💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 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.hpp"
  20. #include "game/states/controls-menu.hpp"
  21. #include "application.hpp"
  22. #include "scene/text.hpp"
  23. #include "debug/logger.hpp"
  24. #include "resources/resource-manager.hpp"
  25. #include "game/menu.hpp"
  26. #include "game/controls.hpp"
  27. namespace game {
  28. namespace state {
  29. namespace gamepad_config_menu {
  30. static std::string get_binding_string(game::context* ctx, input::control* control)
  31. {
  32. std::string binding_string;
  33. auto mappings = ctx->input_event_router->get_mappings(control);
  34. for (input::mapping* mapping: *mappings)
  35. {
  36. std::string mapping_string;
  37. switch (mapping->get_type())
  38. {
  39. case input::mapping_type::gamepad_axis:
  40. {
  41. const input::gamepad_axis_mapping* axis_mapping = static_cast<const input::gamepad_axis_mapping*>(mapping);
  42. switch (axis_mapping->axis)
  43. {
  44. case input::gamepad_axis::left_x:
  45. if (axis_mapping->negative)
  46. mapping_string = (*ctx->strings)["gamepad_left_stick_left"];
  47. else
  48. mapping_string = (*ctx->strings)["gamepad_left_stick_right"];
  49. break;
  50. case input::gamepad_axis::left_y:
  51. if (axis_mapping->negative)
  52. mapping_string = (*ctx->strings)["gamepad_left_stick_up"];
  53. else
  54. mapping_string = (*ctx->strings)["gamepad_left_stick_down"];
  55. break;
  56. case input::gamepad_axis::right_x:
  57. if (axis_mapping->negative)
  58. mapping_string = (*ctx->strings)["gamepad_right_stick_left"];
  59. else
  60. mapping_string = (*ctx->strings)["gamepad_right_stick_right"];
  61. break;
  62. case input::gamepad_axis::right_y:
  63. if (axis_mapping->negative)
  64. mapping_string = (*ctx->strings)["gamepad_right_stick_up"];
  65. else
  66. mapping_string = (*ctx->strings)["gamepad_right_stick_down"];
  67. break;
  68. case input::gamepad_axis::left_trigger:
  69. mapping_string = (*ctx->strings)["gamepad_left_trigger"];
  70. break;
  71. case input::gamepad_axis::right_trigger:
  72. mapping_string = (*ctx->strings)["gamepad_right_trigger"];
  73. break;
  74. default:
  75. break;
  76. }
  77. break;
  78. }
  79. case input::mapping_type::gamepad_button:
  80. {
  81. const input::gamepad_button_mapping* button_mapping = static_cast<const input::gamepad_button_mapping*>(mapping);
  82. switch (button_mapping->button)
  83. {
  84. case input::gamepad_button::a:
  85. mapping_string = (*ctx->strings)["gamepad_button_a"];
  86. break;
  87. case input::gamepad_button::b:
  88. mapping_string = (*ctx->strings)["gamepad_button_b"];
  89. break;
  90. case input::gamepad_button::x:
  91. mapping_string = (*ctx->strings)["gamepad_button_x"];
  92. break;
  93. case input::gamepad_button::y:
  94. mapping_string = (*ctx->strings)["gamepad_button_y"];
  95. break;
  96. case input::gamepad_button::back:
  97. mapping_string = (*ctx->strings)["gamepad_button_back"];
  98. break;
  99. case input::gamepad_button::guide:
  100. mapping_string = (*ctx->strings)["gamepad_button_guide"];
  101. break;
  102. case input::gamepad_button::start:
  103. mapping_string = (*ctx->strings)["gamepad_button_start"];
  104. break;
  105. case input::gamepad_button::left_stick:
  106. mapping_string = (*ctx->strings)["gamepad_button_left_stick"];
  107. break;
  108. case input::gamepad_button::right_stick:
  109. mapping_string = (*ctx->strings)["gamepad_button_right_stick"];
  110. break;
  111. case input::gamepad_button::left_shoulder:
  112. mapping_string = (*ctx->strings)["gamepad_button_left_shoulder"];
  113. break;
  114. case input::gamepad_button::right_shoulder:
  115. mapping_string = (*ctx->strings)["gamepad_button_right_shoulder"];
  116. break;
  117. case input::gamepad_button::dpad_up:
  118. mapping_string = (*ctx->strings)["gamepad_button_dpad_up"];
  119. break;
  120. case input::gamepad_button::dpad_down:
  121. mapping_string = (*ctx->strings)["gamepad_button_dpad_down"];
  122. break;
  123. case input::gamepad_button::dpad_left:
  124. mapping_string = (*ctx->strings)["gamepad_button_dpad_left"];
  125. break;
  126. case input::gamepad_button::dpad_right:
  127. mapping_string = (*ctx->strings)["gamepad_button_dpad_right"];
  128. break;
  129. default:
  130. break;
  131. }
  132. break;
  133. }
  134. default:
  135. break;
  136. }
  137. if (!mapping_string.empty())
  138. {
  139. if (binding_string.empty())
  140. {
  141. binding_string = mapping_string;
  142. }
  143. else
  144. {
  145. binding_string += " " + mapping_string;
  146. }
  147. }
  148. }
  149. return binding_string;
  150. }
  151. static void add_control_item(game::context* ctx, const std::string& control_name)
  152. {
  153. // Get pointer to control
  154. input::control* control = ctx->controls[control_name];
  155. // Construct texts
  156. scene::text* name_text = new scene::text();
  157. scene::text* value_text = new scene::text();
  158. // Add texts to list of menu item texts
  159. ctx->menu_item_texts.push_back({name_text, value_text});
  160. // Set content of name text
  161. std::string string_name = "control_" + control_name;
  162. if (auto it = ctx->strings->find(string_name); it != ctx->strings->end())
  163. name_text->set_content(it->second);
  164. else
  165. name_text->set_content(control_name);
  166. // Set content of value text
  167. value_text->set_content(get_binding_string(ctx, control));
  168. auto select_callback = [ctx, control, value_text]()
  169. {
  170. // Clear binding string from value text
  171. value_text->set_content((*ctx->strings)["ellipsis"]);
  172. game::menu::align_text(ctx);
  173. game::menu::update_text_tweens(ctx);
  174. // Disable controls
  175. game::menu::clear_controls(ctx);
  176. // Remove gamepad event mappings from control
  177. ctx->input_event_router->remove_mappings(control, input::mapping_type::gamepad_axis);
  178. ctx->input_event_router->remove_mappings(control, input::mapping_type::gamepad_button);
  179. // Setup input binding listener
  180. ctx->input_listener->set_callback
  181. (
  182. [ctx, control, value_text](const event_base& event)
  183. {
  184. auto id = event.get_event_type_id();
  185. if (id == gamepad_axis_moved_event::event_type_id)
  186. {
  187. // Map gamepad axis event to control
  188. const gamepad_axis_moved_event& axis_event = static_cast<const gamepad_axis_moved_event&>(event);
  189. if (std::abs(axis_event.value) < 0.5f)
  190. return;
  191. ctx->input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_event.axis, (axis_event.value < 0)));
  192. }
  193. else if (id == gamepad_button_pressed_event::event_type_id)
  194. {
  195. // Map gamepad button event to control
  196. const gamepad_button_pressed_event& button_event = static_cast<const gamepad_button_pressed_event&>(event);
  197. ctx->input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_event.button));
  198. }
  199. else if (id == key_pressed_event::event_type_id)
  200. {
  201. // Map key pressed event to control
  202. const key_pressed_event& key_event = static_cast<const key_pressed_event&>(event);
  203. if (key_event.scancode != input::scancode::escape && key_event.scancode != input::scancode::backspace)
  204. return;
  205. }
  206. else
  207. {
  208. return;
  209. }
  210. // Update menu text
  211. value_text->set_content(get_binding_string(ctx, control));
  212. game::menu::align_text(ctx);
  213. game::menu::update_text_tweens(ctx);
  214. // Disable input listener
  215. ctx->input_listener->set_enabled(false);
  216. ctx->input_listener->set_callback(nullptr);
  217. // Queue menu control setup
  218. ctx->function_queue.push(std::bind(game::menu::setup_controls, ctx));
  219. }
  220. );
  221. ctx->input_listener->set_enabled(true);
  222. };
  223. // Register menu item callbacks
  224. ctx->menu_select_callbacks.push_back(select_callback);
  225. ctx->menu_left_callbacks.push_back(nullptr);
  226. ctx->menu_right_callbacks.push_back(nullptr);
  227. }
  228. void enter(game::context* ctx)
  229. {
  230. // Add camera control menu items
  231. add_control_item(ctx, "move_forward");
  232. add_control_item(ctx, "move_back");
  233. add_control_item(ctx, "move_left");
  234. add_control_item(ctx, "move_right");
  235. add_control_item(ctx, "move_up");
  236. add_control_item(ctx, "move_down");
  237. // Add application control menu items
  238. add_control_item(ctx, "toggle_fullscreen");
  239. add_control_item(ctx, "screenshot");
  240. // Construct menu item texts
  241. scene::text* back_text = new scene::text();
  242. // Build list of menu item texts
  243. ctx->menu_item_texts.push_back({back_text, nullptr});
  244. // Set content of menu item texts
  245. back_text->set_content((*ctx->strings)["back"]);
  246. // Init menu item index
  247. game::menu::init_menu_item_index(ctx, "gamepad_config");
  248. game::menu::update_text_color(ctx);
  249. game::menu::update_text_font(ctx);
  250. game::menu::align_text(ctx);
  251. game::menu::update_text_tweens(ctx);
  252. game::menu::add_text_to_ui(ctx);
  253. game::menu::setup_animations(ctx);
  254. // Construct menu item callbacks
  255. auto select_back_callback = [ctx]()
  256. {
  257. // Disable controls
  258. game::menu::clear_controls(ctx);
  259. game::menu::fade_out
  260. (
  261. ctx,
  262. [ctx]()
  263. {
  264. application::state next_state;
  265. next_state.name = "controls_menu";
  266. next_state.enter = std::bind(game::state::controls_menu::enter, ctx);
  267. next_state.exit = std::bind(game::state::controls_menu::exit, ctx);
  268. ctx->app->queue_state(next_state);
  269. }
  270. );
  271. };
  272. // Build list of menu select callbacks
  273. ctx->menu_select_callbacks.push_back(select_back_callback);
  274. // Build list of menu left callbacks
  275. ctx->menu_left_callbacks.push_back(nullptr);
  276. // Build list of menu right callbacks
  277. ctx->menu_right_callbacks.push_back(nullptr);
  278. // Set menu back callback
  279. ctx->menu_back_callback = select_back_callback;
  280. // Queue menu control setup
  281. ctx->function_queue.push(std::bind(game::menu::setup_controls, ctx));
  282. // Fade in menu
  283. game::menu::fade_in(ctx, nullptr);
  284. }
  285. void exit(game::context* ctx)
  286. {
  287. // Destruct menu
  288. game::menu::clear_controls(ctx);
  289. game::menu::clear_callbacks(ctx);
  290. game::menu::delete_animations(ctx);
  291. game::menu::remove_text_from_ui(ctx);
  292. game::menu::delete_text(ctx);
  293. // Save control profile
  294. game::save_control_profile(ctx);
  295. }
  296. } // namespace gamepad_config_menu
  297. } // namespace state
  298. } // namespace game