104 lines
2.5 KiB
C++
104 lines
2.5 KiB
C++
/*
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Copyright 2019 flyinghead
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This file is part of reicast.
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reicast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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reicast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with reicast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "types.h"
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#include "gamepad.h"
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#include <map>
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#include <memory>
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class InputMapping
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{
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public:
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InputMapping() {}
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InputMapping(const InputMapping& other) {
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name = other.name;
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buttons = other.buttons;
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axes = other.axes;
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axes_inverted = other.axes_inverted;
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}
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std::string name;
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DreamcastKey get_button_id(u32 code)
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{
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auto it = buttons.find(code);
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if (it != buttons.end())
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return it->second;
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else
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return EMU_BTN_NONE;
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}
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void set_button(DreamcastKey id, u32 code);
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u32 get_button_code(DreamcastKey key);
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DreamcastKey get_axis_id(u32 code)
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{
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auto it = axes.find(code);
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if (it != axes.end())
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return it->second;
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else
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return EMU_AXIS_NONE;
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}
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bool get_axis_inverted(u32 code)
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{
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auto it = axes_inverted.find(code);
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if (it != axes_inverted.end())
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return it->second;
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else
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return false;
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}
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u32 get_axis_code(DreamcastKey key);
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void set_axis(DreamcastKey id, u32 code, bool inverted);
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void load(FILE* fp);
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bool save(const char *name);
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bool is_dirty() { return dirty; }
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static std::shared_ptr<InputMapping> LoadMapping(const char *name);
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static void SaveMapping(const char *name, std::shared_ptr<InputMapping> mapping);
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protected:
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bool dirty = false;
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private:
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std::map<u32, DreamcastKey> buttons;
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std::map<u32, DreamcastKey> axes;
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std::map<u32, bool> axes_inverted;
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static std::map<std::string, std::shared_ptr<InputMapping>> loaded_mappings;
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};
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class IdentityInputMapping : public InputMapping
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{
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public:
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IdentityInputMapping() {
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name = "Default";
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for (int i = 0; i < 32; i++)
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set_button((DreamcastKey)(1 << i), 1 << i);
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set_axis(DC_AXIS_X, DC_AXIS_X, false);
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set_axis(DC_AXIS_Y, DC_AXIS_Y, false);
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set_axis(DC_AXIS_LT, DC_AXIS_LT, false);
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set_axis(DC_AXIS_RT, DC_AXIS_RT, false);
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set_axis(DC_AXIS_X2, DC_AXIS_X2, false);
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set_axis(DC_AXIS_Y2, DC_AXIS_Y2, false);
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}
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};
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