mirror of https://github.com/AxioDL/metaforce.git
185 lines
8.7 KiB
C++
185 lines
8.7 KiB
C++
#include "../RetroTypes.hpp"
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#include "ControlMapper.hpp"
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#include "CFinalInput.hpp"
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#include "DataSpec/DNACommon/Tweaks/ITweakPlayerControl.hpp"
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#include "../GameGlobalObjects.hpp"
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namespace urde {
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static const char* skCommandDescs[] = {
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"Forward", "Backward", "Turn Left", "Turn Right", "Strafe Left", "Strafe Right",
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"Look Left", "Look Right", "Look Up", "Look Down", "Jump/Boost", "Fire/Bomb",
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"Missile/PowerBomb", "Morph", "Aim Up", "Aim Down", "Cycle Beam Up", "Cycle Beam Down",
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"Cycle Item", "Power Beam", "Ice Beam", "Wave Beam", "Plasma Beam", "Toggle Holster",
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"Orbit Close", "Orbit Far", "Orbit Object", "Orbit Select", "Orbit Confirm", "Orbit Left",
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"Orbit Right", "Orbit Up", "Orbit Down", "Look Hold1", "Look Hold2", "Look Zoom In",
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"Look Zoom Out", "Aim Hold", "Map Circle Up", "Map Circle Down", "Map Circle Left", "Map Circle Right",
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"Map Move Forward", "Map Move Back", "Map Move Left", "Map Move Right", "Map Zoom In", "Map Zoom Out",
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"SpiderBall", "Chase Camera", "XRay Visor", "Thermo Visor", "Enviro Visor", "No Visor",
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"Visor Menu", "Visor Up", "Visor Down", "UNKNOWN", "UNKNOWN", "Use Shield",
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"Scan Item", "UNKNOWN"
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};
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static const char* skFunctionDescs[] = {"None",
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"Left Stick Up",
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"Left Stick Down",
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"Left Stick Left",
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"Left Stick Right",
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"Right Stick Up",
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"Right Stick Down",
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"Right Stick Left",
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"Right Stick Right",
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"Left Trigger",
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"Right Trigger",
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"D-Pad Up ",
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"D-Pad Down ",
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"D-Pad Left ",
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"D-Pad Right",
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"A Button",
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"B Button",
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"X Button",
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"Y Button",
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"Z Button",
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"Left Trigger Press",
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"Right Trigger Press",
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"Start"};
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typedef bool (CFinalInput::*BoolReturnFn)() const;
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typedef float (CFinalInput::*FloatReturnFn)() const;
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static BoolReturnFn skPressFuncs[] = {nullptr,
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&CFinalInput::PLAUp,
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&CFinalInput::PLADown,
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&CFinalInput::PLALeft,
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&CFinalInput::PLARight,
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&CFinalInput::PRAUp,
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&CFinalInput::PRADown,
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&CFinalInput::PRALeft,
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&CFinalInput::PRARight,
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&CFinalInput::PLTrigger,
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&CFinalInput::PRTrigger,
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&CFinalInput::PDPUp,
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&CFinalInput::PDPDown,
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&CFinalInput::PDPLeft,
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&CFinalInput::PDPRight,
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&CFinalInput::PA,
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&CFinalInput::PB,
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&CFinalInput::PX,
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&CFinalInput::PY,
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&CFinalInput::PZ,
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&CFinalInput::PL,
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&CFinalInput::PR,
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&CFinalInput::PStart,
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nullptr};
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static BoolReturnFn skDigitalFuncs[] = {nullptr,
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&CFinalInput::DLAUp,
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&CFinalInput::DLADown,
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&CFinalInput::DLALeft,
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&CFinalInput::DLARight,
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&CFinalInput::DRAUp,
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&CFinalInput::DRADown,
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&CFinalInput::DRALeft,
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&CFinalInput::DRARight,
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&CFinalInput::DLTrigger,
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&CFinalInput::DRTrigger,
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&CFinalInput::DDPUp,
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&CFinalInput::DDPDown,
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&CFinalInput::DDPLeft,
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&CFinalInput::DDPRight,
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&CFinalInput::DA,
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&CFinalInput::DB,
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&CFinalInput::DX,
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&CFinalInput::DY,
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&CFinalInput::DZ,
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&CFinalInput::DL,
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&CFinalInput::DR,
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&CFinalInput::DStart,
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nullptr};
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static FloatReturnFn skAnalogFuncs[] = {nullptr,
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&CFinalInput::ALAUp,
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&CFinalInput::ALADown,
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&CFinalInput::ALALeft,
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&CFinalInput::ALARight,
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&CFinalInput::ARAUp,
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&CFinalInput::ARADown,
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&CFinalInput::ARALeft,
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&CFinalInput::ARARight,
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&CFinalInput::ALTrigger,
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&CFinalInput::ARTrigger,
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&CFinalInput::ADPUp,
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&CFinalInput::ADPDown,
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&CFinalInput::ADPLeft,
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&CFinalInput::ADPRight,
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&CFinalInput::AA,
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&CFinalInput::AB,
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&CFinalInput::AX,
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&CFinalInput::AY,
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&CFinalInput::AZ,
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&CFinalInput::AL,
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&CFinalInput::AR,
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&CFinalInput::AStart,
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nullptr};
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#define kCommandFilterCount 67
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static bool skCommandFilterFlag[kCommandFilterCount] = {true};
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void ControlMapper::SetCommandFiltered(ECommands cmd, bool filtered) { skCommandFilterFlag[int(cmd)] = filtered; }
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void ControlMapper::ResetCommandFilters() {
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for (int i = 0; i < kCommandFilterCount; ++i)
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skCommandFilterFlag[i] = true;
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}
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bool ControlMapper::GetPressInput(ECommands cmd, const CFinalInput& input) {
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if (!skCommandFilterFlag[int(cmd)])
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return false;
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EFunctionList func = EFunctionList(g_currentPlayerControl->GetMapping(atUint32(cmd)));
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if (func > EFunctionList::MAX)
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return false;
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BoolReturnFn fn = skPressFuncs[int(func)];
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if (!fn)
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return false;
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return (input.*fn)();
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}
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bool ControlMapper::GetDigitalInput(ECommands cmd, const CFinalInput& input) {
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if (!skCommandFilterFlag[int(cmd)])
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return false;
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EFunctionList func = EFunctionList(g_currentPlayerControl->GetMapping(atUint32(cmd)));
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if (func > EFunctionList::MAX)
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return false;
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BoolReturnFn fn = skDigitalFuncs[int(func)];
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if (!fn)
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return false;
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return (input.*fn)();
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}
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float ControlMapper::GetAnalogInput(ECommands cmd, const CFinalInput& input) {
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if (!skCommandFilterFlag[int(cmd)])
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return 0.0;
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EFunctionList func = EFunctionList(g_currentPlayerControl->GetMapping(atUint32(cmd)));
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if (func > EFunctionList::MAX)
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return 0.0;
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FloatReturnFn fn = skAnalogFuncs[int(func)];
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if (!fn)
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return 0.0;
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return (input.*fn)();
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}
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const char* ControlMapper::GetDescriptionForCommand(ECommands cmd) {
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if (cmd > ECommands::MAX)
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return nullptr;
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return skCommandDescs[int(cmd)];
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}
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const char* ControlMapper::GetDescriptionForFunction(EFunctionList func) {
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if (func > EFunctionList::MAX)
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return nullptr;
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return skFunctionDescs[int(func)];
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}
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} // namespace urde
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