/* * Copyright (C) 2023 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 . */ #include "game/states/gamepad-config-menu-state.hpp" #include "game/states/controls-menu-state.hpp" #include "game/controls.hpp" #include "game/game.hpp" #include #include #include #include "game/menu.hpp" #include "game/controls.hpp" #include "game/strings.hpp" #include using namespace hash::literals; gamepad_config_menu_state::gamepad_config_menu_state(::game& ctx): game_state(ctx), action_remapped(false) { debug::log_trace("Entering gamepad config menu state..."); // Add control menu items add_control_item(ctx.movement_action_map, ctx.move_forward_action, "control_move_forward"); add_control_item(ctx.movement_action_map, ctx.move_back_action, "control_move_back"); add_control_item(ctx.movement_action_map, ctx.move_left_action, "control_move_left"); add_control_item(ctx.movement_action_map, ctx.move_right_action, "control_move_right"); add_control_item(ctx.movement_action_map, ctx.move_up_action, "control_move_up"); add_control_item(ctx.movement_action_map, ctx.move_down_action, "control_move_down"); add_control_item(ctx.movement_action_map, ctx.pause_action, "control_pause"); // Construct menu item texts back_text = std::make_unique(); // Build list of menu item texts ctx.menu_item_texts.push_back({back_text.get(), nullptr}); // Set content of menu item texts back_text->set_content(get_string(ctx, "back")); // Init menu item index ::menu::init_menu_item_index(ctx, "gamepad_config"); ::menu::update_text_color(ctx); ::menu::update_text_font(ctx); ::menu::align_text(ctx); ::menu::add_text_to_ui(ctx); ::menu::setup_animations(ctx); // Construct menu item callbacks auto select_back_callback = [&ctx]() { // Disable menu controls ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx))); ::menu::fade_out ( ctx, [&ctx]() { // Queue change to controls menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); ctx.state_machine.emplace(std::make_unique(ctx)); } ); } ); }; // Build list of menu select callbacks ctx.menu_select_callbacks.push_back(select_back_callback); // Build list of menu left callbacks ctx.menu_left_callbacks.push_back(nullptr); // Build list of menu right callbacks ctx.menu_right_callbacks.push_back(nullptr); // Set menu back callback ctx.menu_back_callback = select_back_callback; // Queue menu control setup ctx.function_queue.push(std::bind(::enable_menu_controls, std::ref(ctx))); // Fade in menu ::menu::fade_in(ctx, nullptr); debug::log_trace("Entered gamepad config menu state"); } gamepad_config_menu_state::~gamepad_config_menu_state() { debug::log_trace("Exiting gamepad config menu state..."); // Destruct menu ::disable_menu_controls(ctx); ::menu::clear_callbacks(ctx); ::menu::delete_animations(ctx); ::menu::remove_text_from_ui(ctx); ::menu::delete_text(ctx); if (action_remapped) { // Update control profile ::update_control_profile(ctx, *ctx.control_profile); // Save control profile ctx.resource_manager->set_write_path(ctx.controls_path); ctx.resource_manager->save(*ctx.control_profile, ctx.control_profile_filename); } debug::log_trace("Exited gamepad config menu state"); } std::string gamepad_config_menu_state::get_mapping_string(const input::action_map& action_map, const input::action& control) { std::string mapping_string; if (auto gamepad_axis_mappings = action_map.get_gamepad_axis_mappings(control); !gamepad_axis_mappings.empty()) { const auto& gamepad_axis_mapping = gamepad_axis_mappings.front(); switch (gamepad_axis_mapping.axis) { case input::gamepad_axis::left_stick_x: if (gamepad_axis_mapping.direction) { mapping_string = get_string(ctx, "gamepad_left_stick_left"); } else { mapping_string = get_string(ctx, "gamepad_left_stick_right"); } break; case input::gamepad_axis::left_stick_y: if (gamepad_axis_mapping.direction) { mapping_string = get_string(ctx, "gamepad_left_stick_up"); } else { mapping_string = get_string(ctx, "gamepad_left_stick_down"); } break; case input::gamepad_axis::right_stick_x: if (gamepad_axis_mapping.direction) { mapping_string = get_string(ctx, "gamepad_right_stick_left"); } else { mapping_string = get_string(ctx, "gamepad_right_stick_right"); } break; case input::gamepad_axis::right_stick_y: if (gamepad_axis_mapping.direction) { mapping_string = get_string(ctx, "gamepad_right_stick_up"); } else { mapping_string = get_string(ctx, "gamepad_right_stick_down"); } break; case input::gamepad_axis::left_trigger: mapping_string = get_string(ctx, "gamepad_left_trigger"); break; case input::gamepad_axis::right_trigger: mapping_string = get_string(ctx, "gamepad_right_trigger"); break; default: { const char sign = (gamepad_axis_mapping.direction) ? '-' : '+'; const std::string format_string = get_string(ctx, "gamepad_axis_n_format"); mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_axis_mapping.axis), sign)); break; } } } else if (auto gamepad_button_mappings = action_map.get_gamepad_button_mappings(control); !gamepad_button_mappings.empty()) { const auto& gamepad_button_mapping = gamepad_button_mappings.front(); switch (gamepad_button_mapping.button) { case input::gamepad_button::a: mapping_string = get_string(ctx, "gamepad_button_a"); break; case input::gamepad_button::b: mapping_string = get_string(ctx, "gamepad_button_b"); break; case input::gamepad_button::x: mapping_string = get_string(ctx, "gamepad_button_x"); break; case input::gamepad_button::y: mapping_string = get_string(ctx, "gamepad_button_y"); break; case input::gamepad_button::back: mapping_string = get_string(ctx, "gamepad_button_back"); break; case input::gamepad_button::guide: mapping_string = get_string(ctx, "gamepad_button_guide"); break; case input::gamepad_button::start: mapping_string = get_string(ctx, "gamepad_button_start"); break; case input::gamepad_button::left_stick: mapping_string = get_string(ctx, "gamepad_button_left_stick"); break; case input::gamepad_button::right_stick: mapping_string = get_string(ctx, "gamepad_button_right_stick"); break; case input::gamepad_button::left_shoulder: mapping_string = get_string(ctx, "gamepad_button_left_shoulder"); break; case input::gamepad_button::right_shoulder: mapping_string = get_string(ctx, "gamepad_button_right_shoulder"); break; case input::gamepad_button::dpad_up: mapping_string = get_string(ctx, "gamepad_button_dpad_up"); break; case input::gamepad_button::dpad_down: mapping_string = get_string(ctx, "gamepad_button_dpad_down"); break; case input::gamepad_button::dpad_left: mapping_string = get_string(ctx, "gamepad_button_dpad_left"); break; case input::gamepad_button::dpad_right: mapping_string = get_string(ctx, "gamepad_button_dpad_right"); break; default: { const std::string format_string = get_string(ctx, "gamepad_button_n_format"); mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_button_mapping.button))); break; } } } else { mapping_string = get_string(ctx, "control_unmapped"); } return mapping_string; } void gamepad_config_menu_state::add_control_item(input::action_map& action_map, input::action& control, hash::fnv1a32_t control_name_hash) { // Construct texts auto name_text = std::make_unique(); auto value_text = std::make_unique(); // Add texts to list of menu item texts ctx.menu_item_texts.push_back({name_text.get(), value_text.get()}); // Set control name and mapping texts name_text->set_content(get_string(ctx, control_name_hash)); value_text->set_content(get_mapping_string(action_map, control)); // Callback invoked when an input has been mapped to the control auto input_mapped_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get()](const auto& event) { if (event.mapping.get_mapping_type() != input::mapping_type::key) { this->action_remapped = true; // Remove gamepad axis mappings and gamepad button mappings mapped to the control action_map->remove_mappings(*control, input::mapping_type::gamepad_axis); action_map->remove_mappings(*control, input::mapping_type::gamepad_button); action_map->add_mapping(*control, event.mapping); } // Update control mapping text value_text->set_content(this->get_mapping_string(*action_map, *control)); ::menu::align_text(ctx); // Queue disabling of input mapper re-enabling of menu controls ctx.function_queue.push ( [&ctx]() { ctx.input_mapper.disconnect(); ::enable_menu_controls(ctx); } ); }; // Callback invoked when the control menu item has been selected auto select_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get(), input_mapped_callback]() { // Set control mapping text to "..." value_text->set_content(get_string(ctx, "control_mapping")); ::menu::align_text(ctx); // Setup input mapped callbacks gamepad_axis_mapped_subscription = ctx.input_mapper.get_gamepad_axis_mapped_channel().subscribe ( input_mapped_callback ); gamepad_button_mapped_subscription = ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe ( input_mapped_callback ); key_mapped_subscription = ctx.input_mapper.get_key_mapped_channel().subscribe ( input_mapped_callback ); // Queue disabling of menu controls and enabling of input mapper ctx.function_queue.push ( [&]() { ::disable_menu_controls(ctx); ctx.input_mapper.connect(ctx.input_manager->get_event_dispatcher()); } ); }; control_item_texts.emplace_back(std::move(name_text)); control_item_texts.emplace_back(std::move(value_text)); // Register menu item callbacks ctx.menu_select_callbacks.push_back(select_callback); ctx.menu_left_callbacks.push_back(nullptr); ctx.menu_right_callbacks.push_back(nullptr); }