💿🐜 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/state/gamepad-config-menu.hpp"
  20. #include "game/state/controls-menu.hpp"
  21. #include "game/context.hpp"
  22. #include "application.hpp"
  23. #include "scene/text.hpp"
  24. #include "debug/logger.hpp"
  25. #include "resources/resource-manager.hpp"
  26. #include "game/menu.hpp"
  27. #include "game/controls.hpp"
  28. namespace game {
  29. namespace state {
  30. gamepad_config_menu::gamepad_config_menu(game::context& ctx):
  31. game::state::base(ctx)
  32. {
  33. ctx.logger->push_task("Entering gamepad config menu state");
  34. // Add camera control menu items
  35. add_control_item("move_forward");
  36. add_control_item("move_back");
  37. add_control_item("move_left");
  38. add_control_item("move_right");
  39. add_control_item("move_up");
  40. add_control_item("move_down");
  41. // Add application control menu items
  42. add_control_item("toggle_fullscreen");
  43. add_control_item("screenshot");
  44. // Construct menu item texts
  45. scene::text* back_text = new scene::text();
  46. // Build list of menu item texts
  47. ctx.menu_item_texts.push_back({back_text, nullptr});
  48. // Set content of menu item texts
  49. back_text->set_content((*ctx.strings)["back"]);
  50. // Init menu item index
  51. game::menu::init_menu_item_index(ctx, "gamepad_config");
  52. game::menu::update_text_color(ctx);
  53. game::menu::update_text_font(ctx);
  54. game::menu::align_text(ctx);
  55. game::menu::update_text_tweens(ctx);
  56. game::menu::add_text_to_ui(ctx);
  57. game::menu::setup_animations(ctx);
  58. // Construct menu item callbacks
  59. auto select_back_callback = [&ctx]()
  60. {
  61. // Disable controls
  62. game::menu::clear_controls(ctx);
  63. game::menu::fade_out
  64. (
  65. ctx,
  66. [&ctx]()
  67. {
  68. // Queue change to controls menu state
  69. ctx.function_queue.push
  70. (
  71. [&ctx]()
  72. {
  73. ctx.state_machine.pop();
  74. ctx.state_machine.emplace(new game::state::controls_menu(ctx));
  75. }
  76. );
  77. }
  78. );
  79. };
  80. // Build list of menu select callbacks
  81. ctx.menu_select_callbacks.push_back(select_back_callback);
  82. // Build list of menu left callbacks
  83. ctx.menu_left_callbacks.push_back(nullptr);
  84. // Build list of menu right callbacks
  85. ctx.menu_right_callbacks.push_back(nullptr);
  86. // Set menu back callback
  87. ctx.menu_back_callback = select_back_callback;
  88. // Queue menu control setup
  89. ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
  90. // Fade in menu
  91. game::menu::fade_in(ctx, nullptr);
  92. ctx.logger->pop_task(EXIT_SUCCESS);
  93. }
  94. gamepad_config_menu::~gamepad_config_menu()
  95. {
  96. ctx.logger->push_task("Exiting gamepad config menu state");
  97. // Destruct menu
  98. game::menu::clear_controls(ctx);
  99. game::menu::clear_callbacks(ctx);
  100. game::menu::delete_animations(ctx);
  101. game::menu::remove_text_from_ui(ctx);
  102. game::menu::delete_text(ctx);
  103. // Save control profile
  104. game::save_control_profile(ctx);
  105. ctx.logger->pop_task(EXIT_SUCCESS);
  106. }
  107. std::string gamepad_config_menu::get_binding_string(input::control* control)
  108. {
  109. std::string binding_string;
  110. auto mappings = ctx.input_event_router->get_mappings(control);
  111. for (input::mapping* mapping: *mappings)
  112. {
  113. std::string mapping_string;
  114. switch (mapping->get_type())
  115. {
  116. case input::mapping_type::gamepad_axis:
  117. {
  118. const input::gamepad_axis_mapping* axis_mapping = static_cast<const input::gamepad_axis_mapping*>(mapping);
  119. switch (axis_mapping->axis)
  120. {
  121. case input::gamepad_axis::left_x:
  122. if (axis_mapping->negative)
  123. mapping_string = (*ctx.strings)["gamepad_left_stick_left"];
  124. else
  125. mapping_string = (*ctx.strings)["gamepad_left_stick_right"];
  126. break;
  127. case input::gamepad_axis::left_y:
  128. if (axis_mapping->negative)
  129. mapping_string = (*ctx.strings)["gamepad_left_stick_up"];
  130. else
  131. mapping_string = (*ctx.strings)["gamepad_left_stick_down"];
  132. break;
  133. case input::gamepad_axis::right_x:
  134. if (axis_mapping->negative)
  135. mapping_string = (*ctx.strings)["gamepad_right_stick_left"];
  136. else
  137. mapping_string = (*ctx.strings)["gamepad_right_stick_right"];
  138. break;
  139. case input::gamepad_axis::right_y:
  140. if (axis_mapping->negative)
  141. mapping_string = (*ctx.strings)["gamepad_right_stick_up"];
  142. else
  143. mapping_string = (*ctx.strings)["gamepad_right_stick_down"];
  144. break;
  145. case input::gamepad_axis::left_trigger:
  146. mapping_string = (*ctx.strings)["gamepad_left_trigger"];
  147. break;
  148. case input::gamepad_axis::right_trigger:
  149. mapping_string = (*ctx.strings)["gamepad_right_trigger"];
  150. break;
  151. default:
  152. break;
  153. }
  154. break;
  155. }
  156. case input::mapping_type::gamepad_button:
  157. {
  158. const input::gamepad_button_mapping* button_mapping = static_cast<const input::gamepad_button_mapping*>(mapping);
  159. switch (button_mapping->button)
  160. {
  161. case input::gamepad_button::a:
  162. mapping_string = (*ctx.strings)["gamepad_button_a"];
  163. break;
  164. case input::gamepad_button::b:
  165. mapping_string = (*ctx.strings)["gamepad_button_b"];
  166. break;
  167. case input::gamepad_button::x:
  168. mapping_string = (*ctx.strings)["gamepad_button_x"];
  169. break;
  170. case input::gamepad_button::y:
  171. mapping_string = (*ctx.strings)["gamepad_button_y"];
  172. break;
  173. case input::gamepad_button::back:
  174. mapping_string = (*ctx.strings)["gamepad_button_back"];
  175. break;
  176. case input::gamepad_button::guide:
  177. mapping_string = (*ctx.strings)["gamepad_button_guide"];
  178. break;
  179. case input::gamepad_button::start:
  180. mapping_string = (*ctx.strings)["gamepad_button_start"];
  181. break;
  182. case input::gamepad_button::left_stick:
  183. mapping_string = (*ctx.strings)["gamepad_button_left_stick"];
  184. break;
  185. case input::gamepad_button::right_stick:
  186. mapping_string = (*ctx.strings)["gamepad_button_right_stick"];
  187. break;
  188. case input::gamepad_button::left_shoulder:
  189. mapping_string = (*ctx.strings)["gamepad_button_left_shoulder"];
  190. break;
  191. case input::gamepad_button::right_shoulder:
  192. mapping_string = (*ctx.strings)["gamepad_button_right_shoulder"];
  193. break;
  194. case input::gamepad_button::dpad_up:
  195. mapping_string = (*ctx.strings)["gamepad_button_dpad_up"];
  196. break;
  197. case input::gamepad_button::dpad_down:
  198. mapping_string = (*ctx.strings)["gamepad_button_dpad_down"];
  199. break;
  200. case input::gamepad_button::dpad_left:
  201. mapping_string = (*ctx.strings)["gamepad_button_dpad_left"];
  202. break;
  203. case input::gamepad_button::dpad_right:
  204. mapping_string = (*ctx.strings)["gamepad_button_dpad_right"];
  205. break;
  206. default:
  207. break;
  208. }
  209. break;
  210. }
  211. default:
  212. break;
  213. }
  214. if (!mapping_string.empty())
  215. {
  216. if (binding_string.empty())
  217. {
  218. binding_string = mapping_string;
  219. }
  220. else
  221. {
  222. binding_string += " " + mapping_string;
  223. }
  224. }
  225. }
  226. return binding_string;
  227. }
  228. void gamepad_config_menu::add_control_item(const std::string& control_name)
  229. {
  230. // Get pointer to control
  231. input::control* control = ctx.controls[control_name];
  232. // Construct texts
  233. scene::text* name_text = new scene::text();
  234. scene::text* value_text = new scene::text();
  235. // Add texts to list of menu item texts
  236. ctx.menu_item_texts.push_back({name_text, value_text});
  237. // Set content of name text
  238. std::string string_name = "control_" + control_name;
  239. if (auto it = ctx.strings->find(string_name); it != ctx.strings->end())
  240. name_text->set_content(it->second);
  241. else
  242. name_text->set_content(control_name);
  243. // Set content of value text
  244. value_text->set_content(get_binding_string(control));
  245. auto select_callback = [this, &ctx = this->ctx, control, value_text]()
  246. {
  247. // Clear binding string from value text
  248. value_text->set_content((*ctx.strings)["ellipsis"]);
  249. game::menu::align_text(ctx);
  250. game::menu::update_text_tweens(ctx);
  251. // Disable controls
  252. game::menu::clear_controls(ctx);
  253. // Remove gamepad event mappings from control
  254. ctx.input_event_router->remove_mappings(control, input::mapping_type::gamepad_axis);
  255. ctx.input_event_router->remove_mappings(control, input::mapping_type::gamepad_button);
  256. // Setup input binding listener
  257. ctx.input_listener->set_callback
  258. (
  259. [this, &ctx, control, value_text](const event_base& event)
  260. {
  261. auto id = event.get_event_type_id();
  262. if (id == gamepad_axis_moved_event::event_type_id)
  263. {
  264. // Map gamepad axis event to control
  265. const gamepad_axis_moved_event& axis_event = static_cast<const gamepad_axis_moved_event&>(event);
  266. if (std::abs(axis_event.value) < 0.5f)
  267. return;
  268. ctx.input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_event.axis, (axis_event.value < 0)));
  269. }
  270. else if (id == gamepad_button_pressed_event::event_type_id)
  271. {
  272. // Map gamepad button event to control
  273. const gamepad_button_pressed_event& button_event = static_cast<const gamepad_button_pressed_event&>(event);
  274. ctx.input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_event.button));
  275. }
  276. else if (id == key_pressed_event::event_type_id)
  277. {
  278. // Map key pressed event to control
  279. const key_pressed_event& key_event = static_cast<const key_pressed_event&>(event);
  280. if (key_event.scancode != input::scancode::escape && key_event.scancode != input::scancode::backspace)
  281. return;
  282. }
  283. else
  284. {
  285. return;
  286. }
  287. // Update menu text
  288. value_text->set_content(this->get_binding_string(control));
  289. game::menu::align_text(ctx);
  290. game::menu::update_text_tweens(ctx);
  291. // Disable input listener
  292. ctx.input_listener->set_enabled(false);
  293. ctx.input_listener->set_callback(nullptr);
  294. // Queue menu control setup
  295. ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(ctx)));
  296. }
  297. );
  298. ctx.input_listener->set_enabled(true);
  299. };
  300. // Register menu item callbacks
  301. ctx.menu_select_callbacks.push_back(select_callback);
  302. ctx.menu_left_callbacks.push_back(nullptr);
  303. ctx.menu_right_callbacks.push_back(nullptr);
  304. }
  305. } // namespace state
  306. } // namespace game