Supermodel/Src/OSD/SDL/SDLInputSystem.h
Nik Henson 8835d6fe36 Some updates to Supermodel made at beginning of the year but only now got around to checking in (better late than never...):
- hooked up the remaining controls in Supermodel (except for Magical Truck Adventure which does not work at all yet).  The new controls are:
  * InputAnalogJoyTrigger2 and InputAnalogJoyEvent2 for the additional second trigger and event buttons that were missing from Star Wars Trilogy,
  * InputRearBrake and InputMusicSelect for the rear brake and music selection buttons that were missing from Harley Davidson,
  * InputAnalogGunXXX, InputAnalogTriggerXXX, InputAnalogGunXXX2 and InputAnalogTriggerXXX2 for the analogue guns of Ocean Hunter and LA Machineguns (NOTE: these controls must be calibrated in the games' service menus otherwise they will not work properly.  Also, the alignment of the gun cursor does not line up very well with the mouse position at the moment, but at least the games are a bit more playable now, although still with numerous graphical glitches...)
  * InputSkiXXX for the controls of Ski Champ, making the game playable now.
- hooked up existing InputViewChange control to Harley Davidson's view change button
- improved the handling of InputGearShiftUp/Down inputs so that they work better with the driving games.  With Dirt Devils, ECA, Harley and LeMans this means they map directly to the game's own shift up/down controls, while with the 4-speed games such as Daytona 2, Scud Racer and Sega Rally 2, they simulate the user shifting up and down through the gears
- added defaults for the new controls to Supermodel.ini
- other small code tweaks:
  * fix small bug with handling of pos/neg inputs mapping to a control with inverted range (0XFF to 0x00) - this was needed to get Ski Champ's X-axis to work properly
  * removed Wait method from InputSystem and added to CThread as CThread::Sleep instead
  * added FrameTimings struct to hold all frame timings in a single place
No networking code yet as just haven't had a chance to work on it since initial progress at the beginning of the year - am *hoping* might have some time to pick it up again over Christmas...
2013-11-30 19:39:59 +00:00

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/**
** 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/>.
**/
/*
* SDLInputSystem.h
*
* Header file for SDL input system.
*/
#ifndef INCLUDED_SDLINPUTSYSTEM_H
#define INCLUDED_SDLINPUTSYSTEM_H
#include "Types.h"
#include "Inputs/InputSource.h"
#include "Inputs/InputSystem.h"
#ifdef SUPERMODEL_OSX
#include <SDL/SDL.h>
#else
#include <SDL.h>
#endif
#include <vector>
using namespace std;
#define NUM_SDL_KEYS (sizeof(s_keyMap) / sizeof(SDLKeyMapStruct))
struct SDLKeyMapStruct
{
const char *keyName;
SDLKey sdlKey;
};
/*
* Input system that uses SDL.
*/
class CSDLInputSystem : public CInputSystem
{
private:
// Lookup table to map key names to SDLKeys
static SDLKeyMapStruct s_keyMap[];
// Vector to keep track of attached joysticks
vector<SDL_Joystick*> m_joysticks;
// Vector of joystick details
vector<JoyDetails> m_joyDetails;
// Current key state obtained from SDL
Uint8 *m_keyState;
// Current mouse state obtained from SDL
int m_mouseX;
int m_mouseY;
int m_mouseZ;
short m_mouseWheelDir;
Uint8 m_mouseButtons;
/*
* Opens all attached joysticks.
*/
void OpenJoysticks();
/*
* Closes all attached joysticks.
*/
void CloseJoysticks();
protected:
/*
* Initializes the SDL input system.
*/
bool InitializeSystem();
int GetKeyIndex(const char *keyName);
const char *GetKeyName(int keyIndex);
bool IsKeyPressed(int kbdNum, int keyIndex);
int GetMouseAxisValue(int mseNum, int axisNum);
int GetMouseWheelDir(int mseNum);
bool IsMouseButPressed(int mseNum, int butNum);
int GetJoyAxisValue(int joyNum, int axisNum);
bool IsJoyPOVInDir(int joyNum, int povNum, int povDir);
bool IsJoyButPressed(int joyNum, int butNum);
bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd);
public:
/*
* Constructs an SDL input system.
*/
CSDLInputSystem();
~CSDLInputSystem();
int GetNumKeyboards();
int GetNumMice();
int GetNumJoysticks();
const KeyDetails *GetKeyDetails(int kbdNum);
const MouseDetails *GetMouseDetails(int mseNum);
const JoyDetails *GetJoyDetails(int joyNum);
bool Poll();
void SetMouseVisibility(bool visible);
};
#endif // INCLUDED_SDLINPUTSYSTEM_H