || (m_posInput != NULL && m_posInput->HasValue()))
{
if (m_maxVal > m_minVal)
{
value = m_offVal;
if (m_posInput != NULL) value += (int)(m_posInput->ValueAsFraction() * (double)(m_maxVal - m_offVal));
if (m_negInput != NULL) value -= (int)(m_negInput->ValueAsFraction() * (double)(m_offVal - m_minVal));
}
else
{
value = m_offVal;
if (m_posInput != NULL) value -= (int)(m_posInput->ValueAsFraction() * (double)(m_offVal - m_maxVal));
if (m_negInput != NULL) value += (int)(m_negInput->ValueAsFraction() * (double)(m_minVal - m_offVal));
}
}
else if (m_source != NULL && m_source->GetValueAsAnalog(intValue, m_minVal, m_offVal, m_maxVal))
value = intValue;
else
value = m_offVal;
}
bool CAxisInput::HasValue()
{
return value != m_offVal;
}
double CAxisInput::ValueAsFraction()
{
double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
return (frac >= 0.0 ? frac : -frac);
}
/*
* CGearShift4Input
*/
CGearShift4Input::CGearShift4Input(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input, CSwitchInput *shiftNInput,
CSwitchInput *shiftUpInput, CSwitchInput *shiftDownInput) :
CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
m_shift1Input(shift1Input), m_shift2Input(shift2Input), m_shift3Input(shift3Input), m_shift4Input(shift4Input), m_shiftNInput(shiftNInput),
m_shiftUpInput(shiftUpInput), m_shiftDownInput(shiftDownInput)
{
// Initialize to gear 1
prevValue = value = 1;
}
void CGearShift4Input::Poll()
{
prevValue = value;
// Gears (values 1-4) are set by pressing a button (lower gears have priority) and "stick" until a shift to another gear is made.
// Neutral is selected by pressing the neutral gear button. It means all gears are released (value 0).
if (m_shiftNInput->Pressed()) value = 0;
else if (m_shift1Input->Pressed()) value = 1;
else if (m_shift2Input->Pressed()) value = 2;
else if (m_shift3Input->Pressed()) value = 3;
else if (m_shift4Input->Pressed()) value = 4;
// Also the shift up/down controls can increase/decrease the gears too
if (m_shiftUpInput->Pressed()) value = CInputSource::Clamp(value + 1, 0, 4);
else if (m_shiftDownInput->Pressed()) value = CInputSource::Clamp(value - 1, 0, 4);
}
CTriggerInput::CTriggerInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
CSwitchInput *triggerInput, CSwitchInput *offscreenInput, UINT16 offVal, UINT16 onVal) :
CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
m_triggerInput(triggerInput), m_offscreenInput(offscreenInput), m_autoTrigger(false), m_offscreenCount(0), m_offVal(offVal), m_onVal(onVal)
{
//
}
void CTriggerInput::LoadFromConfig(const Util::Config::Node &config)
{
std::string key("Input");
key.append(id);
auto *node = config.TryGet(key);
if (node)
m_autoTrigger = !!node->ValueAs<unsigned>();
}
void CTriggerInput::StoreToConfig(Util::Config::Node *config)
{
std::string key("Input");
key.append(id);
config->Set(key, (unsigned) m_autoTrigger);
}
void CTriggerInput::Poll()
{
prevValue = value;
// See if auto-trigger on reload is enabled
if (m_autoTrigger)
{
// If so, when offscreen activated simulate triggered being pressed a short while afterwards
if (m_offscreenCount > 0)
{
value = m_offscreenCount < 5;
offscreenValue = m_onVal;
m_offscreenCount--;
}
else
{
value = m_triggerInput->value;
if (m_offscreenInput->Pressed())
{
offscreenValue = m_onVal;
m_offscreenCount = 10;
}
else
offscreenValue = m_offVal;
}
}
else
{
// Otherwise if disabled, just take raw values from inputs
value = m_triggerInput->value;
offscreenValue = m_offscreenInput->value;
}
}