#include "config/device_config.hpp"
//==== D E V I C E C O N F I G =================================================
irr::core::stringw DeviceConfig::getBindingAsString (const PlayerAction action) const
{
irr::core::stringw returnString = "";
if ((action < PA_COUNT) && (action >= 0))
{
returnString += Input::getInputAsString(m_bindings[action].type,
m_bindings[action].id,
m_bindings[action].dir);
}
return returnString;
}
//------------------------------------------------------------------------------
irr::core::stringw DeviceConfig::toString ()
{
irr::core::stringw returnString = "";
for (int n = 0; n < PA_COUNT; n++)
{
returnString += KartActionStrings[n].c_str();
returnString += ": ";
returnString += Input::getInputAsString(m_bindings[n].type,
m_bindings[n].id,
m_bindings[n].dir);
returnString += "\n";
}
return returnString;
}
//------------------------------------------------------------------------------
void DeviceConfig::setBinding ( const PlayerAction action,
const Input::InputType type,
const int id,
Input::AxisDirection direction )
{
m_bindings[action].type = type;
m_bindings[action].id = id;
m_bindings[action].dir = direction;
}
//------------------------------------------------------------------------------
// Don't call this directly unless you are KeyboardDevice or GamepadDevice
bool DeviceConfig::getGameAction(Input::InputType type,
const int id,
const int value,
PlayerAction* action /* out */ )
{
return doGetAction(type, id, value, PA_FIRST_GAME_ACTION, PA_LAST_GAME_ACTION, action);
}
//------------------------------------------------------------------------------
// Don't call this directly unless you are KeyboardDevice or GamepadDevice
bool DeviceConfig::getMenuAction(Input::InputType type,
const int id,
const int value,
PlayerAction* action /* out */ )
{
return doGetAction(type, id, value, PA_FIRST_MENU_ACTION, PA_LAST_MENU_ACTION, action);
}
//------------------------------------------------------------------------------
bool DeviceConfig::doGetAction(Input::InputType type,
const int id,
const int value,
const PlayerAction firstActionToCheck,
const PlayerAction lastActionToCheck,
PlayerAction* action /* out */ )
{
bool success = false;
int n;
for (n = firstActionToCheck; ((n <= lastActionToCheck) && (!success)); n++)
{
if ((m_bindings[n].type == type) && (m_bindings[n].id == id))
{
if (type == Input::IT_STICKMOTION)
{
if ( ((m_bindings[n].dir == Input::AD_POSITIVE) && (value > 0)) ||
((m_bindings[n].dir == Input::AD_NEGATIVE) && (value < 0)) )
{
success = true;
*action = (PlayerAction)n;
}
}
else
{
success = true;
*action = (PlayerAction)n;
}
}
} // end for n
return success;
}
//------------------------------------------------------------------------------
void DeviceConfig::serialize (std::ofstream& stream)
{
for(int n = 0; n < PA_COUNT; n++) // Start at 0?
{
stream << " "
<< "\n";
}
}
//------------------------------------------------------------------------------
bool DeviceConfig::deserializeAction(irr::io::IrrXMLReader* xml)
{
bool success = false;
int binding_id = -1;
int id;
Input::InputType type;
Input::AxisDirection dir;
// Never hurts to check ;)
if (xml == NULL)
{
fprintf(stderr, "Error: null pointer (DeviceConfig::deserializeAction)\n");
}
else
{
// Read tags from XML
const char *name_string = xml->getAttributeValue("name");
const char *id_string = xml->getAttributeValue("id");
const char *event_string = xml->getAttributeValue("event");
const char *dir_string = xml->getAttributeValue("direction");
// Proceed only if neccesary tags were found
if ((name_string != NULL) && (id_string != NULL) &&
(event_string != NULL))
{
// Convert strings to string tags to integer types
type = (Input::InputType)atoi(event_string);
id = atoi(id_string);
// Try to determine action # for verbose action name
for (int n = 0; ((n < PA_COUNT) && (binding_id == -1)); n++)
{
if (strcmp(name_string, KartActionStrings[n].c_str()) == 0)
binding_id = n;
}
// If action # was found then store the bind
if (binding_id != -1)
{
// If the action is not a stick motion (button or key)
if (type != Input::IT_STICKMOTION)
{
setBinding((PlayerAction)binding_id, type, id);
success = true;
}
// If the action is a stick motion & a direction is defined
else if (dir_string != NULL)
{
dir = (Input::AxisDirection)atoi(dir_string);
setBinding((PlayerAction)binding_id, type, id, dir);
success = true;
}
else
{
printf("WARNING: IT_STICKMOTION without direction, ignoring.\n");
}
} // end if binding_id != -1
else
{
printf("WARNING: DeviceConfig::deserializeAction : action '%s' is unknown\n", name_string);
}
} // end if name_string != NULL ...
} // end if xml == NULL ... else
return success;
}
// KeyboardConfig & GamepadConfig classes really should be in a separate cpp
// file but they are so small that we'll just leave them here for now.
//==== K E Y B O A R D C O N F I G =============================================
void KeyboardConfig::serialize (std::ofstream& stream)
{
stream << "\n\n";
DeviceConfig::serialize(stream);
stream << "\n\n\n";
}
//------------------------------------------------------------------------------
void KeyboardConfig::setDefaultBinds()
{
setBinding(PA_NITRO, Input::IT_KEYBOARD, KEY_KEY_N);
setBinding(PA_ACCEL, Input::IT_KEYBOARD, KEY_UP);
setBinding(PA_BRAKE, Input::IT_KEYBOARD, KEY_DOWN);
setBinding(PA_STEER_LEFT, Input::IT_KEYBOARD, KEY_LEFT);
setBinding(PA_STEER_RIGHT, Input::IT_KEYBOARD, KEY_RIGHT);
setBinding(PA_DRIFT, Input::IT_KEYBOARD, KEY_KEY_V);
setBinding(PA_RESCUE, Input::IT_KEYBOARD, KEY_BACK);
setBinding(PA_FIRE, Input::IT_KEYBOARD, KEY_SPACE);
setBinding(PA_LOOK_BACK, Input::IT_KEYBOARD, KEY_KEY_B);
setBinding(PA_MENU_UP, Input::IT_KEYBOARD, KEY_UP);
setBinding(PA_MENU_DOWN, Input::IT_KEYBOARD, KEY_DOWN);
setBinding(PA_MENU_LEFT, Input::IT_KEYBOARD, KEY_LEFT);
setBinding(PA_MENU_RIGHT, Input::IT_KEYBOARD, KEY_RIGHT);
setBinding(PA_MENU_SELECT, Input::IT_KEYBOARD, KEY_RETURN);
setBinding(PA_MENU_CANCEL, Input::IT_KEYBOARD, KEY_BACK);
}
//------------------------------------------------------------------------------
KeyboardConfig::KeyboardConfig() : DeviceConfig(DEVICE_CONFIG_TYPE_KEYBOARD)
{
m_name = "Keyboard";
setPlugged(true);
setDefaultBinds();
}
//==== G A M E P A D C O N F I G ===============================================
void GamepadConfig::serialize (std::ofstream& stream)
{
stream << "\n\n";
DeviceConfig::serialize(stream);
stream << "\n\n\n";
}
//------------------------------------------------------------------------------
void GamepadConfig::setDefaultBinds ()
{
setBinding(PA_STEER_LEFT, Input::IT_STICKMOTION, 0, Input::AD_NEGATIVE);
setBinding(PA_STEER_RIGHT, Input::IT_STICKMOTION, 0, Input::AD_POSITIVE);
setBinding(PA_ACCEL, Input::IT_STICKMOTION, 1, Input::AD_NEGATIVE);
setBinding(PA_BRAKE, Input::IT_STICKMOTION, 1, Input::AD_POSITIVE);
setBinding(PA_FIRE, Input::IT_STICKBUTTON, 0);
setBinding(PA_NITRO, Input::IT_STICKBUTTON, 1);
setBinding(PA_DRIFT, Input::IT_STICKBUTTON, 2);
setBinding(PA_RESCUE, Input::IT_STICKBUTTON, 3);
setBinding(PA_LOOK_BACK, Input::IT_STICKBUTTON, 4);
setBinding(PA_MENU_UP, Input::IT_STICKMOTION, 0, Input::AD_NEGATIVE);
setBinding(PA_MENU_DOWN, Input::IT_STICKMOTION, 0, Input::AD_POSITIVE);
setBinding(PA_MENU_LEFT, Input::IT_STICKMOTION, 1, Input::AD_NEGATIVE);
setBinding(PA_MENU_RIGHT, Input::IT_STICKMOTION, 1, Input::AD_POSITIVE);
setBinding(PA_MENU_SELECT, Input::IT_STICKBUTTON, 0);
setBinding(PA_MENU_CANCEL, Input::IT_STICKBUTTON, 3);
}
//------------------------------------------------------------------------------
GamepadConfig::GamepadConfig ( const std::string name,
const int axis_count,
const int btnCount ) : DeviceConfig( DEVICE_CONFIG_TYPE_GAMEPAD )
{
m_name = name;
m_axis_count = axis_count;
m_button_count = btnCount;
setPlugged(false);
setDefaultBinds();
}
//------------------------------------------------------------------------------
GamepadConfig::GamepadConfig(irr::io::IrrXMLReader* xml) : DeviceConfig( DEVICE_CONFIG_TYPE_GAMEPAD )
{
const char* name_string = xml->getAttributeValue("name");
if(name_string == NULL)
{
printf("ERROR: Unnamed joystick in config file\n");
}
else
{
m_name = name_string;
}
setPlugged(false);
setDefaultBinds();
}
//------------------------------------------------------------------------------
irr::core::stringw GamepadConfig::toString ()
{
irr::core::stringw returnString = "";
returnString += getName().c_str();
returnString += "\n";
returnString += DeviceConfig::toString();
return returnString;
}
//------------------------------------------------------------------------------
bool DeviceConfig::hasBindingFor(const int buttonID) const
{
for (int n=0; n