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@ -460,7 +460,7 @@ void Game::render() |
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void Game::exit() |
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{ |
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saveControlProfile(); |
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} |
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void Game::handleEvent(const WindowResizedEvent& event) |
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@ -1412,13 +1412,6 @@ void Game::loadStrings() |
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void Game::loadControlProfile() |
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{ |
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// Create control directory if it doesn't exist
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std::string controlsPath = getConfigPath() + "/controls/"; |
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if (!pathExists(controlsPath)) |
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{ |
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createDirectory(controlsPath); |
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} |
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// Load control profile
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std::string controlProfilePath = "/controls/" + controlProfileName + ".csv"; |
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CSVTable* controlProfile = resourceManager->load<CSVTable>(controlProfilePath); |
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@ -1599,6 +1592,7 @@ void Game::loadControlProfile() |
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} |
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// Map controls
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/*
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inputMapper->map(&exitControl, keyboard, Scancode::ESCAPE); |
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inputMapper->map(&toggleFullscreenControl, keyboard, Scancode::F11); |
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inputMapper->map(&screenshotControl, keyboard, Scancode::F12); |
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@ -1617,10 +1611,188 @@ void Game::loadControlProfile() |
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inputMapper->map(&dragCameraControl, mouse, 3); |
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inputMapper->map(&toggleWireframeControl, keyboard, Scancode::V); |
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inputMapper->map(&toggleEditModeControl, keyboard, Scancode::TAB); |
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*/ |
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} |
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void Game::saveControlProfile() |
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{} |
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{ |
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// Build control profile CSV table
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CSVTable* table = new CSVTable(); |
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for (auto it = controlNameMap.begin(); it != controlNameMap.end(); ++it) |
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{ |
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// Get control name
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const std::string& controlName = it->first; |
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// Get pointer to the control
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Control* control = it->second; |
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// Look up list of mappings for the control
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const std::list<InputMapping*>* mappings = inputMapper->getMappings(control); |
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if (!mappings) |
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{ |
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continue; |
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} |
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// For each input mapping
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for (const InputMapping* mapping: *mappings) |
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{ |
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// Add row to the table
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table->push_back(CSVRow()); |
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CSVRow* row = &table->back(); |
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// Add control name column
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row->push_back(controlName); |
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switch (mapping->getType()) |
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{ |
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case InputMappingType::KEY: |
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{ |
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const KeyMapping* keyMapping = static_cast<const KeyMapping*>(mapping); |
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row->push_back("keyboard"); |
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row->push_back("key"); |
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std::string scancodeName; |
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std::stringstream stream; |
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stream << static_cast<int>(keyMapping->scancode); |
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stream >> scancodeName; |
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row->push_back(scancodeName); |
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break; |
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} |
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case InputMappingType::MOUSE_MOTION: |
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{ |
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const MouseMotionMapping* mouseMotionMapping = static_cast<const MouseMotionMapping*>(mapping); |
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row->push_back("mouse"); |
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row->push_back("motion"); |
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std::string axisName; |
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if (mouseMotionMapping->axis == MouseMotionAxis::POSITIVE_X) |
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{ |
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axisName = "+x"; |
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} |
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else if (mouseMotionMapping->axis == MouseMotionAxis::NEGATIVE_X) |
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{ |
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axisName = "-x"; |
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} |
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else if (mouseMotionMapping->axis == MouseMotionAxis::POSITIVE_Y) |
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{ |
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axisName = "+y"; |
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} |
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else |
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{ |
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axisName = "-y"; |
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} |
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row->push_back(axisName); |
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break; |
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} |
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case InputMappingType::MOUSE_WHEEL: |
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{ |
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const MouseWheelMapping* mouseWheelMapping = static_cast<const MouseWheelMapping*>(mapping); |
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row->push_back("mouse"); |
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row->push_back("wheel"); |
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std::string axisName; |
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if (mouseWheelMapping->axis == MouseWheelAxis::POSITIVE_X) |
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{ |
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axisName = "+x"; |
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} |
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else if (mouseWheelMapping->axis == MouseWheelAxis::NEGATIVE_X) |
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{ |
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axisName = "-x"; |
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} |
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else if (mouseWheelMapping->axis == MouseWheelAxis::POSITIVE_Y) |
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{ |
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axisName = "+y"; |
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} |
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else |
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{ |
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axisName = "-y"; |
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} |
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row->push_back(axisName); |
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break; |
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} |
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case InputMappingType::MOUSE_BUTTON: |
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{ |
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const MouseButtonMapping* mouseButtonMapping = static_cast<const MouseButtonMapping*>(mapping); |
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row->push_back("mouse"); |
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row->push_back("button"); |
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std::string buttonName; |
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std::stringstream stream; |
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stream << static_cast<int>(mouseButtonMapping->button); |
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stream >> buttonName; |
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row->push_back(buttonName); |
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break; |
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} |
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case InputMappingType::GAMEPAD_AXIS: |
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{ |
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const GamepadAxisMapping* gamepadAxisMapping = static_cast<const GamepadAxisMapping*>(mapping); |
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row->push_back("gamepad"); |
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row->push_back("axis"); |
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std::stringstream stream; |
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if (gamepadAxisMapping->negative) |
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{ |
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stream << "-"; |
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} |
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else |
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{ |
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stream << "+"; |
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} |
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stream << gamepadAxisMapping->axis; |
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std::string axisName; |
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stream >> axisName; |
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row->push_back(axisName); |
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break; |
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} |
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case InputMappingType::GAMEPAD_BUTTON: |
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{ |
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const GamepadButtonMapping* gamepadButtonMapping = static_cast<const GamepadButtonMapping*>(mapping); |
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row->push_back("gamepad"); |
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row->push_back("button"); |
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std::string buttonName; |
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std::stringstream stream; |
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stream << static_cast<int>(gamepadButtonMapping->button); |
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stream >> buttonName; |
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row->push_back(buttonName); |
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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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} |
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} |
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// Create controls directory if it doesn't exist
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std::string controlsPath = getConfigPath() + "/controls/"; |
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if (!pathExists(controlsPath)) |
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{ |
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createDirectory(controlsPath); |
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} |
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// Form full path to control profile file
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std::string controlProfilePath = controlsPath + controlProfileName + ".csv"; |
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// Save control profile
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resourceManager->save<CSVTable>(table, controlProfilePath); |
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// Free control profile CSV table
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delete table; |
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} |
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void Game::resizeUI(int w, int h) |
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{ |
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