Exemple #1
0
void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
{
	// Clear default mappings.  Default mappings are in the third slot.
	FOREACH_ENUM( GameController,  i )
		FOREACH_ENUM( GameButton, j)
			ClearFromInputMap( GameInput(i, j), 2 );

	vector<AutoMappingEntry> aMaps;
	aMaps.reserve( 32 );

	FOREACH_CONST( AutoMappingEntry, g_DefaultKeyMappings.m_vMaps, iter )
		aMaps.push_back( *iter );
	FOREACH_CONST( AutoMappingEntry, m_pInputScheme->m_pAutoMappings->m_vMaps, iter )
		aMaps.push_back( *iter );

	/* There may be duplicate GAME_BUTTON maps.  Process the list backwards,
	 * so game-specific mappings override g_DefaultKeyMappings. */
	std::reverse( aMaps.begin(), aMaps.end() );

	FOREACH( AutoMappingEntry, aMaps, m )
	{
		DeviceButton key = m->m_deviceButton;
		DeviceInput DeviceI( DEVICE_KEYBOARD, key );
		GameInput GameI( m->m_bSecondController ? GameController_2 : GameController_1, m->m_gb );
		if( !IsMapped(DeviceI) )	// if this key isn't already being used by another user-made mapping
		{
			if( !GameI.IsValid() )
				ClearFromInputMap( DeviceI );
			else
				SetInputMap( DeviceI, GameI, 2 );
		}
	}
Exemple #2
0
GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
{
	ASSERT_M( pn < NUM_PLAYERS  &&  iCol < MAX_COLS_PER_PLAYER,
		ssprintf("P%i C%i", pn, iCol) );
	bool bUsingOneSide = m_StyleType != StyleType_OnePlayerTwoSides && m_StyleType != StyleType_TwoPlayersSharedSides;

	FOREACH_ENUM( GameController, gc)
	{
		if( bUsingOneSide && gc != (int) pn )
			continue;

		int iButtonsPerController = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
		for( GameButton gb=GAME_BUTTON_NEXT; gb < iButtonsPerController; gb=(GameButton)(gb+1) )
		{
			int iThisInputCol = m_iInputColumn[gc][gb-GAME_BUTTON_NEXT];
			if( iThisInputCol == END_MAPPING )
				break;

			if( iThisInputCol == iCol )
				return GameInput( gc, gb );
		}
	}

	FAIL_M( ssprintf("Invalid column number %i for player %i in the style %s", iCol, pn, GAMESTATE->GetCurrentStyle()->m_szName) );
};
Exemple #3
0
GameInput Style::StyleInputToGameInput( const StyleInput& StyleI ) const
{
	ASSERT_M( StyleI.player < NUM_PLAYERS, ssprintf("P%i", StyleI.player) );
	ASSERT_M( StyleI.col < MAX_COLS_PER_PLAYER, ssprintf("C%i", StyleI.col) );

	bool bUsingOneSide = this->m_StyleType != ONE_PLAYER_TWO_SIDES;

	FOREACH_GameController(gc)
	{
		if( bUsingOneSide && gc != (int) StyleI.player )
			continue;

		for( GameButton gb = GAME_BUTTON_NEXT; gb < m_pGame->m_iButtonsPerController && m_iInputColumn[gc][gb-GAME_BUTTON_NEXT] != END_MAPPING; gb=(GameButton)(gb+1) )
			if( m_iInputColumn[gc][gb-GAME_BUTTON_NEXT] == StyleI.col )
				return GameInput( gc, gb );
	}

	FAIL_M( ssprintf("Unknown StyleInput %i,%i", StyleI.player, StyleI.col) );
};
Exemple #4
0
void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
{
	// Clear default mappings.  Default mappings are in the third slot.
	for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
		for( int j=0; j<MAX_GAME_BUTTONS; j++ )
			ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );

	const Game* pGame = GAMESTATE->GetCurrentGame();
	for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
	{
		for( int b=0; b<pGame->m_iButtonsPerController; b++ )
		{
			int key = pGame->m_iDefaultKeyboardKey[c][b];
			if( key == NO_DEFAULT_KEY )
				continue;
			DeviceInput DeviceI( DEVICE_KEYBOARD, key );
			GameInput GameI( (GameController)c, (GameButton)b );
			if( !IsMapped(DeviceI) )	// if this key isn't already being used by another user-made mapping
				SetInputMap( DeviceI, GameI, 2 );   
		}
	}
}