/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "ActionSet.h" #include "Core.h" JoystickConfig::JoystickConfig() { s1ax = 0; s1ay = 0; s2ax = 0; s2ay = 0; s1dead = 0.3f; s2dead = 0.3f; } ActionSet::ActionSet() { enabled = true; joystickID = 0; } void ActionSet::clearActions() { inputSet.clear(); } int ActionSet::assignJoystickByName() { int idx = _whichJoystickForName(); if(idx >= 0) assignJoystickIdx(idx); return idx; } void ActionSet::assignJoystickIdx(int idx) { if(idx < 0) { joystickID = -1; joystickName.clear(); joystickGUID.clear(); } else if(idx < (int)core->getNumJoysticks()) { if(Joystick *j = core->getJoystick(idx)) { joystickGUID = j->getGUID(); joystickName = j->getName(); joystickID = idx; } } } int ActionSet::_whichJoystickForName() { if(joystickGUID.length()) for(size_t i = 0; i < core->getNumJoysticks(); ++i) if(Joystick *j = core->getJoystick(i)) if(j->getGUID()[0] && joystickGUID == j->getGUID()) return int(i); if(joystickName.length()) for(size_t i = 0; i < core->getNumJoysticks(); ++i) if(Joystick *j = core->getJoystick(i)) if(joystickName == j->getName()) return int(i); return -1; } ActionInput *ActionSet::getActionInputByName(const std::string &name) { for (ActionInputSet::iterator i = inputSet.begin(); i != inputSet.end(); i++) { if (nocasecmp((*i).name, name) == 0) { return &(*i); } } return 0; } void ActionSet::importAction(ActionMapper *mapper, const std::string &name, int actionID, int sourceID) const { if (!enabled) return; if (!mapper) return; for (int i = 0; i < inputSet.size(); i++) { const ActionInput *actionInput = &inputSet[i]; if (actionInput->name == name) { for (int i = 0; i < INP_MSESIZE; i++) if (actionInput->mse[i]) mapper->addAction(actionID, actionInput->mse[i], sourceID); for (int i = 0; i < INP_KEYSIZE; i++) if (actionInput->key[i]) mapper->addAction(actionID, actionInput->key[i], sourceID); for (int i = 0; i < INP_JOYSIZE; i++) if (actionInput->joy[i]) mapper->addAction(actionID, actionInput->joy[i], sourceID); return; } } } void ActionSet::importAction(ActionMapper *mapper, const std::string &name, Event *event, int state) const { if (!enabled) return; if (!mapper) return; for (int i = 0; i < inputSet.size(); i++) { const ActionInput *actionInput = &inputSet[i]; if (actionInput->name == name) { for (int i = 0; i < INP_MSESIZE; i++) if (actionInput->mse[i]) mapper->addAction(event, actionInput->mse[i], state); for (int i = 0; i < INP_KEYSIZE; i++) if (actionInput->key[i]) mapper->addAction(event, actionInput->key[i], state); for (int i = 0; i < INP_JOYSIZE; i++) if (actionInput->joy[i]) mapper->addAction(event, actionInput->joy[i], state); return; } } } ActionInput *ActionSet::addActionInput(const std::string &name) { ActionInput *a = getActionInputByName(name); if(a) return a; ActionInput newa; newa.name = name; inputSet.push_back(newa); return &inputSet.back(); } /* std::string ActionSet::insertInputIntoString(const std::string &string) { std::string str = string; int start = str.find('{'); int end = str.find('}'); if (start == std::string::npos || end == std::string::npos) return string; std::string code = str.substr(start+1, end - start); stringToLower(code); std::string part1 = str.substr(0, start); std::string part3 = str.substr(end+1, str.size()); int thing = code.find(':'); std::string input = code.substr(0, thing); std::string button = code.substr(thing+1, code.size()); char buttonType; int buttonNum; std::istringstream is(button); is >> buttonType >> buttonNum; ActionInput *actionInput=0; actionInput = getActionInputByName(input); if (!actionInput) { // don't have that input, bail return string; } int inputCode=0; switch(buttonType) { case 'k': inputCode = actionInput->key[buttonNum]; break; case 'j': inputCode = actionInput->joy[buttonNum]; break; case 'm': inputCode = actionInput->mse[buttonNum]; break; } std::string part2 = getInputCodeToUserString(inputCode); return part1 + part2 + part3; } */