/*
* 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