Supermodel/Src/Inputs/Inputs.h
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

236 lines
6.8 KiB
C++

#ifndef INCLUDED_INPUTS_H
#define INCLUDED_INPUTS_H
#include "Types.h"
#include <vector>
using namespace std;
class CInputSystem;
class CInput;
class CAnalogInput;
class CAxisInput;
class CSwitchInput;
class CGearShift4Input;
class CTriggerInput;
class CINIFile;
struct GameInfo;
/*
* Represents the collection of Model3 inputs.
*/
class CInputs
{
private:
// Assigned input system
CInputSystem *m_system;
// Vector of all created inputs
vector<CInput*> m_inputs;
/*
* Adds a switch input (eg button) to this collection.
*/
CSwitchInput *AddSwitchInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 offVal = 0x00, UINT16 onVal = 0x01);
/*
* Adds an analog input (eg pedal) to this collection.
*/
CAnalogInput *AddAnalogInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
UINT16 minVal = 0x00, UINT16 maxVal = 0xFF);
/*
* Adds an axis input (eg jostick axis, light gun axis or steering wheel) to this collection.
*/
CAxisInput *AddAxisInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
CAnalogInput *axisNeg, CAnalogInput *axisPos, UINT16 minVal = 0x00, UINT16 offVal = 0x80, UINT16 maxVal = 0xFF);
/*
* Adds a 4-gear shifter input to this collection.
*/
CGearShift4Input *AddGearShift4Input(const char *id, const char *label, unsigned gameFlags,
CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftUp, CSwitchInput *shiftDown);
/*
* Adds a lightgun trigger input to this collection.
*/
CTriggerInput *AddTriggerInput(const char *id, const char *label, unsigned gameFlags,
CSwitchInput *trigger, CSwitchInput *offscreen, UINT16 offVal = 0x00, UINT16 onVal = 0x01);
void PrintHeader(const char *fmt, ...);
void PrintConfigureInputsHelp();
public:
// UI controls
CSwitchInput *uiExit;
CSwitchInput *uiReset;
CSwitchInput *uiPause;
CSwitchInput *uiSaveState;
CSwitchInput *uiChangeSlot;
CSwitchInput *uiLoadState;
CSwitchInput *uiDumpInpState;
CSwitchInput *uiClearNVRAM;
CSwitchInput *uiSelectCrosshairs;
CSwitchInput *uiToggleFrLimit;
#ifdef SUPERMODEL_DEBUGGER
CSwitchInput *uiEnterDebugger;
#endif
// Common controls between all games
CSwitchInput *coin[2];
CSwitchInput *start[2];
CSwitchInput *test[2];
CSwitchInput *service[2];
// Joysticks (players 1 and 2)
CSwitchInput *up[2];
CSwitchInput *down[2];
CSwitchInput *left[2];
CSwitchInput *right[2];
// Fighting game controls (players 1 and 2)
CSwitchInput *punch[2];
CSwitchInput *kick[2];
CSwitchInput *guard[2];
CSwitchInput *escape[2];
// Spikeout controls
CSwitchInput *shift;
CSwitchInput *beat;
CSwitchInput *charge;
CSwitchInput *jump;
// Soccer game controls (players 1 and 2)
CSwitchInput *shortPass[2];
CSwitchInput *longPass[2];
CSwitchInput *shoot[2];
// Vehicle controls
CAxisInput *steering;
CAnalogInput *accelerator;
CAnalogInput *brake;
// VR view buttons: VR1 Red, VR2 Blue, VR3 Yellow, VR4 Green
CSwitchInput *vr[4];
// 4-speed gear shift
CGearShift4Input *gearShift4;
// Rally controls
CSwitchInput *viewChange;
CSwitchInput *handBrake;
// Twin joysticks (individually mapped version; 1 = left stick, 2 = right stick)
CSwitchInput *twinJoyLeft1;
CSwitchInput *twinJoyLeft2;
CSwitchInput *twinJoyRight1;
CSwitchInput *twinJoyRight2;
CSwitchInput *twinJoyUp1;
CSwitchInput *twinJoyUp2;
CSwitchInput *twinJoyDown1;
CSwitchInput *twinJoyDown2;
CSwitchInput *twinJoyShot1;
CSwitchInput *twinJoyShot2;
CSwitchInput *twinJoyTurbo1;
CSwitchInput *twinJoyTurbo2;
// Twin joysticks (macro mapping, for users w/out dual joysticks)
CSwitchInput *twinJoyTurnLeft;
CSwitchInput *twinJoyTurnRight;
CSwitchInput *twinJoyStrafeLeft;
CSwitchInput *twinJoyStrafeRight;
CSwitchInput *twinJoyForward;
CSwitchInput *twinJoyReverse;
CSwitchInput *twinJoyJump;
CSwitchInput *twinJoyCrouch;
// Analog joystick
CAxisInput *analogJoyX;
CAxisInput *analogJoyY;
CSwitchInput *analogJoyTrigger;
CSwitchInput *analogJoyEvent;
// Gun controls (players 1 and 2)
CAxisInput *gunX[2];
CAxisInput *gunY[2];
CTriggerInput *trigger[2];
/*
* Creates a set of inputs with the given input system.
*/
CInputs(CInputSystem *system);
/*
* CInputs destructor.
*/
~CInputs();
/*
* Returns the number of available inputs.
*/
unsigned Count();
/*
* Returns the input with the given index.
*/
CInput *operator[](const unsigned index);
/*
* Returns the input with the given id or label.
*/
CInput *operator[](const char *idOrLabel);
/*
* Returns the assigned input system.
*/
CInputSystem *GetInputSystem();
/*
* Initializes the inputs. Must be called before any other methods are used.
*/
bool Initialize();
/*
* Reads the input mapping assignments from the given INI file.
*/
void ReadFromINIFile(CINIFile *ini, const char *section);
/*
* Writes the current input mapping assignments to the given INI file.
*/
void WriteToINIFile(CINIFile *ini, const char *section);
/*
* Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input.
* Returns true if the inputs were configured okay or false if the user exited without requesting to save changes.
*/
bool ConfigureInputs(const GameInfo *game);
/*
* Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input.
* Takes display geometry if this has not been set previously by a call to Poll().
* Returns true if the inputs were configured okay or false if the user exited without requesting to save changes.
*/
bool ConfigureInputs(const GameInfo *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
/*
* Prints to stdout the current input mapping assignments for the given game, or all inputs if game is NULL.
*/
void PrintInputs(const GameInfo *game);
/*
* Polls (updates) the inputs for the given game, or all inputs if game is NULL, updating their values from their respective input sources.
* First the input system is polled (CInputSystem.Poll()) and then each input is polled (CInput.Poll()).
*/
bool Poll(const GameInfo *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
/*
* Prints the current values of the inputs for the given game, or all inputs if game is NULL, to stdout for debugging purposes.
*/
void DumpState(const GameInfo *game);
};
#endif // INCLUDED_INPUTS_H