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- /*
- * Copyright (C) 2021 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.hpp"
- #include "game/states/controls-menu.hpp"
- #include "application.hpp"
- #include "scene/text.hpp"
- #include "render/passes/clear-pass.hpp"
- #include "debug/logger.hpp"
- #include "resources/resource-manager.hpp"
- #include "game/menu.hpp"
- #include "game/controls.hpp"
- #include "animation/timeline.hpp"
-
- namespace game {
- namespace state {
- namespace gamepad_config_menu {
-
- static std::string get_binding_string(game::context* ctx, input::control* control)
- {
- std::string binding_string;
-
- auto mappings = ctx->input_event_router->get_mappings(control);
- for (input::mapping* mapping: *mappings)
- {
- std::string mapping_string;
-
- switch (mapping->get_type())
- {
- case input::mapping_type::gamepad_axis:
- {
- const input::gamepad_axis_mapping* axis_mapping = static_cast<const input::gamepad_axis_mapping*>(mapping);
-
- switch (axis_mapping->axis)
- {
- case input::gamepad_axis::left_x:
- if (axis_mapping->negative)
- mapping_string = (*ctx->strings)["gamepad_left_stick_left"];
- else
- mapping_string = (*ctx->strings)["gamepad_left_stick_right"];
- break;
-
- case input::gamepad_axis::left_y:
- if (axis_mapping->negative)
- mapping_string = (*ctx->strings)["gamepad_left_stick_up"];
- else
- mapping_string = (*ctx->strings)["gamepad_left_stick_down"];
- break;
-
- case input::gamepad_axis::right_x:
- if (axis_mapping->negative)
- mapping_string = (*ctx->strings)["gamepad_right_stick_left"];
- else
- mapping_string = (*ctx->strings)["gamepad_right_stick_right"];
- break;
-
- case input::gamepad_axis::right_y:
- if (axis_mapping->negative)
- mapping_string = (*ctx->strings)["gamepad_right_stick_up"];
- else
- mapping_string = (*ctx->strings)["gamepad_right_stick_down"];
- break;
-
- case input::gamepad_axis::left_trigger:
- mapping_string = (*ctx->strings)["gamepad_left_trigger"];
- break;
-
- case input::gamepad_axis::right_trigger:
- mapping_string = (*ctx->strings)["gamepad_right_trigger"];
- break;
-
- default:
- break;
- }
- break;
- }
-
- case input::mapping_type::gamepad_button:
- {
- const input::gamepad_button_mapping* button_mapping = static_cast<const input::gamepad_button_mapping*>(mapping);
-
- switch (button_mapping->button)
- {
- case input::gamepad_button::a:
- mapping_string = (*ctx->strings)["gamepad_button_a"];
- break;
-
- case input::gamepad_button::b:
- mapping_string = (*ctx->strings)["gamepad_button_b"];
- break;
-
- case input::gamepad_button::x:
- mapping_string = (*ctx->strings)["gamepad_button_x"];
- break;
-
- case input::gamepad_button::y:
- mapping_string = (*ctx->strings)["gamepad_button_y"];
- break;
-
- case input::gamepad_button::back:
- mapping_string = (*ctx->strings)["gamepad_button_back"];
- break;
-
- case input::gamepad_button::guide:
- mapping_string = (*ctx->strings)["gamepad_button_guide"];
- break;
-
- case input::gamepad_button::start:
- mapping_string = (*ctx->strings)["gamepad_button_start"];
- break;
-
- case input::gamepad_button::left_stick:
- mapping_string = (*ctx->strings)["gamepad_button_left_stick"];
- break;
-
- case input::gamepad_button::right_stick:
- mapping_string = (*ctx->strings)["gamepad_button_right_stick"];
- break;
-
- case input::gamepad_button::left_shoulder:
- mapping_string = (*ctx->strings)["gamepad_button_left_shoulder"];
- break;
-
- case input::gamepad_button::right_shoulder:
- mapping_string = (*ctx->strings)["gamepad_button_right_shoulder"];
- break;
-
- case input::gamepad_button::dpad_up:
- mapping_string = (*ctx->strings)["gamepad_button_dpad_up"];
- break;
-
- case input::gamepad_button::dpad_down:
- mapping_string = (*ctx->strings)["gamepad_button_dpad_down"];
- break;
-
- case input::gamepad_button::dpad_left:
- mapping_string = (*ctx->strings)["gamepad_button_dpad_left"];
- break;
-
- case input::gamepad_button::dpad_right:
- mapping_string = (*ctx->strings)["gamepad_button_dpad_right"];
- break;
-
- default:
- break;
- }
- break;
- }
-
- default:
- break;
- }
-
- if (!mapping_string.empty())
- {
- if (binding_string.empty())
- {
- binding_string = mapping_string;
- }
- else
- {
- binding_string += " " + mapping_string;
- }
- }
- }
-
- return binding_string;
- }
-
- static void add_control_item(game::context* ctx, const std::string& control_name)
- {
- // Get pointer to control
- input::control* control = ctx->controls[control_name];
-
- // Construct texts
- scene::text* name_text = new scene::text();
- scene::text* value_text = new scene::text();
-
- // Add texts to list of menu item texts
- ctx->menu_item_texts.push_back({name_text, value_text});
-
- // Set content of name text
- std::string string_name = "control_" + control_name;
- if (auto it = ctx->strings->find(string_name); it != ctx->strings->end())
- name_text->set_content(it->second);
- else
- name_text->set_content(control_name);
-
- // Set content of value text
- value_text->set_content(get_binding_string(ctx, control));
-
- auto select_callback = [ctx, control, value_text]()
- {
- // Clear binding string from value text
- value_text->set_content((*ctx->strings)["ellipsis"]);
- game::menu::align_text(ctx);
- game::menu::update_text_tweens(ctx);
-
- // Disable controls
- game::menu::clear_controls(ctx);
-
- // Remove gamepad event mappings from control
- ctx->input_event_router->remove_mappings(control, input::mapping_type::gamepad_axis);
- ctx->input_event_router->remove_mappings(control, input::mapping_type::gamepad_button);
-
- // Setup input binding listener
- ctx->input_listener->set_callback
- (
- [ctx, control, value_text](const event_base& event)
- {
- auto id = event.get_event_type_id();
- if (id == gamepad_axis_moved_event::event_type_id)
- {
- // Map gamepad axis event to control
- const gamepad_axis_moved_event& axis_event = static_cast<const gamepad_axis_moved_event&>(event);
- if (std::abs(axis_event.value) < 0.5f)
- return;
-
- ctx->input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_event.axis, (axis_event.value < 0)));
- }
- else if (id == gamepad_button_pressed_event::event_type_id)
- {
- // Map gamepad button event to control
- const gamepad_button_pressed_event& button_event = static_cast<const gamepad_button_pressed_event&>(event);
- ctx->input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_event.button));
- }
- else if (id == key_pressed_event::event_type_id)
- {
- // Map key pressed event to control
- const key_pressed_event& key_event = static_cast<const key_pressed_event&>(event);
-
- if (key_event.scancode != input::scancode::escape && key_event.scancode != input::scancode::backspace)
- return;
- }
- else
- {
- return;
- }
-
- // Update menu text
- value_text->set_content(get_binding_string(ctx, control));
- game::menu::align_text(ctx);
- game::menu::update_text_tweens(ctx);
-
- // Disable input listener
- ctx->input_listener->set_enabled(false);
- ctx->input_listener->set_callback(nullptr);
-
- // Schedule re-enabling of menu controls
- timeline* timeline = ctx->timeline;
- float t = timeline->get_position();
- timeline->add_sequence({{t + game::menu::input_delay, std::bind(game::menu::setup_controls, ctx)}});
- }
- );
- ctx->input_listener->set_enabled(true);
- };
-
- // 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);
- }
-
- void enter(game::context* ctx)
- {
- ctx->ui_clear_pass->set_cleared_buffers(true, true, false);
-
- // Add camera control menu items
- add_control_item(ctx, "move_forward");
- add_control_item(ctx, "move_back");
- add_control_item(ctx, "move_left");
- add_control_item(ctx, "move_right");
- add_control_item(ctx, "move_up");
- add_control_item(ctx, "move_down");
-
- // Add application control menu items
- add_control_item(ctx, "toggle_fullscreen");
- add_control_item(ctx, "screenshot");
-
- // Construct menu item texts
- scene::text* back_text = new scene::text();
-
- // Build list of menu item texts
- ctx->menu_item_texts.push_back({back_text, nullptr});
-
- // Set content of menu item texts
- back_text->set_content((*ctx->strings)["back"]);
-
- // Init menu item index
- game::menu::init_menu_item_index(ctx, "gamepad_config");
-
- game::menu::update_text_color(ctx);
- game::menu::update_text_font(ctx);
- game::menu::align_text(ctx);
- game::menu::update_text_tweens(ctx);
- game::menu::add_text_to_ui(ctx);
-
- // Construct menu item callbacks
- auto select_back_callback = [ctx]()
- {
- application::state next_state;
- next_state.name = "controls_menu";
- next_state.enter = std::bind(game::state::controls_menu::enter, ctx);
- next_state.exit = std::bind(game::state::controls_menu::exit, ctx);
- ctx->app->change_state(next_state);
- };
-
- // 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;
-
- // Schedule menu control setup
- timeline* timeline = ctx->timeline;
- float t = timeline->get_position();
- timeline->add_sequence({{t + game::menu::input_delay, std::bind(game::menu::setup_controls, ctx)}});
- }
-
- void exit(game::context* ctx)
- {
- // Destruct menu
- game::menu::clear_controls(ctx);
- game::menu::clear_callbacks(ctx);
- game::menu::remove_text_from_ui(ctx);
- game::menu::delete_text(ctx);
-
- // Save control profile
- game::save_control_profile(ctx);
-
- ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
- }
-
- } // namespace gamepad_config_menu
- } // namespace state
- } // namespace game
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