mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-25 15:15:40 +00:00
d200dff89e
- 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.
110 lines
3.4 KiB
C++
110 lines
3.4 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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* MultiInputSource.h
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*
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* Header file for CMultiInputSource. Represents a collection of input sources
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* mapped to the same input.
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*/
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#ifndef INCLUDED_MULTIINPUTSOURCE_H
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#define INCLUDED_MULTIINPUTSOURCE_H
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#include "InputSource.h"
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#include <vector>
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using namespace std;
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/*
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* Represents a collection of input sources and combines their values into a single value.
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* When multiple mappings are assigned to an input, this is the input source that is created.
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* Can represent either a combination of multiple assignments that all map to the same input, eg KEY_ALT,JOY1_BUTTON1 or to
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* specify that controls must be combined together, eg KEY_ALT+KEY_P.
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*/
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class CMultiInputSource : public CInputSource
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{
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private:
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// Controls how the inputs sources are combined
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bool m_isOr;
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// Number of input sources (if zero then represents an 'empty' source)
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int m_numSrcs;
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// Array of the input sources
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CInputSource **m_srcArray;
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public:
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/*
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* Returns the combined source type of the given vector of sources.
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*/
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static ESourceType GetCombinedType(vector<CInputSource*> &sources);
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/*
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* Constructs an 'empty' source (ie one which is always 'off').
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*/
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CMultiInputSource();
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/*
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* Constructs a multiple input source from the given vector of sources.
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* 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
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* 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,
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* or the first switch input if there are none).
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*/
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CMultiInputSource(bool isOr, vector<CInputSource*> &sources);
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~CMultiInputSource();
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void Acquire();
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void Release();
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bool GetValueAsSwitch(bool &val);
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bool GetValueAsAnalog(int &val, int minVal, int offVal, int maxVal);
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bool SendForceFeedbackCmd(ForceFeedbackCmd ffCmd);
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};
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/*
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* Represents a negation of an input source - ie is active when the given source is inactive and vice-versa.
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* 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
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* to get rid of collisions that might otherwise occur.
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*/
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class CNegInputSource : public CInputSource
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{
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private:
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// Input source being negated
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CInputSource *m_source;
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public:
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CNegInputSource(CInputSource *source);
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void Acquire();
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void Release();
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bool GetValueAsSwitch(bool &val);
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bool GetValueAsAnalog(int &val, int minVal, int offVal, int maxVal);
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};
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#endif // INCLUDED_MULTIINPUTSOURCE_H
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