- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/states/gamepad-config-menu-state.hpp"
- #include "game/states/controls-menu-state.hpp"
- #include "game/controls.hpp"
- #include "game/game.hpp"
- #include <engine/scene/text.hpp>
- #include <engine/debug/log.hpp>
- #include <engine/resources/resource-manager.hpp>
- #include "game/menu.hpp"
- #include "game/controls.hpp"
- #include "game/strings.hpp"
- #include <engine/utility/hash/fnv1a.hpp>
-
- using namespace hash::literals;
-
-
- gamepad_config_menu_state::gamepad_config_menu_state(::game& ctx):
- game_state(ctx),
- action_remapped(false)
- {
- debug::log_trace("Entering gamepad config menu state...");
-
- // Add control menu items
- add_control_item(ctx.movement_action_map, ctx.move_forward_action, "control_move_forward");
- add_control_item(ctx.movement_action_map, ctx.move_back_action, "control_move_back");
- add_control_item(ctx.movement_action_map, ctx.move_left_action, "control_move_left");
- add_control_item(ctx.movement_action_map, ctx.move_right_action, "control_move_right");
- add_control_item(ctx.movement_action_map, ctx.move_up_action, "control_move_up");
- add_control_item(ctx.movement_action_map, ctx.move_down_action, "control_move_down");
- add_control_item(ctx.movement_action_map, ctx.pause_action, "control_pause");
-
- // Construct menu item texts
- back_text = std::make_unique<scene::text>();
-
- // Build list of menu item texts
- ctx.menu_item_texts.push_back({back_text.get(), nullptr});
-
- // Set content of menu item texts
- back_text->set_content(get_string(ctx, "back"));
-
- // Init menu item index
- ::menu::init_menu_item_index(ctx, "gamepad_config");
-
- ::menu::update_text_color(ctx);
- ::menu::update_text_font(ctx);
- ::menu::align_text(ctx);
- ::menu::add_text_to_ui(ctx);
- ::menu::setup_animations(ctx);
-
- // Construct menu item callbacks
- auto select_back_callback = [&ctx]()
- {
- // Disable menu controls
- ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
-
- ::menu::fade_out
- (
- ctx,
- [&ctx]()
- {
- // Queue change to controls menu state
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ctx.state_machine.pop();
- ctx.state_machine.emplace(std::make_unique<controls_menu_state>(ctx));
- }
- );
- }
- );
- };
-
- // Build list of menu select callbacks
- ctx.menu_select_callbacks.push_back(select_back_callback);
-
- // Build list of menu left callbacks
- ctx.menu_left_callbacks.push_back(nullptr);
-
- // Build list of menu right callbacks
- ctx.menu_right_callbacks.push_back(nullptr);
-
- // Set menu back callback
- ctx.menu_back_callback = select_back_callback;
-
- // Queue menu control setup
- ctx.function_queue.push(std::bind(::enable_menu_controls, std::ref(ctx)));
-
- // Fade in menu
- ::menu::fade_in(ctx, nullptr);
-
- debug::log_trace("Entered gamepad config menu state");
- }
-
- gamepad_config_menu_state::~gamepad_config_menu_state()
- {
- debug::log_trace("Exiting gamepad config menu state...");
-
- // Destruct menu
- ::disable_menu_controls(ctx);
- ::menu::clear_callbacks(ctx);
- ::menu::delete_animations(ctx);
- ::menu::remove_text_from_ui(ctx);
- ::menu::delete_text(ctx);
-
- if (action_remapped)
- {
- // Update control profile
- ::update_control_profile(ctx, *ctx.control_profile);
-
- // Save control profile
- ctx.resource_manager->set_write_path(ctx.controls_path);
- ctx.resource_manager->save(*ctx.control_profile, ctx.control_profile_filename);
- }
-
- debug::log_trace("Exited gamepad config menu state");
- }
-
- std::string gamepad_config_menu_state::get_mapping_string(const input::action_map& action_map, const input::action& control)
- {
- std::string mapping_string;
-
- if (auto gamepad_axis_mappings = action_map.get_gamepad_axis_mappings(control); !gamepad_axis_mappings.empty())
- {
- const auto& gamepad_axis_mapping = gamepad_axis_mappings.front();
-
- switch (gamepad_axis_mapping.axis)
- {
- case input::gamepad_axis::left_stick_x:
- if (gamepad_axis_mapping.direction)
- {
- mapping_string = get_string(ctx, "gamepad_left_stick_left");
- }
- else
- {
- mapping_string = get_string(ctx, "gamepad_left_stick_right");
- }
- break;
-
- case input::gamepad_axis::left_stick_y:
- if (gamepad_axis_mapping.direction)
- {
- mapping_string = get_string(ctx, "gamepad_left_stick_up");
- }
- else
- {
- mapping_string = get_string(ctx, "gamepad_left_stick_down");
- }
- break;
-
- case input::gamepad_axis::right_stick_x:
- if (gamepad_axis_mapping.direction)
- {
- mapping_string = get_string(ctx, "gamepad_right_stick_left");
- }
- else
- {
- mapping_string = get_string(ctx, "gamepad_right_stick_right");
- }
- break;
-
- case input::gamepad_axis::right_stick_y:
- if (gamepad_axis_mapping.direction)
- {
- mapping_string = get_string(ctx, "gamepad_right_stick_up");
- }
- else
- {
- mapping_string = get_string(ctx, "gamepad_right_stick_down");
- }
- break;
-
- case input::gamepad_axis::left_trigger:
- mapping_string = get_string(ctx, "gamepad_left_trigger");
- break;
-
- case input::gamepad_axis::right_trigger:
- mapping_string = get_string(ctx, "gamepad_right_trigger");
- break;
-
- default:
- {
- const char sign = (gamepad_axis_mapping.direction) ? '-' : '+';
- const std::string format_string = get_string(ctx, "gamepad_axis_n_format");
- mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_axis_mapping.axis), sign));
- break;
- }
- }
- }
- else if (auto gamepad_button_mappings = action_map.get_gamepad_button_mappings(control); !gamepad_button_mappings.empty())
- {
- const auto& gamepad_button_mapping = gamepad_button_mappings.front();
- switch (gamepad_button_mapping.button)
- {
- case input::gamepad_button::a:
- mapping_string = get_string(ctx, "gamepad_button_a");
- break;
-
- case input::gamepad_button::b:
- mapping_string = get_string(ctx, "gamepad_button_b");
- break;
-
- case input::gamepad_button::x:
- mapping_string = get_string(ctx, "gamepad_button_x");
- break;
-
- case input::gamepad_button::y:
- mapping_string = get_string(ctx, "gamepad_button_y");
- break;
-
- case input::gamepad_button::back:
- mapping_string = get_string(ctx, "gamepad_button_back");
- break;
-
- case input::gamepad_button::guide:
- mapping_string = get_string(ctx, "gamepad_button_guide");
- break;
-
- case input::gamepad_button::start:
- mapping_string = get_string(ctx, "gamepad_button_start");
- break;
-
- case input::gamepad_button::left_stick:
- mapping_string = get_string(ctx, "gamepad_button_left_stick");
- break;
-
- case input::gamepad_button::right_stick:
- mapping_string = get_string(ctx, "gamepad_button_right_stick");
- break;
-
- case input::gamepad_button::left_shoulder:
- mapping_string = get_string(ctx, "gamepad_button_left_shoulder");
- break;
-
- case input::gamepad_button::right_shoulder:
- mapping_string = get_string(ctx, "gamepad_button_right_shoulder");
- break;
-
- case input::gamepad_button::dpad_up:
- mapping_string = get_string(ctx, "gamepad_button_dpad_up");
- break;
-
- case input::gamepad_button::dpad_down:
- mapping_string = get_string(ctx, "gamepad_button_dpad_down");
- break;
-
- case input::gamepad_button::dpad_left:
- mapping_string = get_string(ctx, "gamepad_button_dpad_left");
- break;
-
- case input::gamepad_button::dpad_right:
- mapping_string = get_string(ctx, "gamepad_button_dpad_right");
- break;
-
- default:
- {
- const std::string format_string = get_string(ctx, "gamepad_button_n_format");
- mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_button_mapping.button)));
- break;
- }
- }
- }
- else
- {
- mapping_string = get_string(ctx, "control_unmapped");
- }
-
- return mapping_string;
- }
-
- void gamepad_config_menu_state::add_control_item(input::action_map& action_map, input::action& control, hash::fnv1a32_t control_name_hash)
- {
- // Construct texts
- auto name_text = std::make_unique<scene::text>();
- auto value_text = std::make_unique<scene::text>();
-
- // Add texts to list of menu item texts
- ctx.menu_item_texts.push_back({name_text.get(), value_text.get()});
-
- // Set control name and mapping texts
- name_text->set_content(get_string(ctx, control_name_hash));
- value_text->set_content(get_mapping_string(action_map, control));
-
- // Callback invoked when an input has been mapped to the control
- auto input_mapped_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get()](const auto& event)
- {
- if (event.mapping.get_mapping_type() != input::mapping_type::key)
- {
- this->action_remapped = true;
-
- // Remove gamepad axis mappings and gamepad button mappings mapped to the control
- action_map->remove_mappings(*control, input::mapping_type::gamepad_axis);
- action_map->remove_mappings(*control, input::mapping_type::gamepad_button);
-
- action_map->add_mapping(*control, event.mapping);
- }
-
- // Update control mapping text
- value_text->set_content(this->get_mapping_string(*action_map, *control));
- ::menu::align_text(ctx);
-
- // Queue disabling of input mapper re-enabling of menu controls
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ctx.input_mapper.disconnect();
- ::enable_menu_controls(ctx);
- }
- );
- };
-
- // Callback invoked when the control menu item has been selected
- auto select_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get(), input_mapped_callback]()
- {
- // Set control mapping text to "..."
- value_text->set_content(get_string(ctx, "control_mapping"));
- ::menu::align_text(ctx);
-
- // Setup input mapped callbacks
- gamepad_axis_mapped_subscription = ctx.input_mapper.get_gamepad_axis_mapped_channel().subscribe
- (
- input_mapped_callback
- );
- gamepad_button_mapped_subscription = ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe
- (
- input_mapped_callback
- );
- key_mapped_subscription = ctx.input_mapper.get_key_mapped_channel().subscribe
- (
- input_mapped_callback
- );
-
- // Queue disabling of menu controls and enabling of input mapper
- ctx.function_queue.push
- (
- [&]()
- {
- ::disable_menu_controls(ctx);
- ctx.input_mapper.connect(ctx.input_manager->get_event_dispatcher());
- }
- );
- };
-
- control_item_texts.emplace_back(std::move(name_text));
- control_item_texts.emplace_back(std::move(value_text));
-
- // Register menu item callbacks
- ctx.menu_select_callbacks.push_back(select_callback);
- ctx.menu_left_callbacks.push_back(nullptr);
- ctx.menu_right_callbacks.push_back(nullptr);
- }
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