/* * 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 . */ #include "game/states/keyboard-config-menu.hpp" #include "game/states/controls-menu.hpp" #include "application.hpp" #include "scene/text.hpp" #include "render/passes/clear-pass.hpp" #include "debug/logger.hpp" #include "resources/resource-manager.hpp" #include "game/menu.hpp" #include "game/controls.hpp" #include "animation/timeline.hpp" namespace game { namespace state { namespace keyboard_config_menu { static std::string get_binding_string(game::context* ctx, input::control* control) { std::string binding_string; auto mappings = ctx->input_event_router->get_mappings(control); for (input::mapping* mapping: *mappings) { std::string mapping_string; switch (mapping->get_type()) { case input::mapping_type::key: { const input::key_mapping* key_mapping = static_cast(mapping); const char* scancode_name = input::keyboard::get_scancode_name(key_mapping->scancode); mapping_string = scancode_name; break; } case input::mapping_type::mouse_wheel: { const input::mouse_wheel_mapping* wheel_mapping = static_cast(mapping); switch (wheel_mapping->axis) { case input::mouse_wheel_axis::negative_x: mapping_string = (*ctx->strings)["mouse_wheel_left"]; break; case input::mouse_wheel_axis::positive_x: mapping_string = (*ctx->strings)["mouse_wheel_right"]; break; case input::mouse_wheel_axis::negative_y: mapping_string = (*ctx->strings)["mouse_wheel_down"]; break; case input::mouse_wheel_axis::positive_y: mapping_string = (*ctx->strings)["mouse_wheel_up"]; break; default: break; } break; } case input::mapping_type::mouse_button: { const input::mouse_button_mapping* button_mapping = static_cast(mapping); if (button_mapping->button == 1) { mapping_string = (*ctx->strings)["mouse_button_left"]; } else if (button_mapping->button == 2) { mapping_string = (*ctx->strings)["mouse_button_middle"]; } else if (button_mapping->button == 3) { mapping_string = (*ctx->strings)["mouse_button_right"]; } else { const std::string& format = (*ctx->strings)["mouse_button_n"]; char buffer[64]; std::snprintf(buffer, 64, format.c_str(), button_mapping->button); mapping_string = buffer; } break; } default: break; } if (!mapping_string.empty()) { if (binding_string.empty()) { binding_string = mapping_string; } else { binding_string += " " + mapping_string; } } } return binding_string; } static void add_control_item(game::context* ctx, const std::string& control_name) { // Get pointer to control input::control* control = ctx->controls[control_name]; // Construct texts scene::text* name_text = new scene::text(); scene::text* value_text = new scene::text(); // Add texts to list of menu item texts ctx->menu_item_texts.push_back({name_text, value_text}); // Set content of name text std::string string_name = "control_" + control_name; if (auto it = ctx->strings->find(string_name); it != ctx->strings->end()) name_text->set_content(it->second); else name_text->set_content(control_name); // Set content of value text value_text->set_content(get_binding_string(ctx, control)); auto select_callback = [ctx, control, value_text]() { // Clear binding string from value text value_text->set_content((*ctx->strings)["ellipsis"]); game::menu::align_text(ctx); game::menu::update_text_tweens(ctx); // Disable controls game::menu::clear_controls(ctx); // Remove keyboard and mouse event mappings from control ctx->input_event_router->remove_mappings(control, input::mapping_type::key); ctx->input_event_router->remove_mappings(control, input::mapping_type::mouse_motion); ctx->input_event_router->remove_mappings(control, input::mapping_type::mouse_wheel); ctx->input_event_router->remove_mappings(control, input::mapping_type::mouse_button); // Setup input binding listener ctx->input_listener->set_callback ( [ctx, control, value_text](const event_base& event) { auto id = event.get_event_type_id(); if (id == key_pressed_event::event_type_id) { // Map key pressed event to control const key_pressed_event& key_event = static_cast(event); if (key_event.scancode != input::scancode::escape && key_event.scancode != input::scancode::backspace) ctx->input_event_router->add_mapping(input::key_mapping(control, key_event.keyboard, key_event.scancode)); } else if (id == mouse_wheel_scrolled_event::event_type_id) { // Map mouse wheel scrolled event to control const mouse_wheel_scrolled_event& wheel_event = static_cast(event); input::mouse_wheel_axis axis; if (wheel_event.x < 0) axis = input::mouse_wheel_axis::negative_x; else if (wheel_event.x > 0) axis = input::mouse_wheel_axis::positive_x; else if (wheel_event.y < 0) axis = input::mouse_wheel_axis::negative_y; else if (wheel_event.y > 0) axis = input::mouse_wheel_axis::positive_y; else return; ctx->input_event_router->add_mapping(input::mouse_wheel_mapping(control, wheel_event.mouse, axis)); } else if (id == mouse_button_pressed_event::event_type_id) { // Map mouse button pressed event to control const mouse_button_pressed_event& button_event = static_cast(event); ctx->input_event_router->add_mapping(input::mouse_button_mapping(control, button_event.mouse, button_event.button)); } else { return; } // Update menu text value_text->set_content(get_binding_string(ctx, control)); game::menu::align_text(ctx); game::menu::update_text_tweens(ctx); // Disable input listener ctx->input_listener->set_enabled(false); ctx->input_listener->set_callback(nullptr); // Schedule re-enabling of menu controls timeline* timeline = ctx->timeline; float t = timeline->get_position(); timeline->add_sequence({{t + game::menu::input_delay, std::bind(game::menu::setup_controls, ctx)}}); } ); ctx->input_listener->set_enabled(true); }; // 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); } void enter(game::context* ctx) { ctx->ui_clear_pass->set_cleared_buffers(true, true, false); // Add camera control menu items add_control_item(ctx, "move_forward"); add_control_item(ctx, "move_back"); add_control_item(ctx, "move_left"); add_control_item(ctx, "move_right"); add_control_item(ctx, "move_up"); add_control_item(ctx, "move_down"); // Add application control menu items add_control_item(ctx, "toggle_fullscreen"); add_control_item(ctx, "screenshot"); // Construct menu item texts scene::text* back_text = new scene::text(); // Build list of menu item texts ctx->menu_item_texts.push_back({back_text, nullptr}); // Set content of menu item texts back_text->set_content((*ctx->strings)["back"]); // Init menu item index game::menu::init_menu_item_index(ctx, "keyboard_config"); game::menu::update_text_color(ctx); game::menu::update_text_font(ctx); game::menu::align_text(ctx); game::menu::update_text_tweens(ctx); game::menu::add_text_to_ui(ctx); // Construct menu item callbacks auto select_back_callback = [ctx]() { application::state next_state; next_state.name = "controls_menu"; next_state.enter = std::bind(game::state::controls_menu::enter, ctx); next_state.exit = std::bind(game::state::controls_menu::exit, ctx); ctx->app->change_state(next_state); }; // 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; // Schedule menu control setup timeline* timeline = ctx->timeline; float t = timeline->get_position(); timeline->add_sequence({{t + game::menu::input_delay, std::bind(game::menu::setup_controls, ctx)}}); } void exit(game::context* ctx) { // Destruct menu game::menu::clear_controls(ctx); game::menu::clear_callbacks(ctx); game::menu::remove_text_from_ui(ctx); game::menu::delete_text(ctx); // Save control profile game::save_control_profile(ctx); ctx->ui_clear_pass->set_cleared_buffers(false, true, false); } } // namespace keyboard_config_menu } // namespace state } // namespace game