more input code clean-up
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3823 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -30,7 +30,6 @@ std::string DeviceConfig::toString ()
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m_bindings[n].dir));
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returnString = returnString.append("\n");
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}
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returnString = returnString.append("\n");
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return returnString;
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}
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@ -13,20 +13,38 @@
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DeviceManager::DeviceManager()
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{
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m_latest_used_device = NULL;
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m_keyboard = NULL;
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m_assign_mode = NO_ASSIGN;
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}
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// -----------------------------------------------------------------------------
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bool DeviceManager::initGamePadSupport()
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bool DeviceManager::initialize()
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{
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GamepadConfig *gamepadConfig = NULL;
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GamePadDevice *gamepadDevice = NULL;
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bool created = false;
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int numGamepads;
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printf("================================================================================\n");
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printf("Initializing Gamepad Support\n");
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printf("================================================================================\n\n");
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// Shutdown in case the device manager is being re-initialized
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shutdown();
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printf("Initializing Device Manager\n");
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printf("---------------------------\n");
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deserialize();
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// Assign a configuration to the keyboard, or create one if we haven't yet
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printf("Initializing keyboard support.\n");
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if (m_keyboard_configs.size() == 0)
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{
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printf("No keyboard configuration exists, creating one.\n");
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m_keyboard_configs.push_back(new KeyboardConfig());
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created = true;
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}
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m_keyboard = new KeyboardDevice(m_keyboard_configs.get(0));
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printf("Initializing gamepad support.\n");
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irr_driver->getDevice()->activateJoysticks(m_irrlicht_gamepads);
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numGamepads = m_irrlicht_gamepads.size();
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@ -36,7 +54,7 @@ bool DeviceManager::initGamePadSupport()
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{
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printf("#%d: %s detected...", id, m_irrlicht_gamepads[id].Name.c_str());
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// Returns true if new configuration was created
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if (getGamepadConfig(id, &gamepadConfig) == true)
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if (getConfigForGamepad(id, &gamepadConfig) == true)
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{
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printf("creating new configuration.\n");
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created = true;
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@ -51,12 +69,10 @@ bool DeviceManager::initGamePadSupport()
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m_irrlicht_gamepads[id].Axes,
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m_irrlicht_gamepads[id].Buttons,
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gamepadConfig );
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addGamepad(gamepadDevice);
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} // end for
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printf("Gamepad support initialization complete.\n\n");
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if (created) serialize();
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return created;
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}
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// -----------------------------------------------------------------------------
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@ -95,7 +111,7 @@ GamePadDevice* DeviceManager::getGamePadFromIrrID(const int id)
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* Check if we already have a config object for gamepad 'irr_id' as reported by irrLicht
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* If no, create one. Returns true if new configuration was created, otherwise false.
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*/
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bool DeviceManager::getGamepadConfig(const int irr_id, GamepadConfig **config)
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bool DeviceManager::getConfigForGamepad(const int irr_id, GamepadConfig **config)
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{
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bool found = false;
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bool configCreated = false;
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@ -136,6 +152,7 @@ void DeviceManager::addGamepad(GamePadDevice* d)
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m_gamepads.push_back(d);
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}
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// -----------------------------------------------------------------------------
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InputDevice *DeviceManager::mapKeyboardInput( int deviceID,
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int btnID,
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const bool progGen,
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@ -158,6 +175,7 @@ InputDevice *DeviceManager::mapKeyboardInput( int deviceID,
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return device;
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}
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//-----------------------------------------------------------------------------
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InputDevice *DeviceManager::mapGamepadInput( Input::InputType type,
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int deviceID,
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int btnID,
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@ -169,6 +187,8 @@ InputDevice *DeviceManager::mapGamepadInput( Input::InputType type,
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{
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GamePadDevice *gPad = getGamePadFromIrrID(deviceID);
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if (gPad != NULL)
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{
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if (gPad->hasBinding(type, btnID, value, NULL, action))
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{
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if (m_assign_mode == NO_ASSIGN) // Don't set the player in NO_ASSIGN mode
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@ -177,9 +197,13 @@ InputDevice *DeviceManager::mapGamepadInput( Input::InputType type,
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// IT_STICKMOTION happens all the time, don't consider it discrete input
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if ((!progGen) && (type == Input::IT_STICKBUTTON)) m_latest_used_device = gPad;
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}
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else *player = gPad->m_player;
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else
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{
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*player = gPad->m_player;
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}
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}
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else gPad = NULL; // If no bind was found, return NULL
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}
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return gPad;
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}
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@ -218,11 +242,15 @@ bool DeviceManager::translateInput( Input::InputType type,
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if (device != NULL)
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{
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// Handle internal events
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/* FIXME: only call when in kart selection screen
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if ((*player != NULL) && (*action == PA_RESCUE))
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{
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KartSelectionScreen::playerPressedRescue( *player );
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*action = PA_FIRST; // FIXME: action set to PA_FIRST if handled internally (too hackish)
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}
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*/
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if ((*player == NULL) && (*action == PA_FIRE) && (m_assign_mode == DETECT_NEW))
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{
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@ -231,7 +259,7 @@ bool DeviceManager::translateInput( Input::InputType type,
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}
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}
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// Return true if a matching device was found
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// Return true if input was successfully translated to an action and player
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return (device != NULL);
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}
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//-----------------------------------------------------------------------------
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@ -251,8 +279,14 @@ bool DeviceManager::deserialize()
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{
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static std::string filepath = file_manager->getHomeDir() + "/input.config";
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if(!file_manager->fileExists(filepath)) return false;
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printf("Deserializing input.config...\n");
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if(!file_manager->fileExists(filepath))
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{
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printf("Warning: no configuration file exists.\n");
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}
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else
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{
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irr::io::IrrXMLReader* xml = irr::io::createIrrXMLReader( filepath.c_str() );
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const int GAMEPAD = 1;
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@ -264,9 +298,6 @@ bool DeviceManager::deserialize()
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KeyboardConfig* keyboard_config = NULL;
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GamepadConfig* gamepad_config = NULL;
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printf("================================================================================\n");
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printf("Deserializing input.config\n");
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printf("================================================================================\n\n");
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// parse XML file
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while(xml && xml->read())
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@ -327,23 +358,17 @@ bool DeviceManager::deserialize()
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} // end switch
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} // end while
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printf("Found %d keyboard and %d gamepad configurations.\n", m_keyboard_configs.size(), m_gamepad_configs.size());
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// For Debugging....
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printf("Keyboard Configs:\n");
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/*
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for (int n = 0; n < m_keyboard_configs.size(); n++)
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printf("%s\n", m_keyboard_configs[n].toString().c_str());
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printf("Gamepad Configs:\n");
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printf("Config #%d\n%s", n + 1, m_keyboard_configs[n].toString().c_str());
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for (int n = 0; n < m_gamepad_configs.size(); n++)
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printf("%s\n", m_gamepad_configs[n].toString().c_str());
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if (m_keyboard_configs.size() == 0)
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{
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printf("No keyboard configuration exists, creating one.\n");
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m_keyboard_configs.push_back(new KeyboardConfig());
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printf("%s", m_gamepad_configs[n].toString().c_str());
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*/
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}
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m_keyboard = new KeyboardDevice(m_keyboard_configs.get(0));
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printf("Deserialization completed.\n\n");
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return true;
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}
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// -----------------------------------------------------------------------------
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@ -351,7 +376,7 @@ void DeviceManager::serialize()
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{
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static std::string filepath = file_manager->getHomeDir() + "/input.config";
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user_config->CheckAndCreateDir();
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printf("Saving Gamepad & Keyboard Configuration\n");
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printf("Serializing input.config...\n");
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std::ofstream configfile;
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@ -376,6 +401,23 @@ void DeviceManager::serialize()
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}
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configfile << "</input>\n";
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configfile.close();
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printf("Serialization complete.\n\n");
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}
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// -----------------------------------------------------------------------------
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void DeviceManager::shutdown()
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{
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m_gamepads.clearAndDeleteAll();
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m_gamepad_configs.clearAndDeleteAll();
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m_keyboard_configs.clearAndDeleteAll();
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m_latest_used_device = NULL;
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if (m_keyboard != NULL)
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{
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delete m_keyboard;
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m_keyboard = NULL;
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}
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}
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@ -15,6 +15,7 @@ enum PlayerAssignMode
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class DeviceManager
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{
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private:
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KeyboardDevice *m_keyboard;
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ptr_vector<GamePadDevice, HOLD> m_gamepads;
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ptr_vector<KeyboardConfig, HOLD> m_keyboard_configs;
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@ -39,8 +40,19 @@ private:
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ActivePlayer **player,
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PlayerAction *action );
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bool deserialize();
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void shutdown();
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public:
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/**
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* The device manager starts in "no-assign" mode, which means no input configuration is associated
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* to any player. So all devices will react. This is used in menus before player set-up is done.
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* Switching back to no-assign mode will also clear anything in devices that was associated with
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* players in assign mode.
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*/
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DeviceManager();
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void clearGamepads() { m_gamepads.clearAndDeleteAll(); }
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@ -50,19 +62,12 @@ public:
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int getGamePadAmount() const { return m_gamepads.size(); }
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GamePadDevice* getGamePad(const int i) { return m_gamepads.get(i); }
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PlayerAssignMode playerAssignMode() const { return m_assign_mode; }
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KeyboardDevice* getKeyboard(const int i) { return m_keyboard; }
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GamePadDevice* getGamePadFromIrrID(const int i);
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InputDevice* getLatestUsedDevice();
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/**
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* The device manager starts in "no-assign" mode, which means no input configuration is associated
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* to any player. So all devices will react. This is used in menus before player set-up is done.
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* Switching back to no-assign mode will also clear anything in devices that was associated with
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* players in assign mode.
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*/
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PlayerAssignMode playerAssignMode() const { return m_assign_mode; }
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void setAssignMode(const PlayerAssignMode assignMode);
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KeyboardDevice* getKeyboard(const int i) { return m_keyboard; }
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bool getConfigForGamepad(const int sdl_id, GamepadConfig **config);
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/** Given some input, finds to which device it belongs and, using the corresponding device object,
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* maps this input to the corresponding player and game action. returns false if player/action could not be set.
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@ -79,13 +84,9 @@ public:
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ActivePlayer** player /* out */,
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PlayerAction* action /* out */ );
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void serialize();
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bool deserialize();
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/* returns whether a new gamepad was detected */
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bool initGamePadSupport();
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bool getGamepadConfig(const int sdl_id, GamepadConfig **config);
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bool initialize();
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void serialize();
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};
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{
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m_configuration = configuration;
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m_type = DT_KEYBOARD;
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m_player = NULL;
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}
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// -----------------------------------------------------------------------------
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KeyboardDevice::KeyboardDevice()
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{
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m_configuration = new KeyboardConfig();
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m_type = DT_KEYBOARD;
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m_player = NULL;
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}
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// -----------------------------------------------------------------------------
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m_mouse_val_x(0), m_mouse_val_y(0)
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{
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m_device_manager = new DeviceManager();
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m_device_manager->deserialize();
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m_device_manager->initialize();
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m_timer_in_use = false;
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m_timer = 0;
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bool something_new_to_write = false;
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/*
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if(!m_device_manager->deserialize())
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{
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std::cerr << "Failed to read input config file, using defaults\n";
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// could not read config file so use defaults
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KeyboardDevice* default_device = new KeyboardDevice();
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something_new_to_write = true;
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}
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*/
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if(m_device_manager->initGamePadSupport() /* returns whether a new gamepad was detected */)
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{
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something_new_to_write = true;
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}
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// write config file if necessary
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if(something_new_to_write) m_device_manager->serialize();
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}
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// -----------------------------------------------------------------------------
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void InputManager::update(float dt)
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@ -259,7 +238,6 @@ void InputManager::input(Input::InputType type, int deviceID, int btnID, int axi
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{
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ActivePlayer* player = NULL;
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PlayerAction action;
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bool btnAlreadyPressed = false;
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bool action_found = m_device_manager->translateInput( type, deviceID, btnID, axisDirection,
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value, programaticallyGenerated, &player, &action );
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