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@ -23,19 +23,322 @@ |
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#include "scene/text.hpp"
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#include "scene/text.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "debug/logger.hpp"
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#include "debug/logger.hpp"
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#include "resources/resource-manager.hpp"
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#include "game/menu.hpp"
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#include "animation/timeline.hpp"
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namespace game { |
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namespace game { |
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namespace state { |
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namespace state { |
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namespace controller_config_menu { |
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namespace controller_config_menu { |
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void enter(game::context* ctx) |
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static std::string get_binding_string(game::context* ctx, input::control* control) |
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{ |
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{ |
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std::string binding_string; |
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auto mappings = ctx->input_event_router->get_mappings(control); |
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for (input::mapping* mapping: *mappings) |
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{ |
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std::string mapping_string; |
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switch (mapping->get_type()) |
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{ |
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case input::mapping_type::gamepad_axis: |
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{ |
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const input::gamepad_axis_mapping* axis_mapping = static_cast<const input::gamepad_axis_mapping*>(mapping); |
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switch (axis_mapping->axis) |
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{ |
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case input::gamepad_axis::left_x: |
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if (axis_mapping->negative) |
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mapping_string = (*ctx->strings)["gamepad_left_stick_left"]; |
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else |
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mapping_string = (*ctx->strings)["gamepad_left_stick_right"]; |
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break; |
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case input::gamepad_axis::left_y: |
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if (axis_mapping->negative) |
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mapping_string = (*ctx->strings)["gamepad_left_stick_up"]; |
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else |
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mapping_string = (*ctx->strings)["gamepad_left_stick_down"]; |
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break; |
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case input::gamepad_axis::right_x: |
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if (axis_mapping->negative) |
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mapping_string = (*ctx->strings)["gamepad_right_stick_left"]; |
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else |
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mapping_string = (*ctx->strings)["gamepad_right_stick_right"]; |
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break; |
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case input::gamepad_axis::right_y: |
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if (axis_mapping->negative) |
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mapping_string = (*ctx->strings)["gamepad_right_stick_up"]; |
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else |
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mapping_string = (*ctx->strings)["gamepad_right_stick_down"]; |
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break; |
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case input::gamepad_axis::left_trigger: |
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mapping_string = (*ctx->strings)["gamepad_left_trigger"]; |
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break; |
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case input::gamepad_axis::right_trigger: |
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mapping_string = (*ctx->strings)["gamepad_right_trigger"]; |
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break; |
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default: |
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break; |
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} |
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break; |
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} |
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case input::mapping_type::gamepad_button: |
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{ |
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const input::gamepad_button_mapping* button_mapping = static_cast<const input::gamepad_button_mapping*>(mapping); |
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switch (button_mapping->button) |
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{ |
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case input::gamepad_button::a: |
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mapping_string = (*ctx->strings)["gamepad_button_a"]; |
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break; |
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case input::gamepad_button::b: |
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mapping_string = (*ctx->strings)["gamepad_button_b"]; |
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break; |
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case input::gamepad_button::x: |
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mapping_string = (*ctx->strings)["gamepad_button_x"]; |
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break; |
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case input::gamepad_button::y: |
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mapping_string = (*ctx->strings)["gamepad_button_y"]; |
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break; |
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case input::gamepad_button::back: |
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mapping_string = (*ctx->strings)["gamepad_button_back"]; |
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break; |
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case input::gamepad_button::guide: |
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mapping_string = (*ctx->strings)["gamepad_button_guide"]; |
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break; |
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case input::gamepad_button::start: |
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mapping_string = (*ctx->strings)["gamepad_button_start"]; |
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break; |
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case input::gamepad_button::left_stick: |
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mapping_string = (*ctx->strings)["gamepad_button_left_stick"]; |
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break; |
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case input::gamepad_button::right_stick: |
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mapping_string = (*ctx->strings)["gamepad_button_right_stick"]; |
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break; |
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case input::gamepad_button::left_shoulder: |
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mapping_string = (*ctx->strings)["gamepad_button_left_shoulder"]; |
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break; |
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case input::gamepad_button::right_shoulder: |
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mapping_string = (*ctx->strings)["gamepad_button_right_shoulder"]; |
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break; |
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case input::gamepad_button::dpad_up: |
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mapping_string = (*ctx->strings)["gamepad_button_dpad_up"]; |
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break; |
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case input::gamepad_button::dpad_down: |
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mapping_string = (*ctx->strings)["gamepad_button_dpad_down"]; |
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break; |
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case input::gamepad_button::dpad_left: |
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mapping_string = (*ctx->strings)["gamepad_button_dpad_left"]; |
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break; |
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case input::gamepad_button::dpad_right: |
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mapping_string = (*ctx->strings)["gamepad_button_dpad_right"]; |
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break; |
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default: |
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break; |
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} |
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break; |
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} |
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default: |
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break; |
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} |
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if (!mapping_string.empty()) |
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{ |
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if (binding_string.empty()) |
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{ |
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binding_string = mapping_string; |
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} |
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else |
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{ |
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binding_string += " " + mapping_string; |
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} |
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} |
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} |
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return binding_string; |
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} |
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static void add_control_item(game::context* ctx, const std::string& control_name) |
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{ |
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// Get pointer to control
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input::control* control = ctx->controls[control_name]; |
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// Construct texts
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scene::text* name_text = new scene::text(); |
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scene::text* value_text = new scene::text(); |
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// Add texts to list of menu item texts
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ctx->menu_item_texts.push_back({name_text, value_text}); |
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// Set content of name text
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std::string string_name = "control_" + control_name; |
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if (auto it = ctx->strings->find(string_name); it != ctx->strings->end()) |
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name_text->set_content(it->second); |
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else |
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name_text->set_content(control_name); |
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// Set content of value text
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value_text->set_content(get_binding_string(ctx, control)); |
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auto select_callback = [ctx, control, value_text]() |
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{ |
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// Clear binding string from value text
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value_text->set_content((*ctx->strings)["ellipsis"]); |
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game::menu::align_text(ctx); |
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game::menu::update_text_tweens(ctx); |
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// Disable controls
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game::menu::clear_controls(ctx); |
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// Remove gamepad event mappings from control
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ctx->input_event_router->remove_mappings(control, input::mapping_type::gamepad_axis); |
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ctx->input_event_router->remove_mappings(control, input::mapping_type::gamepad_button); |
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// Setup input binding listener
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ctx->input_listener->set_callback |
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( |
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[ctx, control, value_text](const event_base& event) |
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{ |
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auto id = event.get_event_type_id(); |
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if (id == gamepad_axis_moved_event::event_type_id) |
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{ |
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// Map gamepad axis event to control
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const gamepad_axis_moved_event& axis_event = static_cast<const gamepad_axis_moved_event&>(event); |
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if (std::abs(axis_event.value) < 0.5f) |
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return; |
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ctx->input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_event.axis, (axis_event.value < 0))); |
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} |
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else if (id == gamepad_button_pressed_event::event_type_id) |
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{ |
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// Map gamepad button event to control
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const gamepad_button_pressed_event& button_event = static_cast<const gamepad_button_pressed_event&>(event); |
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ctx->input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_event.button)); |
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} |
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else |
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{ |
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return; |
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} |
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// Update menu text
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value_text->set_content(get_binding_string(ctx, control)); |
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game::menu::align_text(ctx); |
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game::menu::update_text_tweens(ctx); |
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// Disable input listener
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ctx->input_listener->set_enabled(false); |
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ctx->input_listener->set_callback(nullptr); |
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// Schedule re-enabling of menu controls
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timeline* timeline = ctx->timeline; |
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float t = timeline->get_position(); |
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timeline->add_sequence({{t + game::menu::input_delay, std::bind(game::menu::setup_controls, ctx)}}); |
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} |
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); |
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ctx->input_listener->set_enabled(true); |
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}; |
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// Register menu item callbacks
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ctx->menu_select_callbacks.push_back(select_callback); |
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ctx->menu_left_callbacks.push_back(nullptr); |
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ctx->menu_right_callbacks.push_back(nullptr); |
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} |
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} |
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void exit(game::context* ctx) |
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void enter(game::context* ctx) |
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{ |
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{ |
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ctx->ui_clear_pass->set_cleared_buffers(true, true, false); |
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// Add camera control menu items
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add_control_item(ctx, "dolly_forward"); |
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add_control_item(ctx, "dolly_backward"); |
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add_control_item(ctx, "truck_left"); |
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add_control_item(ctx, "truck_right"); |
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add_control_item(ctx, "pedestal_up"); |
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add_control_item(ctx, "pedestal_down"); |
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// Add application control menu items
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add_control_item(ctx, "toggle_fullscreen"); |
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add_control_item(ctx, "screenshot"); |
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// Construct menu item texts
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scene::text* back_text = new scene::text(); |
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// Build list of menu item texts
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ctx->menu_item_texts.push_back({back_text, nullptr}); |
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// Set content of menu item texts
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back_text->set_content((*ctx->strings)["back"]); |
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// Init menu item index
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game::menu::init_menu_item_index(ctx, "controller_config"); |
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game::menu::update_text_color(ctx); |
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game::menu::update_text_font(ctx); |
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game::menu::align_text(ctx); |
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game::menu::update_text_tweens(ctx); |
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game::menu::add_text_to_ui(ctx); |
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// Construct menu item callbacks
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auto select_back_callback = [ctx]() |
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{ |
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application::state next_state; |
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next_state.name = "controls_menu"; |
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next_state.enter = std::bind(game::state::controls_menu::enter, ctx); |
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next_state.exit = std::bind(game::state::controls_menu::exit, ctx); |
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ctx->app->change_state(next_state); |
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}; |
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// Build list of menu select callbacks
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ctx->menu_select_callbacks.push_back(select_back_callback); |
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// Build list of menu left callbacks
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ctx->menu_left_callbacks.push_back(nullptr); |
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// Build list of menu right callbacks
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ctx->menu_right_callbacks.push_back(nullptr); |
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// Set menu back callback
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ctx->menu_back_callback = select_back_callback; |
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// Schedule menu control setup
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timeline* timeline = ctx->timeline; |
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float t = timeline->get_position(); |
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timeline->add_sequence({{t + game::menu::input_delay, std::bind(game::menu::setup_controls, ctx)}}); |
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} |
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void exit(game::context* ctx) |
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{ |
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// Destruct menu
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game::menu::clear_controls(ctx); |
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game::menu::clear_callbacks(ctx); |
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game::menu::remove_text_from_ui(ctx); |
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game::menu::delete_text(ctx); |
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ctx->ui_clear_pass->set_cleared_buffers(false, true, false); |
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} |
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} |
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} // namespace controller_config_menu
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} // namespace controller_config_menu
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