Supermodel/Src/Inputs/MultiInputSource.h
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

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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/>.
**/
/*
* MultiInputSource.h
*
* Header file for CMultiInputSource. Represents a collection of input sources
* mapped to the same input.
*/
#ifndef INCLUDED_MULTIINPUTSOURCE_H
#define INCLUDED_MULTIINPUTSOURCE_H
#include "InputSource.h"
#include <vector>
using namespace std;
/*
* Represents a collection of input sources and combines their values into a single value.
* When multiple mappings are assigned to an input, this is the input source that is created.
* Can represent either a combination of multiple assignments that all map to the same input, eg KEY_ALT,JOY1_BUTTON1 or to
* specify that controls must be combined together, eg KEY_ALT+KEY_P.
*/
class CMultiInputSource : public CInputSource
{
private:
// Controls how the inputs sources are combined
bool m_isOr;
// Number of input sources (if zero then represents an 'empty' source)
int m_numSrcs;
// Array of the input sources
CInputSource **m_srcArray;
public:
/*
* Returns the combined source type of the given vector of sources.
*/
static ESourceType GetCombinedType(vector<CInputSource*> &sources);
/*
* Constructs an 'empty' source (ie one which is always 'off').
*/
CMultiInputSource();
/*
* Constructs a multiple input source from the given vector of sources.
* If isOr is true, then the value of this input will always be the value of the first active input found. If false, then all
* switch inputs must be active for this input to have a value (which will be the value of the first non-switch input in the list,
* or the first switch input if there are none).
*/
CMultiInputSource(bool isOr, vector<CInputSource*> &sources);
~CMultiInputSource();
void Acquire();
void Release();
bool GetValueAsSwitch(bool &val);
bool GetValueAsAnalog(int &val, int minVal, int offVal, int maxVal);
bool SendForceFeedbackCmd(ForceFeedbackCmd ffCmd);
};
/*
* Represents a negation of an input source - ie is active when the given source is inactive and vice-versa.
* Can be used to specify that a particular input must not be active when used in multiple assignments, eg !KEY_ALT+KEY_P. This helps
* to get rid of collisions that might otherwise occur.
*/
class CNegInputSource : public CInputSource
{
private:
// Input source being negated
CInputSource *m_source;
public:
CNegInputSource(CInputSource *source);
void Acquire();
void Release();
bool GetValueAsSwitch(bool &val);
bool GetValueAsAnalog(int &val, int minVal, int offVal, int maxVal);
};
#endif // INCLUDED_MULTIINPUTSOURCE_H