mirror of
https://github.com/RetroDECK/Supermodel.git
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311 lines
9.2 KiB
C++
311 lines
9.2 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* Inputs.h
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*
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* Header file for CInputs, a class which manages all individual inputs.
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*/
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#ifndef INCLUDED_INPUTS_H
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#define INCLUDED_INPUTS_H
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#include "Types.h"
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#include "Util/NewConfig.h"
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#include <vector>
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class CInputSystem;
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class CInput;
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class CAnalogInput;
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class CAxisInput;
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class CSwitchInput;
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class CGearShift4Input;
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class CTriggerInput;
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struct Game;
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/*
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* Represents the collection of Model3 inputs.
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*/
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class CInputs
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{
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private:
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// Assigned input system
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CInputSystem *m_system;
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// Vector of all created inputs
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std::vector<CInput*> m_inputs;
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/*
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* Adds a switch input (eg button) to this collection.
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*/
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CSwitchInput *AddSwitchInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
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UINT16 offVal = 0x00, UINT16 onVal = 0x01);
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/*
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* Adds an analog input (eg pedal) to this collection.
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*/
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CAnalogInput *AddAnalogInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
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UINT16 minVal = 0x00, UINT16 maxVal = 0xFF);
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/*
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* Adds an axis input (eg jostick axis, light gun axis or steering wheel) to this collection.
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*/
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CAxisInput *AddAxisInput(const char *id, const char *label, unsigned gameFlags, const char *defaultMapping,
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CAnalogInput *axisNeg, CAnalogInput *axisPos, UINT16 minVal = 0x00, UINT16 offVal = 0x80, UINT16 maxVal = 0xFF);
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/*
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* Adds a 4-gear shifter input to this collection.
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*/
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CGearShift4Input *AddGearShift4Input(const char *id, const char *label, unsigned gameFlags,
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CSwitchInput *shift1, CSwitchInput *shift2, CSwitchInput *shift3, CSwitchInput *shift4, CSwitchInput *shiftN, CSwitchInput *shiftUp, CSwitchInput *shiftDown);
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/*
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* Adds a lightgun trigger input to this collection.
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*/
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CTriggerInput *AddTriggerInput(const char *id, const char *label, unsigned gameFlags,
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CSwitchInput *trigger, CSwitchInput *offscreen, UINT16 offVal = 0x00, UINT16 onVal = 0x01);
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void PrintHeader(const char *fmt, ...);
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void PrintConfigureInputsHelp();
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public:
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// UI controls
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CSwitchInput *uiExit;
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CSwitchInput *uiReset;
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CSwitchInput *uiPause;
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CSwitchInput *uiFullScreen;
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CSwitchInput *uiSaveState;
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CSwitchInput *uiChangeSlot;
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CSwitchInput *uiLoadState;
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CSwitchInput *uiMusicVolUp;
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CSwitchInput *uiMusicVolDown;
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CSwitchInput *uiSoundVolUp;
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CSwitchInput *uiSoundVolDown;
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CSwitchInput *uiClearNVRAM;
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CSwitchInput *uiSelectCrosshairs;
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CSwitchInput *uiToggleFrLimit;
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CSwitchInput *uiDumpInpState;
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CSwitchInput *uiDumpTimings;
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#ifdef SUPERMODEL_DEBUGGER
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CSwitchInput *uiEnterDebugger;
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#endif
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// Common controls between all games
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CSwitchInput *coin[2];
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CSwitchInput *start[2];
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CSwitchInput *test[2];
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CSwitchInput *service[2];
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// Joysticks (players 1 and 2)
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CSwitchInput *up[2];
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CSwitchInput *down[2];
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CSwitchInput *left[2];
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CSwitchInput *right[2];
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// Fighting game controls (players 1 and 2)
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CSwitchInput *punch[2];
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CSwitchInput *kick[2];
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CSwitchInput *guard[2];
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CSwitchInput *escape[2];
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// Spikeout controls
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CSwitchInput *shift;
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CSwitchInput *beat;
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CSwitchInput *charge;
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CSwitchInput *jump;
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// Soccer game controls (players 1 and 2)
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CSwitchInput *shortPass[2];
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CSwitchInput *longPass[2];
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CSwitchInput *shoot[2];
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// Vehicle controls
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CAxisInput *steering;
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CAnalogInput *accelerator;
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CAnalogInput *brake;
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// VR view buttons: VR1 Red, VR2 Blue, VR3 Yellow, VR4 Green
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CSwitchInput *vr[4];
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// Up/down gear shift
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CSwitchInput *gearShiftUp;
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CSwitchInput *gearShiftDown;
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// 4-speed gear shift
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CGearShift4Input *gearShift4;
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// Rally controls
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CSwitchInput *viewChange;
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CSwitchInput *handBrake;
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// Harley Davidson controls
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CAnalogInput *rearBrake;
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CSwitchInput *musicSelect;
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// Twin joysticks (individually mapped version; 1 = left stick, 2 = right stick)
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CSwitchInput *twinJoyLeft1;
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CSwitchInput *twinJoyLeft2;
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CSwitchInput *twinJoyRight1;
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CSwitchInput *twinJoyRight2;
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CSwitchInput *twinJoyUp1;
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CSwitchInput *twinJoyUp2;
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CSwitchInput *twinJoyDown1;
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CSwitchInput *twinJoyDown2;
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CSwitchInput *twinJoyShot1;
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CSwitchInput *twinJoyShot2;
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CSwitchInput *twinJoyTurbo1;
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CSwitchInput *twinJoyTurbo2;
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// Twin joysticks (macro mapping, for users w/out dual joysticks)
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CSwitchInput *twinJoyTurnLeft;
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CSwitchInput *twinJoyTurnRight;
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CSwitchInput *twinJoyStrafeLeft;
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CSwitchInput *twinJoyStrafeRight;
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CSwitchInput *twinJoyForward;
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CSwitchInput *twinJoyReverse;
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CSwitchInput *twinJoyJump;
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CSwitchInput *twinJoyCrouch;
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// Analog joystick
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CAxisInput *analogJoyX;
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CAxisInput *analogJoyY;
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CSwitchInput *analogJoyTrigger1;
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CSwitchInput *analogJoyTrigger2;
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CSwitchInput *analogJoyEvent1;
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CSwitchInput *analogJoyEvent2;
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// Light gun controls (players 1 and 2)
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CAxisInput *gunX[2];
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CAxisInput *gunY[2];
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CTriggerInput *trigger[2];
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// Analog gun controls (players 1 and 2)
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CAxisInput *analogGunX[2];
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CAxisInput *analogGunY[2];
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CSwitchInput *analogTriggerLeft[2];
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CSwitchInput *analogTriggerRight[2];
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// Ski Champ controls
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CAxisInput *skiX;
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CAxisInput *skiY;
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CSwitchInput *skiPollLeft;
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CSwitchInput *skiPollRight;
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CSwitchInput *skiSelect1;
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CSwitchInput *skiSelect2;
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CSwitchInput *skiSelect3;
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// Magical Truck Adventure controls
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CAxisInput *magicalLever1;
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CAxisInput *magicalLever2;
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CSwitchInput *magicalPedal1;
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CSwitchInput *magicalPedal2;
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// Sega Bass Fishing controls
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CAxisInput *fishingRodX;
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CAxisInput *fishingRodY;
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CAnalogInput *fishingReel;
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CAxisInput *fishingStickX;
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CAxisInput *fishingStickY;
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CSwitchInput *fishingCast;
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CSwitchInput *fishingSelect;
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/*
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* Creates a set of inputs with the given input system.
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*/
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CInputs(CInputSystem *system);
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/*
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* CInputs destructor.
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*/
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~CInputs();
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/*
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* Returns the number of available inputs.
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*/
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unsigned Count();
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/*
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* Returns the input with the given index.
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*/
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CInput *operator[](const unsigned index);
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/*
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* Returns the input with the given id or label.
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*/
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CInput *operator[](const char *idOrLabel);
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/*
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* Returns the assigned input system.
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*/
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CInputSystem *GetInputSystem();
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/*
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* Initializes the inputs. Must be called before any other methods are used.
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*/
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bool Initialize();
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/*
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* Loads the input mapping assignments from the given config object.
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*/
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void LoadFromConfig(const Util::Config::Node &config);
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/*
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* Stores the current input mapping assignments to the given config object.
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*/
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void StoreToConfig(Util::Config::Node *config);
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/*
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* Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input.
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* Returns true if the inputs were configured okay or false if the user exited without requesting to save changes.
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*/
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bool ConfigureInputs(const Game &game);
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/*
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* Configures the current input mapping assignments for the given game, or all inputs if game is NULL, by asking the user for input.
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* Takes display geometry if this has not been set previously by a call to Poll().
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* Returns true if the inputs were configured okay or false if the user exited without requesting to save changes.
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*/
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bool ConfigureInputs(const Game &game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
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void CalibrateJoysticks();
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void CalibrateJoystick(int joyNum);
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/*
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* Prints to stdout the current input mapping assignments for the given game, or all inputs if game is NULL.
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*/
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void PrintInputs(const Game *game);
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/*
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* Polls (updates) the inputs for the given game, or all inputs if game is NULL, updating their values from their respective input sources.
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* First the input system is polled (CInputSystem.Poll()) and then each input is polled (CInput.Poll()).
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*/
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bool Poll(const Game *game, unsigned dispX, unsigned dispY, unsigned dispW, unsigned dispH);
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/*
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* Prints the current values of the inputs for the given game, or all inputs if game is NULL, to stdout for debugging purposes.
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*/
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void DumpState(const Game *game);
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};
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#endif // INCLUDED_INPUTS_H
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