Some more moving code around related to multitrack

This commit is contained in:
adelikat 2014-08-17 15:22:02 +00:00
parent 71a564b1cf
commit 066b072627
2 changed files with 53 additions and 51 deletions

View File

@ -577,56 +577,6 @@ namespace BizHawk.Client.Common
}
}
/// <summary>
/// rewires player1 controls to playerN
/// </summary>
public class MultitrackRewiringControllerAdapter : IController
{
public IController Source { get; set; }
public int PlayerSource = 1;
public int PlayerTargetMask = 0;
public ControllerDefinition Type { get { return Source.Type; } }
public bool this[string button] { get { return IsPressed(button); } }
// floats can be player number remapped just like boolbuttons
public float GetFloat(string name) { return Source.GetFloat(RemapButtonName(name)); }
private string RemapButtonName(string button)
{
// Do we even have a source?
if (PlayerSource == -1)
{
return button;
}
// See if we're being asked for a button that we know how to rewire
var bnp = ButtonNameParser.Parse(button);
if (bnp == null)
{
return button;
}
// Ok, this looks like a normal `P1 Button` type thing. we can handle it
// Were we supposed to replace this one?
int foundPlayerMask = (1 << bnp.PlayerNum);
if ((PlayerTargetMask & foundPlayerMask) == 0)
{
return button;
}
// Ok, we were. swap out the source player and then grab his button
bnp.PlayerNum = PlayerSource;
return bnp.ToString();
}
public bool IsPressed(string button)
{
return Source.IsPressed(RemapButtonName(button));
}
}
/// <summary>
/// Used to pass into an Override method to manage the logic overriding input
/// This only works with bool buttons!

View File

@ -1,4 +1,6 @@
namespace BizHawk.Client.Common
using BizHawk.Emulation.Common;
namespace BizHawk.Client.Common
{
public class MultitrackRecorder
{
@ -79,4 +81,54 @@
}
}
}
/// <summary>
/// rewires player1 controls to playerN
/// </summary>
public class MultitrackRewiringControllerAdapter : IController
{
public IController Source { get; set; }
public int PlayerSource = 1;
public int PlayerTargetMask = 0;
public ControllerDefinition Type { get { return Source.Type; } }
public bool this[string button] { get { return IsPressed(button); } }
// floats can be player number remapped just like boolbuttons
public float GetFloat(string name) { return Source.GetFloat(RemapButtonName(name)); }
private string RemapButtonName(string button)
{
// Do we even have a source?
if (PlayerSource == -1)
{
return button;
}
// See if we're being asked for a button that we know how to rewire
var bnp = ButtonNameParser.Parse(button);
if (bnp == null)
{
return button;
}
// Ok, this looks like a normal `P1 Button` type thing. we can handle it
// Were we supposed to replace this one?
int foundPlayerMask = (1 << bnp.PlayerNum);
if ((PlayerTargetMask & foundPlayerMask) == 0)
{
return button;
}
// Ok, we were. swap out the source player and then grab his button
bnp.PlayerNum = PlayerSource;
return bnp.ToString();
}
public bool IsPressed(string button)
{
return Source.IsPressed(RemapButtonName(button));
}
}
}