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Copy pathController.cpp
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552 lines (461 loc) · 13.5 KB
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#include "common.h"
#include "controller.h"
#include "player.h"
#include "game.h"
//#include "frontend.h"
#include "debuglog.h"
#include "cliparams.h"
#include "reconnectinterface.h"
float CController::mLastTimeAnythingPressed = 0.f;
bool CController::mNonInteractiveSection = false;
#define INITIAL_REPEAT_DELAY 0.5f
#define REPEAT_DELAY 0.12f
int CController::mNumMappings= -1;
//******************************************************************************************
CController::CController(IController* to_control, int padnumber, int configuration, BOOL reverse_look_y_axis)
{
SetToControl(to_control) ;
mRecording=false;
mPlaying=false;
mReverseLookYAxis = reverse_look_y_axis;
mPadNumber=padnumber;
mPausedBeforeMap =FALSE ;
mConfigurationNum = configuration;
mLastRepeatTime = -1.0f;
mNextDelayTime =0.1f ;
mButtons1 = 0 ;
mButtons2 = 0;
mButtons3 = 0 ;
mButtons1Old =0 ;
mButtons2Old =0 ;
mButtons3Old = 0;
}
//******************************************************************************************
void CController::ResetInactivityTimer()
{
mLastTimeAnythingPressed = PLATFORM.GetSysTimeFloat();
}
//******************************************************************************************
void CController::SetNonInteractiveSection(bool onoff)
{
if (mNonInteractiveSection == onoff)
{
// nothing interesting going on.
return;
}
if (onoff)
{
// We're entering a non-interactive section
if (CLIPARAMS.mAttractMode)
{
// the timer keeps ticking in the background unaffected
}
else
{
// we replace the timer with an indication of how much timeout is left, so that we
// can restart it when the FMV is finished.
mLastTimeAnythingPressed = PLATFORM.GetSysTimeFloat() - mLastTimeAnythingPressed;
}
}
else
{
// We're coming back out again.
if (CLIPARAMS.mAttractMode)
{
// The timer has just carried on ticking in the background, so nothing to do here.
}
else
{
// We restart the timer from where it was before the non-interactive bit.
mLastTimeAnythingPressed = PLATFORM.GetSysTimeFloat() - mLastTimeAnythingPressed;
}
}
mNonInteractiveSection = onoff;
}
//******************************************************************************************
bool CController::InactivityMeansQuitGame()
{
// this only happens in playable demo
if (PLAYABLE_DEMO)
{
// if we're in something non-interactive, never quit game. Either the timer is paused or we're
// waiting until the end of the FMV anyway.
if (mNonInteractiveSection)
return false;
// or if this is all disabled, don't quit.
if (CLIPARAMS.mInactiveTimeout <= 0)
return false;
// otherwise, we're just waiting for the timeout
float time_passed = PLATFORM.GetSysTimeFloat() - mLastTimeAnythingPressed;
if ((time_passed * 1000.f) > CLIPARAMS.mInactiveTimeout)
{
printf("Inactivity timeout hit (last=%f,now=%f,time passed=%f, to=%d)\n",mLastTimeAnythingPressed,PLATFORM.GetSysTimeFloat(),time_passed,CLIPARAMS.mInactiveTimeout);
// time to go!
return true;
}
return false;
}
else
{
// outside playable demo, you never quit because of inactivity.
return false;
}
}
//******************************************************************************************
void CController::StartRecording(char *filename)
{
mRecording=true;
mDataFile.InitFromMem(filename);
}
//******************************************************************************************
void CController::StartPlayback(char *filename)
{
mPlaying=true;
mDataFile.InitFromFile(filename);
}
//******************************************************************************************
CController::~CController()
{
if (mPlaying || mRecording)
{
mDataFile.Close();
}
mToControlStack.DeleteAll() ;
}
//******************************************************************************************
void CController::Flush()
{
// clear buttons in virtual controller
// ### SRG (fixme ) stop doing this moho idea, and use that binary block class
mButtons1Old =mButtons1 ;
mButtons2Old =mButtons2;
mButtons3Old =mButtons3;
mButtons1 =0 ;
mButtons2 =0;
mButtons3 =0;
// get platform specific child to fill in virtual buttons
DoMappings() ;
}
//******************************************************************************************
void CController::CalcNumMappings()
{
int i =0 ;
BOOL found = FALSE ;
while (found==FALSE)
{
ControllerMaping* mapping = &mMappings[i] ;
if (mapping->configuration==END_CONTROL_MAPPINGS)
{
found = TRUE ;
}
else
{
i++;
}
}
mNumMappings = i ;
LOG.AddMessage("Controller: Number of mappings found = %d", mNumMappings) ;
}
//******************************************************************************************
BOOL CController::RepeatOccured(BOOL repeat_on, ControllerMaping* mapping)
{
if (IsButtonOldSet(mapping->vc_button_action) == FALSE)
{
// setup intital repeat delay
mNextDelayTime = INITIAL_REPEAT_DELAY;
mLastRepeatTime = PLATFORM.GetSysTimeFloat() ;
return TRUE;
}
else
{
if (repeat_on)
{
mNextDelayTime = REPEAT_DELAY;
return TRUE ;
}
else
{
// make sure we still mark that we are in a repeat
SetButton(mapping->vc_button_action) ;
}
}
return FALSE ;
}
//******************************************************************************************
void CController::DoMappings()
{
if (mNumMappings ==-1)
{
CalcNumMappings() ;
}
// get state of analogue part
mAnaloguex1 = GetJoyAnalogueLeftX(mPadNumber);
if (fabs(mAnaloguex1) < ANALOGUE_X_DEAD) mAnaloguex1 = 0.0f ;
mAnaloguey1 = GetJoyAnalogueLeftY(mPadNumber);
if (fabs(mAnaloguey1) < ANALOGUE_Y_DEAD) mAnaloguey1 = 0.0f ;
mAnaloguex2 = GetJoyAnalogueRightX(mPadNumber);
if (fabs(mAnaloguex2) < ANALOGUE_X_DEAD) mAnaloguex2 = 0.0f ;
mAnaloguey2 = GetJoyAnalogueRightY(mPadNumber);
if (fabs(mAnaloguey2) < ANALOGUE_Y_DEAD) mAnaloguey2 = 0.0f ;
// JCL - now done in player
// if (mReverseLookYAxis) mAnaloguey2 = -mAnaloguey2;
if (mPlaying)
{
ReadControllerState() ;
}
// auto repeat stuff (note only 1 repeat button is accepted at once )
float sys_time = PLATFORM.GetSysTimeFloat() ;
BOOL repeat_on = FALSE ;
if (PLATFORM.GetSysTimeFloat() - mLastRepeatTime > mNextDelayTime)
{
mLastRepeatTime = sys_time ;
repeat_on = TRUE ;
}
mPausedBeforeMap = GAME.IsPaused() ;
//map buttons from platform specific to buttons in virtual controller
for (int i=0; i < mNumMappings; i++)
{
ControllerMaping* mapping = &mMappings[i] ;
// check that this mapping is for the current configuration
if (mapping->configuration != mConfigurationNum && mapping->configuration !=-1) continue ;
float ana_val = 0.0f;
if ((!mPlaying) && (IsButtonSet(mapping->vc_button_action) == FALSE))
{
switch (mapping->push_type)
{
case BUTTON_ONCE:
{
if (GetJoyButtonOnce(mPadNumber, mapping->joy_button) == TRUE)
{
SendButtonAction(mapping->vc_button_action, 0.0) ;
}
break ;
}
case BUTTON_ON:
{
if (GetJoyButtonOn(mPadNumber, mapping->joy_button) == TRUE)
{
SendButtonAction(mapping->vc_button_action, 0.0f) ;
}
break;
}
case BUTTON_REPEAT:
{
if (GetJoyButtonOn(mPadNumber, mapping->joy_button) == TRUE)
{
if (RepeatOccured(repeat_on, mapping))
{
// send out button action
SendButtonAction(mapping->vc_button_action, 0.0f) ;
}
}
break;
}
case BUTTON_RELEASE:
{
if (GetJoyButtonRelease(mPadNumber, mapping->joy_button) == TRUE)
{
SendButtonAction(mapping->vc_button_action, 0.0f) ;
}
break ;
}
case ANALOGUE_PLUS:
{
ana_val = GetAnalogueValueForButton(mapping->joy_button) ;
if (ana_val > 0.0f)
{
SendButtonAction(mapping->vc_button_action, ana_val) ;
}
break;
}
case ANALOGUE_MINUS:
{
ana_val = GetAnalogueValueForButton(mapping->joy_button) ;
if (ana_val < 0.0f)
{
SendButtonAction(mapping->vc_button_action, ana_val) ;
}
break ;
}
case ANALOGUE_PLUS_ACT_AS_BUTTON_REPEAT:
{
if( GetAnalogueValueForButton(mapping->joy_button) >ANALOGUE_ACT_AS_DIGITAL_THRESHOLD)
{
if (RepeatOccured(repeat_on, mapping))
{
// send out button action
SendButtonAction(mapping->vc_button_action, ana_val) ;
}
}
break ;
}
case ANALOGUE_MINUS_ACT_AS_BUTTON_REPEAT:
{
if (GetAnalogueValueForButton(mapping->joy_button) < -ANALOGUE_ACT_AS_DIGITAL_THRESHOLD)
{
if (RepeatOccured(repeat_on, mapping))
{
// send out button action
SendButtonAction(mapping->vc_button_action, ana_val) ;
}
}
break ;
}
case KEY_ONCE:
{
if (GetKeyOnce(mPadNumber, mapping->joy_button) == TRUE)
{
SendButtonAction(mapping->vc_button_action, ana_val) ;
}
break ;
}
case KEY_ON:
{
if (GetKeyOn(mPadNumber, mapping->joy_button) == TRUE)
{
SendButtonAction(mapping->vc_button_action, ana_val) ;
}
break ;
}
default:
{
LOG.AddMessage("FATAL ERROR: Uknown 'push_type' in controller");
break;
}
}
}
// playing
if (mPlaying && IsButtonSet(mapping->vc_button_action) == TRUE)
{
ana_val = GetAnalogueValueForButton(mapping->joy_button) ;
SendButtonAction(mapping->vc_button_action, ana_val);
// make sure button can only happen once per flush (i.e. if there is two mappings to it)
UnsetButton(mapping->vc_button_action);
}
}
// hmmm
#ifdef E3BUILD
if (IsButtonSet(BUTTON_LEFT1_FOR_TOGGLE) &&
IsButtonSet(BUTTON_RIGHT1_FOR_TOGGLE) &&
mAnaloguex1 < -0.6f &&
mAnaloguex2 > 0.6f)
#else
if (IsButtonSet(BUTTON_LEFT1_FOR_TOGGLE) &&
IsButtonSet(BUTTON_RIGHT1_FOR_TOGGLE) )
#endif
{
SendButtonAction(BUTTON_FRONTEND_CHEAT, 0.0f);
}
if (mRecording)
{
RecordControllerState() ;
}
}
//******************************************************************************************
float CController::GetAnalogueValueForButton(int button)
{
switch (button)
{
case ANALOGUE_X1: return mAnaloguex1 ;
case ANALOGUE_X2: return mAnaloguex2;
case ANALOGUE_Y1: return mAnaloguey1;
case ANALOGUE_Y2: return mAnaloguey2;
}
LOG.AddMessage("Error: Unknown or invalid button number in call to 'GetAnalogueValueForButton'");
return 0.0f ;
}
//******************************************************************************************
IController *CController::GetToControl()
{
return mToControlStack.First()->ToRead();
}
//******************************************************************************************
void CController::SendButtonAction(int button, float ana_val)
{
SetButton(button) ;
if (mToControlStack.First() == NULL)
{
LOG.AddMessage("Nothing to Control !!") ;
return ;
}
IController* to_send = mToControlStack.First()->ToRead() ;
// A button has been pressed! Let's reset our counting of inactivity
ResetInactivityTimer();
if (to_send == FALSE) return;
// resolve hardwired debug buttons
if (button < START_ACTION_BUTTONS)
{
if (to_send->GetControlType()!=CONTROL_FRONTEND)
{
GAME.ReceiveButtonAction(this,button, ana_val) ;
}
else
to_send->ReceiveButtonAction(this,button, ana_val) ;
}
else
{
if ((RECONNECT_INTERFACE[0].GetState() != CReconnectInterface::OK) ||
(RECONNECT_INTERFACE[1].GetState() != CReconnectInterface::OK))
{
if ((to_send != &RECONNECT_INTERFACE[0]) &&
(to_send != &RECONNECT_INTERFACE[1]))
return;
}
if ((mPausedBeforeMap == FALSE) || (to_send->CanBeControlledWhenInPause() == TRUE ))
{
to_send->ReceiveButtonAction(this,button, ana_val) ;
}
}
}
//******************************************************************************************
void CController::SetToControl(IController* to_control)
{
CActiveReader<IController>* to_control_r = new (MEMTYPE_CONTROLLER) CActiveReader<IController>(to_control);
mToControlStack.Add(to_control_r) ;
}
//******************************************************************************************
void CController::SetReverseLookYAxis(BOOL val)
{
mReverseLookYAxis = val ;
// what player ownes this controller ??
if (GAME.GetController(0) && GAME.GetController(0)== this)
{
CAREER.SetInvertYAxis(0, val) ;
}
if (GAME.GetController(1) && GAME.GetController(1)== this)
{
CAREER.SetInvertYAxis(1, val) ;
}
}
//******************************************************************************************
void CController::RelinquishControl()
{
CActiveReader<IController>* first = mToControlStack.First() ;
if (first)
{
mToControlStack.Remove(first) ;
delete first;
}
else
{
LOG.AddMessage("FATAL ERROR: Controller stack empty to call to 'RelinquishControl'") ;
return ;
}
first = mToControlStack.First() ;
if (first == NULL)
{
LOG.AddMessage("FATAL ERROR: stack empty to call to 'RelinquishControl'") ;
return ;
}
}
void CController::SetVibration(float inValue, int player)
{
ASSERT(player == 0 || player == 1);
if (GAME.GetGameState() != GAME_STATE_PLAYING)
{
if (inValue != 0.f)
return;
}
if (CAREER.GetVibration(player)) DeviceSetVibration(inValue);
else DeviceSetVibration(0.f );
}