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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/controls.hpp"
- #include "resources/resource-manager.hpp"
- #include "resources/json.hpp"
- #include "application.hpp"
- #include "game/component/transform.hpp"
- #include "game/component/constraint/constraint.hpp"
- #include "game/component/constraint-stack.hpp"
- #include <fstream>
-
- namespace game {
-
- std::filesystem::path gamepad_calibration_path(const game::context& ctx, const input::gamepad& gamepad)
- {
- return std::filesystem::path("gamepad-" + gamepad.get_guid() + ".json");
- }
-
- json default_control_profile()
- {
- return json();
- }
-
- json default_gamepad_calibration()
- {
- const float activation_min = 0.15f;
- const float activation_max = 0.98f;
- const bool deadzone_cross = false;
- const float deadzone_roundness = 1.0f;
- const std::string response_curve = "linear";
-
- json calibration;
-
- calibration["leftx_activation"] = {activation_min, activation_max};
- calibration["lefty_activation"] = {activation_min, activation_max};
- calibration["rightx_activation"] = {activation_min, activation_max};
- calibration["righty_activation"] = {activation_min, activation_max};
- calibration["lefttrigger_activation"] = {activation_min, activation_max};
- calibration["righttrigger_activation"] = {activation_min, activation_max};
- calibration["leftx_response_curve"] = response_curve;
- calibration["lefty_response_curve"] = response_curve;
- calibration["rightx_response_curve"] = response_curve;
- calibration["righty_response_curve"] = response_curve;
- calibration["lefttrigger_response_curve"] = response_curve;
- calibration["righttrigger_response_curve"] = response_curve;
- calibration["left_deadzone_cross"] = deadzone_cross;
- calibration["right_deadzone_cross"] = deadzone_cross;
- calibration["left_deadzone_roundness"] = deadzone_roundness;
- calibration["right_deadzone_roundness"] = deadzone_roundness;
-
- return calibration;
- }
-
- json* load_gamepad_calibration(game::context& ctx, const input::gamepad& gamepad)
- {
- // Determine path to gamepad calibration file
- std::filesystem::path path = gamepad_calibration_path(ctx, gamepad);
-
- // Load gamepad calibration file
- json* calibration = ctx.resource_manager->load<json>(path.string());
-
- return calibration;
- }
-
- bool save_gamepad_calibration(const game::context& ctx, const input::gamepad& gamepad, const json& calibration)
- {
- // Determine absolute path to gamepad calibration file
- std::filesystem::path path = ctx.controls_path / gamepad_calibration_path(ctx, gamepad);
-
- // Open calibration file
- std::ofstream stream;
- stream.open(path);
- if (!stream)
- return false;
-
- // Write calibration to file
- stream << calibration.dump(1, '\t');
- if (stream.bad())
- {
- stream.close();
- return false;
- }
-
- // Close calibration file
- stream.close();
-
- return true;
- }
-
- void apply_control_profile(game::context& ctx, const json& profile)
- {
- // Map gamepad buttons to strings
- const std::unordered_map<std::string, input::gamepad_button> gamepad_button_map =
- {
- {"a", input::gamepad_button::a},
- {"b", input::gamepad_button::b},
- {"x", input::gamepad_button::x},
- {"y", input::gamepad_button::y},
- {"back", input::gamepad_button::back},
- {"guide", input::gamepad_button::guide},
- {"start", input::gamepad_button::start},
- {"leftstick", input::gamepad_button::left_stick},
- {"rightstick", input::gamepad_button::right_stick},
- {"leftshoulder", input::gamepad_button::left_shoulder},
- {"rightshoulder", input::gamepad_button::right_shoulder},
- {"dpup", input::gamepad_button::dpad_up},
- {"dpdown", input::gamepad_button::dpad_down},
- {"dpleft", input::gamepad_button::dpad_left},
- {"dpright", input::gamepad_button::dpad_right}
- };
-
- // Map gamepad axes to strings
- const std::unordered_map<std::string, input::gamepad_axis> gamepad_axis_map =
- {
- {"leftx", input::gamepad_axis::left_x},
- {"lefty", input::gamepad_axis::left_y},
- {"rightx", input::gamepad_axis::right_x},
- {"righty", input::gamepad_axis::right_y},
- {"lefttrigger", input::gamepad_axis::left_trigger},
- {"righttrigger", input::gamepad_axis::right_trigger}
- };
-
- // Remove all existing input mappings
- for (auto control = ctx.controls.begin(); control != ctx.controls.end(); ++control)
- {
- ctx.input_event_router->remove_mappings(control->second);
- }
-
- // Get keyboard and mouse devices
- input::keyboard* keyboard = ctx.app->get_keyboard();
- input::mouse* mouse = ctx.app->get_mouse();
-
- // Find profile gamepad device
- input::gamepad* gamepad = nullptr;
- auto gamepad_element = profile.find("gamepad");
- if (gamepad_element != profile.end())
- {
- // Get gamepad GUID
- const std::string gamepad_guid = gamepad_element->get<std::string>();
-
- // Find gamepad with matching GUID
- for (input::gamepad* device: ctx.app->get_gamepads())
- {
- if (device->get_guid() == gamepad_guid)
- {
- gamepad = device;
- break;
- }
- }
- }
-
- // Find controls element
- auto controls_element = profile.find("controls");
- if (controls_element != profile.end())
- {
- // For each control in the profile
- for (auto control_element = controls_element->cbegin(); control_element != controls_element->cend(); ++control_element)
- {
- // Get the control name
- std::string control_name = control_element.key();
-
- // Find or create control
- input::control* control;
- if (ctx.controls.count(control_name))
- {
- control = ctx.controls[control_name];
- }
- else
- {
- control = new input::control();
- ctx.controls[control_name] = control;
- }
-
- // For each mapping in the control
- for (auto mapping_element = control_element.value().cbegin(); mapping_element != control_element.value().cend(); ++mapping_element)
- {
- if (!mapping_element->contains("device"))
- {
- ctx.logger->warning("Control \"" + control_name + "\" not mapped to a device");
- continue;
- }
-
- // Get the mapping device
- const std::string device = (*mapping_element)["device"];
-
- if (device == "keyboard")
- {
- // Parse key name
- if (!mapping_element->contains("key"))
- {
- ctx.logger->warning("Control \"" + control_name + "\" has invalid keyboard mapping");
- continue;
- }
- std::string key = (*mapping_element)["key"].get<std::string>();
-
- // Get scancode from key name
- input::scancode scancode = keyboard->get_scancode_from_name(key.c_str());
- if (scancode == input::scancode::unknown)
- {
- ctx.logger->warning("Control \"" + control_name + "\" mapped to unknown keyboard key \"" + key + "\"");
- continue;
- }
-
- // Map control to keyboard key
- ctx.input_event_router->add_mapping(input::key_mapping(control, keyboard, scancode));
-
- ctx.logger->log("Mapped control \"" + control_name + "\" to keyboard key \"" + key + "\"");
- }
- else if (device == "mouse")
- {
- if (mapping_element->contains("button"))
- {
- // Parse mouse button index
- int button = (*mapping_element)["button"].get<int>();
-
- // Map control to mouse button
- ctx.input_event_router->add_mapping(input::mouse_button_mapping(control, mouse, button));
-
- ctx.logger->log("Mapped control \"" + control_name + "\" to mouse button " + std::to_string(button));
- }
- else if (mapping_element->contains("wheel"))
- {
- // Parse mouse wheel axis
- std::string wheel = (*mapping_element)["wheel"].get<std::string>();
- input::mouse_wheel_axis axis;
- if (wheel == "x+")
- axis = input::mouse_wheel_axis::positive_x;
- else if (wheel == "x-")
- axis = input::mouse_wheel_axis::negative_x;
- else if (wheel == "y+")
- axis = input::mouse_wheel_axis::positive_y;
- else if (wheel == "y-")
- axis = input::mouse_wheel_axis::negative_y;
- else
- {
- ctx.logger->warning("Control \"" + control_name + "\" is mapped to invalid mouse wheel axis \"" + wheel + "\"");
- continue;
- }
-
- // Map control to mouse wheel axis
- ctx.input_event_router->add_mapping(input::mouse_wheel_mapping(control, mouse, axis));
-
- ctx.logger->log("Mapped control \"" + control_name + "\" to mouse wheel axis " + wheel);
- }
- else if (mapping_element->contains("motion"))
- {
- std::string motion = (*mapping_element)["motion"].get<std::string>();
- input::mouse_motion_axis axis;
- if (motion == "x+")
- axis = input::mouse_motion_axis::positive_x;
- else if (motion == "x-")
- axis = input::mouse_motion_axis::negative_x;
- else if (motion == "y+")
- axis = input::mouse_motion_axis::positive_y;
- else if (motion == "y-")
- axis = input::mouse_motion_axis::negative_y;
- else
- {
- ctx.logger->warning("Control \"" + control_name + "\" is mapped to invalid mouse motion axis \"" + motion + "\"");
- continue;
- }
-
- // Map control to mouse motion axis
- ctx.input_event_router->add_mapping(input::mouse_motion_mapping(control, mouse, axis));
-
- ctx.logger->log("Mapped control \"" + control_name + "\" to mouse motion axis " + motion);
- }
- else
- {
- ctx.logger->warning("Control \"" + control_name + "\" has invalid mouse mapping");
- continue;
- }
- }
- else if (device == "gamepad")
- {
- if (mapping_element->contains("button"))
- {
- // Parse gamepad button
- std::string button = (*mapping_element)["button"].get<std::string>();
-
- auto button_it = gamepad_button_map.find(button);
- if (button_it == gamepad_button_map.end())
- {
- ctx.logger->warning("Control \"" + control_name + "\" is mapped to invalid gamepad button \"" + button + "\"");
- continue;
- }
-
- // Map control to gamepad button
- ctx.input_event_router->add_mapping(input::gamepad_button_mapping(control, gamepad, button_it->second));
-
- ctx.logger->log("Mapped control \"" + control_name + "\" to gamepad button " + button);
- }
- else if (mapping_element->contains("axis"))
- {
- std::string axis = (*mapping_element)["axis"].get<std::string>();
-
- // Parse gamepad axis name
- const std::string axis_name = axis.substr(0, axis.length() - 1);
- auto axis_it = gamepad_axis_map.find(axis_name);
- if (axis_it == gamepad_axis_map.end())
- {
- ctx.logger->warning("Control \"" + control_name + "\" is mapped to invalid gamepad axis \"" + axis_name + "\"");
- continue;
- }
-
- // Parse gamepad axis sign
- const char axis_sign = axis.back();
- if (axis_sign != '-' && axis_sign != '+')
- {
- ctx.logger->warning("Control \"" + control_name + "\" is mapped to gamepad axis with invalid sign \"" + axis_sign + "\"");
- continue;
- }
- bool axis_negative = (axis_sign == '-');
-
- // Map control to gamepad axis
- ctx.input_event_router->add_mapping(input::gamepad_axis_mapping(control, gamepad, axis_it->second, axis_negative));
-
- ctx.logger->log("Mapped control \"" + control_name + "\" to gamepad axis " + axis);
- }
- else
- {
- ctx.logger->log("Control \"" + control_name + "\" has invalid gamepad mapping");
- continue;
- }
- }
- else
- {
- ctx.logger->warning("Control \"" + control_name + "\" bound to unknown device \"" + device + "\"");
- }
- }
- }
- }
- }
-
- void save_control_profile(game::context& ctx)
- {
- std::filesystem::path path;
- if (ctx.config->contains("control_profile"))
- path = ctx.config_path / "controls" / (*ctx.config)["control_profile"].get<std::string>();
-
- ctx.logger->push_task("Saving control profile to \"" + path.string() + "\"");
- try
- {
- json control_profile;
-
- // Add controls element
- auto& controls_element = control_profile["controls"];
- controls_element = json::object();
-
- for (auto controls_it = ctx.controls.begin(); controls_it != ctx.controls.end(); ++controls_it)
- {
- const std::string& control_name = controls_it->first;
- input::control* control = controls_it->second;
-
- // Add control element
- auto& control_element = controls_element[control_name];
- control_element = json::array();
-
- // Get control mappings
- auto mappings = ctx.input_event_router->get_mappings(control);
-
- // Skip unmapped controls
- if (!mappings)
- continue;
-
- // Add control mapping elements
- for (input::mapping* mapping: *mappings)
- {
- json mapping_element;
-
- switch (mapping->get_type())
- {
- case input::mapping_type::key:
- {
- const input::key_mapping* key_mapping = static_cast<const input::key_mapping*>(mapping);
- mapping_element["device"] = "keyboard";
- mapping_element["key"] = input::keyboard::get_scancode_name(key_mapping->scancode);
- break;
- }
-
- case input::mapping_type::mouse_wheel:
- {
- const input::mouse_wheel_mapping* wheel_mapping = static_cast<const input::mouse_wheel_mapping*>(mapping);
-
- mapping_element["device"] = "mouse";
- switch (wheel_mapping->axis)
- {
- case input::mouse_wheel_axis::negative_x:
- mapping_element["wheel"] = "x-";
- break;
- case input::mouse_wheel_axis::positive_x:
- mapping_element["wheel"] = "x+";
- break;
- case input::mouse_wheel_axis::negative_y:
- mapping_element["wheel"] = "y-";
- break;
- case input::mouse_wheel_axis::positive_y:
- mapping_element["wheel"] = "y+";
- break;
- default:
- break;
- }
- break;
- }
-
- case input::mapping_type::mouse_motion:
- {
- const input::mouse_motion_mapping* motion_mapping = static_cast<const input::mouse_motion_mapping*>(mapping);
-
- mapping_element["device"] = "mouse";
- switch (motion_mapping->axis)
- {
- case input::mouse_motion_axis::negative_x:
- mapping_element["motion"] = "x-";
- break;
- case input::mouse_motion_axis::positive_x:
- mapping_element["motion"] = "x+";
- break;
- case input::mouse_motion_axis::negative_y:
- mapping_element["motion"] = "y-";
- break;
- case input::mouse_motion_axis::positive_y:
- mapping_element["motion"] = "y+";
- break;
- default:
- break;
- }
- break;
- }
-
- case input::mapping_type::mouse_button:
- {
- const input::mouse_button_mapping* button_mapping = static_cast<const input::mouse_button_mapping*>(mapping);
- mapping_element["device"] = "mouse";
- mapping_element["button"] = button_mapping->button;
- break;
- }
-
- case input::mapping_type::gamepad_axis:
- {
- const input::gamepad_axis_mapping* axis_mapping = static_cast<const input::gamepad_axis_mapping*>(mapping);
- mapping_element["device"] = "gamepad";
- switch (axis_mapping->axis)
- {
- case input::gamepad_axis::left_x:
- if (axis_mapping->negative)
- mapping_element["axis"] = "leftx-";
- else
- mapping_element["axis"] = "leftx+";
- break;
- case input::gamepad_axis::left_y:
- if (axis_mapping->negative)
- mapping_element["axis"] = "lefty-";
- else
- mapping_element["axis"] = "lefty+";
- break;
- case input::gamepad_axis::right_x:
- if (axis_mapping->negative)
- mapping_element["axis"] = "rightx-";
- else
- mapping_element["axis"] = "rightx+";
- break;
- case input::gamepad_axis::right_y:
- if (axis_mapping->negative)
- mapping_element["axis"] = "righty-";
- else
- mapping_element["axis"] = "righty+";
- break;
- case input::gamepad_axis::left_trigger:
- mapping_element["axis"] = "lefttrigger+";
- break;
- case input::gamepad_axis::right_trigger:
- mapping_element["axis"] = "righttrigger+";
- 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);
- mapping_element["device"] = "gamepad";
-
- switch (button_mapping->button)
- {
- case input::gamepad_button::a:
- mapping_element["button"] = "a";
- break;
- case input::gamepad_button::b:
- mapping_element["button"] = "b";
- break;
- case input::gamepad_button::x:
- mapping_element["button"] = "x";
- break;
- case input::gamepad_button::y:
- mapping_element["button"] = "y";
- break;
- case input::gamepad_button::back:
- mapping_element["button"] = "back";
- break;
- case input::gamepad_button::guide:
- mapping_element["button"] = "guide";
- break;
- case input::gamepad_button::start:
- mapping_element["button"] = "start";
- break;
- case input::gamepad_button::left_stick:
- mapping_element["button"] = "leftstick";
- break;
- case input::gamepad_button::right_stick:
- mapping_element["button"] = "rightstick";
- break;
- case input::gamepad_button::left_shoulder:
- mapping_element["button"] = "leftshoulder";
- break;
- case input::gamepad_button::right_shoulder:
- mapping_element["button"] = "rightshoulder";
- break;
- case input::gamepad_button::dpad_up:
- mapping_element["button"] = "dpup";
- break;
- case input::gamepad_button::dpad_down:
- mapping_element["button"] = "dpdown";
- break;
- case input::gamepad_button::dpad_left:
- mapping_element["button"] = "dpleft";
- break;
- case input::gamepad_button::dpad_right:
- mapping_element["button"] = "dpright";
- break;
- default:
- break;
- }
- break;
- }
-
- default:
- break;
- }
-
- control_element.push_back(mapping_element);
- }
- }
-
- std::ofstream control_profile_file(path);
- control_profile_file << control_profile;
- }
- catch (...)
- {
- ctx.logger->pop_task(EXIT_FAILURE);
- }
- ctx.logger->pop_task(EXIT_SUCCESS);
- }
-
- void apply_gamepad_calibration(input::gamepad& gamepad, const json& calibration)
- {
- // Parse and apply activation thresholds
- if (calibration.contains("leftx_activation"))
- {
- float min = calibration["leftx_activation"][0].get<float>();
- float max = calibration["leftx_activation"][1].get<float>();
- gamepad.set_activation_threshold(input::gamepad_axis::left_x, min, max);
- }
- if (calibration.contains("lefty_activation"))
- {
- float min = calibration["lefty_activation"][0].get<float>();
- float max = calibration["lefty_activation"][1].get<float>();
- gamepad.set_activation_threshold(input::gamepad_axis::left_y, min, max);
- }
- if (calibration.contains("rightx_activation"))
- {
- float min = calibration["rightx_activation"][0].get<float>();
- float max = calibration["rightx_activation"][1].get<float>();
- gamepad.set_activation_threshold(input::gamepad_axis::right_x, min, max);
- }
- if (calibration.contains("righty_activation"))
- {
- float min = calibration["righty_activation"][0].get<float>();
- float max = calibration["righty_activation"][1].get<float>();
- gamepad.set_activation_threshold(input::gamepad_axis::right_y, min, max);
- }
- if (calibration.contains("lefttrigger_activation"))
- {
- float min = calibration["lefttrigger_activation"][0].get<float>();
- float max = calibration["lefttrigger_activation"][1].get<float>();
- gamepad.set_activation_threshold(input::gamepad_axis::left_trigger, min, max);
- }
- if (calibration.contains("righttrigger_activation"))
- {
- float min = calibration["righttrigger_activation"][0].get<float>();
- float max = calibration["righttrigger_activation"][1].get<float>();
- gamepad.set_activation_threshold(input::gamepad_axis::right_trigger, min, max);
- }
-
- // Parse and apply deadzone shapes
- if (calibration.contains("left_deadzone_cross"))
- gamepad.set_left_deadzone_cross(calibration["left_deadzone_cross"].get<bool>());
- if (calibration.contains("right_deadzone_cross"))
- gamepad.set_right_deadzone_cross(calibration["right_deadzone_cross"].get<bool>());
- if (calibration.contains("left_deadzone_roundness"))
- gamepad.set_left_deadzone_roundness(calibration["left_deadzone_roundness"].get<float>());
- if (calibration.contains("right_deadzone_roundness"))
- gamepad.set_right_deadzone_roundness(calibration["right_deadzone_roundness"].get<float>());
-
- auto parse_response_curve = [](const std::string& curve) -> input::gamepad_response_curve
- {
- if (curve == "square")
- return input::gamepad_response_curve::square;
- else if (curve == "cube")
- return input::gamepad_response_curve::cube;
- return input::gamepad_response_curve::linear;
- };
-
- // Parse and apply axis response curves
- if (calibration.contains("leftx_response_curve"))
- {
- auto curve = parse_response_curve(calibration["leftx_response_curve"].get<std::string>());
- gamepad.set_response_curve(input::gamepad_axis::left_x, curve);
- }
- if (calibration.contains("lefty_response_curve"))
- {
- auto curve = parse_response_curve(calibration["lefty_response_curve"].get<std::string>());
- gamepad.set_response_curve(input::gamepad_axis::left_y, curve);
- }
- if (calibration.contains("rightx_response_curve"))
- {
- auto curve = parse_response_curve(calibration["rightx_response_curve"].get<std::string>());
- gamepad.set_response_curve(input::gamepad_axis::right_x, curve);
- }
- if (calibration.contains("righty_response_curve"))
- {
- auto curve = parse_response_curve(calibration["righty_response_curve"].get<std::string>());
- gamepad.set_response_curve(input::gamepad_axis::right_y, curve);
- }
- if (calibration.contains("lefttrigger_response_curve"))
- {
- auto curve = parse_response_curve(calibration["lefttrigger_response_curve"].get<std::string>());
- gamepad.set_response_curve(input::gamepad_axis::left_trigger, curve);
- }
- if (calibration.contains("righttrigger_response_curve"))
- {
- auto curve = parse_response_curve(calibration["righttrigger_response_curve"].get<std::string>());
- gamepad.set_response_curve(input::gamepad_axis::right_trigger, curve);
- }
- }
-
- } // namespace game
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