Supermodel/Src/Inputs/InputTypes.cpp
Bart Trzynadlowski d200dff89e - Changed EmulateSCSP -> EmulateSound and -no-scsp -> -no-sound.
- Changed gear shifting behavior: neutral gear has its own button now.
- Removed SUPERMODEL_SOUND.
- DirectInput is the default input system for Windows now.
- Multi-threading is on by default, replaced -multi-threaded w/ -no-threads.
- Made crosshairs larger and more visible.
- Added Nik to co-author list and began updating file copyright notices.
- Fixed Virtua Striker 2 input names (player 2 inputs end with the number 2 instead of 1).
- Added documentation to a Docs/ subdirectory.
- Exported all default input configurations to Supermodel.ini and added that to the repository. Internally, Supermodel initializes all controls to "NONE" now.
2011-09-14 06:16:22 +00:00

212 lines
6.3 KiB
C++

#include "Supermodel.h"
// All the input subclasses have been grouped together here as they are very simple classes
/*
* 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::ReadFromINIFile(CINIFile *ini, const char *section)
{
CInput::ReadFromINIFile(ini, section);
string key("Input");
key.append(id);
unsigned autoTrigger;
if (ini->Get(section, key, autoTrigger) == OKAY)
m_autoTrigger = !!autoTrigger;
}
void CTriggerInput::WriteToINIFile(CINIFile *ini, const char *section)
{
CInput::WriteToINIFile(ini, section);
string key("Input");
key.append(id);
ini->Set(section, 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;
}
}