💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2023 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "game/states/gamepad-config-menu-state.hpp"
  20. #include "game/states/controls-menu-state.hpp"
  21. #include "game/controls.hpp"
  22. #include "game/game.hpp"
  23. #include <engine/scene/text.hpp>
  24. #include <engine/debug/log.hpp>
  25. #include <engine/resources/resource-manager.hpp>
  26. #include "game/menu.hpp"
  27. #include "game/controls.hpp"
  28. #include "game/strings.hpp"
  29. #include <engine/utility/hash/fnv1a.hpp>
  30. using namespace hash::literals;
  31. gamepad_config_menu_state::gamepad_config_menu_state(::game& ctx):
  32. game_state(ctx),
  33. action_remapped(false)
  34. {
  35. debug::log_trace("Entering gamepad config menu state...");
  36. // Add control menu items
  37. add_control_item(ctx.movement_action_map, ctx.move_forward_action, "control_move_forward");
  38. add_control_item(ctx.movement_action_map, ctx.move_back_action, "control_move_back");
  39. add_control_item(ctx.movement_action_map, ctx.move_left_action, "control_move_left");
  40. add_control_item(ctx.movement_action_map, ctx.move_right_action, "control_move_right");
  41. add_control_item(ctx.movement_action_map, ctx.move_up_action, "control_move_up");
  42. add_control_item(ctx.movement_action_map, ctx.move_down_action, "control_move_down");
  43. add_control_item(ctx.movement_action_map, ctx.pause_action, "control_pause");
  44. // Construct menu item texts
  45. back_text = std::make_unique<scene::text>();
  46. // Build list of menu item texts
  47. ctx.menu_item_texts.push_back({back_text.get(), nullptr});
  48. // Set content of menu item texts
  49. back_text->set_content(get_string(ctx, "back"));
  50. // Init menu item index
  51. ::menu::init_menu_item_index(ctx, "gamepad_config");
  52. ::menu::update_text_color(ctx);
  53. ::menu::update_text_font(ctx);
  54. ::menu::align_text(ctx);
  55. ::menu::add_text_to_ui(ctx);
  56. ::menu::setup_animations(ctx);
  57. // Construct menu item callbacks
  58. auto select_back_callback = [&ctx]()
  59. {
  60. // Disable menu controls
  61. ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
  62. ::menu::fade_out
  63. (
  64. ctx,
  65. [&ctx]()
  66. {
  67. // Queue change to controls menu state
  68. ctx.function_queue.push
  69. (
  70. [&ctx]()
  71. {
  72. ctx.state_machine.pop();
  73. ctx.state_machine.emplace(std::make_unique<controls_menu_state>(ctx));
  74. }
  75. );
  76. }
  77. );
  78. };
  79. // Build list of menu select callbacks
  80. ctx.menu_select_callbacks.push_back(select_back_callback);
  81. // Build list of menu left callbacks
  82. ctx.menu_left_callbacks.push_back(nullptr);
  83. // Build list of menu right callbacks
  84. ctx.menu_right_callbacks.push_back(nullptr);
  85. // Set menu back callback
  86. ctx.menu_back_callback = select_back_callback;
  87. // Queue menu control setup
  88. ctx.function_queue.push(std::bind(::enable_menu_controls, std::ref(ctx)));
  89. // Fade in menu
  90. ::menu::fade_in(ctx, nullptr);
  91. debug::log_trace("Entered gamepad config menu state");
  92. }
  93. gamepad_config_menu_state::~gamepad_config_menu_state()
  94. {
  95. debug::log_trace("Exiting gamepad config menu state...");
  96. // Destruct menu
  97. ::disable_menu_controls(ctx);
  98. ::menu::clear_callbacks(ctx);
  99. ::menu::delete_animations(ctx);
  100. ::menu::remove_text_from_ui(ctx);
  101. ::menu::delete_text(ctx);
  102. if (action_remapped)
  103. {
  104. // Update control profile
  105. ::update_control_profile(ctx, *ctx.control_profile);
  106. // Save control profile
  107. ctx.resource_manager->set_write_path(ctx.controls_path);
  108. ctx.resource_manager->save(*ctx.control_profile, ctx.control_profile_filename);
  109. }
  110. debug::log_trace("Exited gamepad config menu state");
  111. }
  112. std::string gamepad_config_menu_state::get_mapping_string(const input::action_map& action_map, const input::action& control)
  113. {
  114. std::string mapping_string;
  115. if (auto gamepad_axis_mappings = action_map.get_gamepad_axis_mappings(control); !gamepad_axis_mappings.empty())
  116. {
  117. const auto& gamepad_axis_mapping = gamepad_axis_mappings.front();
  118. switch (gamepad_axis_mapping.axis)
  119. {
  120. case input::gamepad_axis::left_stick_x:
  121. if (gamepad_axis_mapping.direction)
  122. {
  123. mapping_string = get_string(ctx, "gamepad_left_stick_left");
  124. }
  125. else
  126. {
  127. mapping_string = get_string(ctx, "gamepad_left_stick_right");
  128. }
  129. break;
  130. case input::gamepad_axis::left_stick_y:
  131. if (gamepad_axis_mapping.direction)
  132. {
  133. mapping_string = get_string(ctx, "gamepad_left_stick_up");
  134. }
  135. else
  136. {
  137. mapping_string = get_string(ctx, "gamepad_left_stick_down");
  138. }
  139. break;
  140. case input::gamepad_axis::right_stick_x:
  141. if (gamepad_axis_mapping.direction)
  142. {
  143. mapping_string = get_string(ctx, "gamepad_right_stick_left");
  144. }
  145. else
  146. {
  147. mapping_string = get_string(ctx, "gamepad_right_stick_right");
  148. }
  149. break;
  150. case input::gamepad_axis::right_stick_y:
  151. if (gamepad_axis_mapping.direction)
  152. {
  153. mapping_string = get_string(ctx, "gamepad_right_stick_up");
  154. }
  155. else
  156. {
  157. mapping_string = get_string(ctx, "gamepad_right_stick_down");
  158. }
  159. break;
  160. case input::gamepad_axis::left_trigger:
  161. mapping_string = get_string(ctx, "gamepad_left_trigger");
  162. break;
  163. case input::gamepad_axis::right_trigger:
  164. mapping_string = get_string(ctx, "gamepad_right_trigger");
  165. break;
  166. default:
  167. {
  168. const char sign = (gamepad_axis_mapping.direction) ? '-' : '+';
  169. const std::string format_string = get_string(ctx, "gamepad_axis_n_format");
  170. mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_axis_mapping.axis), sign));
  171. break;
  172. }
  173. }
  174. }
  175. else if (auto gamepad_button_mappings = action_map.get_gamepad_button_mappings(control); !gamepad_button_mappings.empty())
  176. {
  177. const auto& gamepad_button_mapping = gamepad_button_mappings.front();
  178. switch (gamepad_button_mapping.button)
  179. {
  180. case input::gamepad_button::a:
  181. mapping_string = get_string(ctx, "gamepad_button_a");
  182. break;
  183. case input::gamepad_button::b:
  184. mapping_string = get_string(ctx, "gamepad_button_b");
  185. break;
  186. case input::gamepad_button::x:
  187. mapping_string = get_string(ctx, "gamepad_button_x");
  188. break;
  189. case input::gamepad_button::y:
  190. mapping_string = get_string(ctx, "gamepad_button_y");
  191. break;
  192. case input::gamepad_button::back:
  193. mapping_string = get_string(ctx, "gamepad_button_back");
  194. break;
  195. case input::gamepad_button::guide:
  196. mapping_string = get_string(ctx, "gamepad_button_guide");
  197. break;
  198. case input::gamepad_button::start:
  199. mapping_string = get_string(ctx, "gamepad_button_start");
  200. break;
  201. case input::gamepad_button::left_stick:
  202. mapping_string = get_string(ctx, "gamepad_button_left_stick");
  203. break;
  204. case input::gamepad_button::right_stick:
  205. mapping_string = get_string(ctx, "gamepad_button_right_stick");
  206. break;
  207. case input::gamepad_button::left_shoulder:
  208. mapping_string = get_string(ctx, "gamepad_button_left_shoulder");
  209. break;
  210. case input::gamepad_button::right_shoulder:
  211. mapping_string = get_string(ctx, "gamepad_button_right_shoulder");
  212. break;
  213. case input::gamepad_button::dpad_up:
  214. mapping_string = get_string(ctx, "gamepad_button_dpad_up");
  215. break;
  216. case input::gamepad_button::dpad_down:
  217. mapping_string = get_string(ctx, "gamepad_button_dpad_down");
  218. break;
  219. case input::gamepad_button::dpad_left:
  220. mapping_string = get_string(ctx, "gamepad_button_dpad_left");
  221. break;
  222. case input::gamepad_button::dpad_right:
  223. mapping_string = get_string(ctx, "gamepad_button_dpad_right");
  224. break;
  225. default:
  226. {
  227. const std::string format_string = get_string(ctx, "gamepad_button_n_format");
  228. mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_button_mapping.button)));
  229. break;
  230. }
  231. }
  232. }
  233. else
  234. {
  235. mapping_string = get_string(ctx, "control_unmapped");
  236. }
  237. return mapping_string;
  238. }
  239. void gamepad_config_menu_state::add_control_item(input::action_map& action_map, input::action& control, hash::fnv1a32_t control_name_hash)
  240. {
  241. // Construct texts
  242. auto name_text = std::make_unique<scene::text>();
  243. auto value_text = std::make_unique<scene::text>();
  244. // Add texts to list of menu item texts
  245. ctx.menu_item_texts.push_back({name_text.get(), value_text.get()});
  246. // Set control name and mapping texts
  247. name_text->set_content(get_string(ctx, control_name_hash));
  248. value_text->set_content(get_mapping_string(action_map, control));
  249. // Callback invoked when an input has been mapped to the control
  250. auto input_mapped_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get()](const auto& event)
  251. {
  252. if (event.mapping.get_mapping_type() != input::mapping_type::key)
  253. {
  254. this->action_remapped = true;
  255. // Remove gamepad axis mappings and gamepad button mappings mapped to the control
  256. action_map->remove_mappings(*control, input::mapping_type::gamepad_axis);
  257. action_map->remove_mappings(*control, input::mapping_type::gamepad_button);
  258. action_map->add_mapping(*control, event.mapping);
  259. }
  260. // Update control mapping text
  261. value_text->set_content(this->get_mapping_string(*action_map, *control));
  262. ::menu::align_text(ctx);
  263. // Queue disabling of input mapper re-enabling of menu controls
  264. ctx.function_queue.push
  265. (
  266. [&ctx]()
  267. {
  268. ctx.input_mapper.disconnect();
  269. ::enable_menu_controls(ctx);
  270. }
  271. );
  272. };
  273. // Callback invoked when the control menu item has been selected
  274. auto select_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get(), input_mapped_callback]()
  275. {
  276. // Set control mapping text to "..."
  277. value_text->set_content(get_string(ctx, "control_mapping"));
  278. ::menu::align_text(ctx);
  279. // Setup input mapped callbacks
  280. gamepad_axis_mapped_subscription = ctx.input_mapper.get_gamepad_axis_mapped_channel().subscribe
  281. (
  282. input_mapped_callback
  283. );
  284. gamepad_button_mapped_subscription = ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe
  285. (
  286. input_mapped_callback
  287. );
  288. key_mapped_subscription = ctx.input_mapper.get_key_mapped_channel().subscribe
  289. (
  290. input_mapped_callback
  291. );
  292. // Queue disabling of menu controls and enabling of input mapper
  293. ctx.function_queue.push
  294. (
  295. [&]()
  296. {
  297. ::disable_menu_controls(ctx);
  298. ctx.input_mapper.connect(ctx.input_manager->get_event_dispatcher());
  299. }
  300. );
  301. };
  302. control_item_texts.emplace_back(std::move(name_text));
  303. control_item_texts.emplace_back(std::move(value_text));
  304. // Register menu item callbacks
  305. ctx.menu_select_callbacks.push_back(select_callback);
  306. ctx.menu_left_callbacks.push_back(nullptr);
  307. ctx.menu_right_callbacks.push_back(nullptr);
  308. }