/* * 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/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 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(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 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 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(); // 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(); // 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(); // 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(); 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(); 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(); 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(); // 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(); 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(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(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(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(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(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(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 max = calibration["leftx_activation"][1].get(); gamepad.set_activation_threshold(input::gamepad_axis::left_x, min, max); } if (calibration.contains("lefty_activation")) { float min = calibration["lefty_activation"][0].get(); float max = calibration["lefty_activation"][1].get(); gamepad.set_activation_threshold(input::gamepad_axis::left_y, min, max); } if (calibration.contains("rightx_activation")) { float min = calibration["rightx_activation"][0].get(); float max = calibration["rightx_activation"][1].get(); gamepad.set_activation_threshold(input::gamepad_axis::right_x, min, max); } if (calibration.contains("righty_activation")) { float min = calibration["righty_activation"][0].get(); float max = calibration["righty_activation"][1].get(); gamepad.set_activation_threshold(input::gamepad_axis::right_y, min, max); } if (calibration.contains("lefttrigger_activation")) { float min = calibration["lefttrigger_activation"][0].get(); float max = calibration["lefttrigger_activation"][1].get(); gamepad.set_activation_threshold(input::gamepad_axis::left_trigger, min, max); } if (calibration.contains("righttrigger_activation")) { float min = calibration["righttrigger_activation"][0].get(); float max = calibration["righttrigger_activation"][1].get(); 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()); if (calibration.contains("right_deadzone_cross")) gamepad.set_right_deadzone_cross(calibration["right_deadzone_cross"].get()); if (calibration.contains("left_deadzone_roundness")) gamepad.set_left_deadzone_roundness(calibration["left_deadzone_roundness"].get()); if (calibration.contains("right_deadzone_roundness")) gamepad.set_right_deadzone_roundness(calibration["right_deadzone_roundness"].get()); 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()); 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()); 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()); 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()); 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()); 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()); gamepad.set_response_curve(input::gamepad_axis::right_trigger, curve); } } } // namespace game