static void ConvertDriving(IController c, InputState s) { s.ClearAllInput(); ConvertConsoleButtons(c, s); ConvertTrigger(c, s, 0); ConvertTrigger(c, s, 1); s.RaiseInput(0, drvlut[(int)c.GetFloat("P1 Driving")], true); s.RaiseInput(1, drvlut[(int)c.GetFloat("P2 Driving")], true); }
static void ConvertLightgun(IController c, InputState s) { s.ClearAllInput(); ConvertConsoleButtons7800(c, s); ConvertTrigger(c, s, 0); ConvertTrigger(c, s, 1); s.RaiseLightgunPos(0, (int)c.GetFloat("P1 VPos"), (int)c.GetFloat("P1 HPos")); s.RaiseLightgunPos(1, (int)c.GetFloat("P2 VPos"), (int)c.GetFloat("P2 HPos")); }
static void ConvertJoystick(IController c, InputState s) { s.ClearAllInput(); ConvertConsoleButtons(c, s); ConvertDirections(c, s, 0); ConvertDirections(c, s, 1); ConvertTrigger(c, s, 0); ConvertTrigger(c, s, 1); }
static void ConvertProLineJoystick(IController c, InputState s) { s.ClearAllInput(); ConvertConsoleButtons7800(c, s); ConvertDirections(c, s, 0); ConvertDirections(c, s, 1); s.RaiseInput(0, MachineInput.Fire, c["P1 Trigger"]); s.RaiseInput(0, MachineInput.Fire2, c["P1 Trigger 2"]); s.RaiseInput(1, MachineInput.Fire, c["P2 Trigger"]); s.RaiseInput(1, MachineInput.Fire2, c["P2 Trigger 2"]); }
static void ConvertPaddles(IController c, InputState s) { s.ClearAllInput(); ConvertConsoleButtons(c, s); for (int i = 0; i < 4; i++) { string ps = string.Format("P{0} ", i + 1); ConvertTrigger(c, s, i); s.RaisePaddleInput(i, 700000, (int)c.GetFloat(ps + "Trigger")); } }
static void ConvertBoosterGrip(IController c, InputState s) { s.ClearAllInput(); ConvertConsoleButtons(c, s); ConvertDirections(c, s, 0); ConvertDirections(c, s, 1); // weird mapping is intentional s.RaiseInput(0, MachineInput.Fire, c["P1 Trigger"]); s.RaiseInput(0, MachineInput.Fire2, c["P1 Trigger 2"]); s.RaiseInput(1, MachineInput.Fire2, c["P1 Trigger 3"]); s.RaiseInput(1, MachineInput.Fire, c["P2 Trigger"]); s.RaiseInput(2, MachineInput.Fire2, c["P2 Trigger 2"]); s.RaiseInput(3, MachineInput.Fire2, c["P2 Trigger 3"]); }
static void ConvertKeypad(IController c, InputState s) { s.ClearAllInput(); ConvertConsoleButtons(c, s); for (int i = 0; i < 4; i++) { string ps = string.Format("P{0} ", i + 1); s.RaiseInput(i, MachineInput.NumPad1, c[ps + "Keypad1"]); s.RaiseInput(i, MachineInput.NumPad2, c[ps + "Keypad2"]); s.RaiseInput(i, MachineInput.NumPad3, c[ps + "Keypad3"]); s.RaiseInput(i, MachineInput.NumPad4, c[ps + "Keypad4"]); s.RaiseInput(i, MachineInput.NumPad5, c[ps + "Keypad5"]); s.RaiseInput(i, MachineInput.NumPad6, c[ps + "Keypad6"]); s.RaiseInput(i, MachineInput.NumPad7, c[ps + "Keypad7"]); s.RaiseInput(i, MachineInput.NumPad8, c[ps + "Keypad8"]); s.RaiseInput(i, MachineInput.NumPad9, c[ps + "Keypad9"]); s.RaiseInput(i, MachineInput.NumPadMult, c[ps + "KeypadA"]); s.RaiseInput(i, MachineInput.NumPad0, c[ps + "Keypad0"]); s.RaiseInput(i, MachineInput.NumPadHash, c[ps + "KeypadP"]); } }