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