/* * 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/state/gamepad-config-menu.hpp" #include "game/state/controls-menu.hpp" #include "game/context.hpp" #include "scene/text.hpp" #include "debug/log.hpp" #include "resources/resource-manager.hpp" #include "game/menu.hpp" #include "game/controls.hpp" #include "game/strings.hpp" #include "utility/hash/fnv1a.hpp" using namespace hash::literals; namespace game { namespace state { gamepad_config_menu::gamepad_config_menu(game::context& ctx): game::state::base(ctx) { debug::log::trace("Entering gamepad config menu state..."); // Add camera control menu items add_control_item("move_forward"); add_control_item("move_back"); add_control_item("move_left"); add_control_item("move_right"); add_control_item("move_up"); add_control_item("move_down"); // Add application control menu items add_control_item("toggle_fullscreen"); add_control_item("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(get_string(ctx, "back"_fnv1a32)); // Init menu item index game::menu::init_menu_item_index(ctx, "gamepad_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); game::menu::setup_animations(ctx); // Construct menu item callbacks auto select_back_callback = [&ctx]() { // Disable controls game::menu::clear_controls(ctx); game::menu::fade_out ( ctx, [&ctx]() { // Queue change to controls menu state ctx.function_queue.push ( [&ctx]() { ctx.state_machine.pop(); ctx.state_machine.emplace(new game::state::controls_menu(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(game::menu::setup_controls, std::ref(ctx))); // Fade in menu game::menu::fade_in(ctx, nullptr); debug::log::trace("Entered gamepad config menu state"); } gamepad_config_menu::~gamepad_config_menu() { debug::log::trace("Exiting gamepad config menu state..."); // Destruct menu game::menu::clear_controls(ctx); game::menu::clear_callbacks(ctx); game::menu::delete_animations(ctx); game::menu::remove_text_from_ui(ctx); game::menu::delete_text(ctx); // Save control profile game::save_control_profile(ctx); debug::log::trace("Exited gamepad config menu state"); } std::string gamepad_config_menu::get_binding_string(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::gamepad_axis: { const input::gamepad_axis_mapping* axis_mapping = static_cast(mapping); switch (axis_mapping->axis) { case input::gamepad_axis::left_x: if (axis_mapping->negative) mapping_string = (*ctx.strings)["gamepad_left_stick_left"]; else mapping_string = (*ctx.strings)["gamepad_left_stick_right"]; break; case input::gamepad_axis::left_y: if (axis_mapping->negative) mapping_string = (*ctx.strings)["gamepad_left_stick_up"]; else mapping_string = (*ctx.strings)["gamepad_left_stick_down"]; break; case input::gamepad_axis::right_x: if (axis_mapping->negative) mapping_string = (*ctx.strings)["gamepad_right_stick_left"]; else mapping_string = (*ctx.strings)["gamepad_right_stick_right"]; break; case input::gamepad_axis::right_y: if (axis_mapping->negative) mapping_string = (*ctx.strings)["gamepad_right_stick_up"]; else mapping_string = (*ctx.strings)["gamepad_right_stick_down"]; break; case input::gamepad_axis::left_trigger: mapping_string = (*ctx.strings)["gamepad_left_trigger"]; break; case input::gamepad_axis::right_trigger: mapping_string = (*ctx.strings)["gamepad_right_trigger"]; break; default: break; } break; } case input::mapping_type::gamepad_button: { const input::gamepad_button_mapping* button_mapping = static_cast(mapping); switch (button_mapping->button) { case input::gamepad_button::a: mapping_string = (*ctx.strings)["gamepad_button_a"]; break; case input::gamepad_button::b: mapping_string = (*ctx.strings)["gamepad_button_b"]; break; case input::gamepad_button::x: mapping_string = (*ctx.strings)["gamepad_button_x"]; break; case input::gamepad_button::y: mapping_string = (*ctx.strings)["gamepad_button_y"]; break; case input::gamepad_button::back: mapping_string = (*ctx.strings)["gamepad_button_back"]; break; case input::gamepad_button::guide: mapping_string = (*ctx.strings)["gamepad_button_guide"]; break; case input::gamepad_button::start: mapping_string = (*ctx.strings)["gamepad_button_start"]; break; case input::gamepad_button::left_stick: mapping_string = (*ctx.strings)["gamepad_button_left_stick"]; break; case input::gamepad_button::right_stick: mapping_string = (*ctx.strings)["gamepad_button_right_stick"]; break; case input::gamepad_button::left_shoulder: mapping_string = (*ctx.strings)["gamepad_button_left_shoulder"]; break; case input::gamepad_button::right_shoulder: mapping_string = (*ctx.strings)["gamepad_button_right_shoulder"]; break; case input::gamepad_button::dpad_up: mapping_string = (*ctx.strings)["gamepad_button_dpad_up"]; break; case input::gamepad_button::dpad_down: mapping_string = (*ctx.strings)["gamepad_button_dpad_down"]; break; case input::gamepad_button::dpad_left: mapping_string = (*ctx.strings)["gamepad_button_dpad_left"]; break; case input::gamepad_button::dpad_right: mapping_string = (*ctx.strings)["gamepad_button_dpad_right"]; break; default: break; } break; } default: break; } if (!mapping_string.empty()) { if (binding_string.empty()) { binding_string = mapping_string; } else { binding_string += " " + mapping_string; } } } */ return binding_string; } void gamepad_config_menu::add_control_item(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 name_text->set_content(control_name); // Set content of value text //value_text->set_content(get_binding_string(control)); auto select_callback = [this, &ctx = this->ctx, value_text]() { // Clear binding string from value text value_text->set_content(get_string(ctx, "ellipsis"_fnv1a32)); game::menu::align_text(ctx); game::menu::update_text_tweens(ctx); // Disable controls game::menu::clear_controls(ctx); /* // Remove gamepad event mappings from control ctx.input_event_router->remove_mappings(control, input::mapping_type::gamepad_axis); ctx.input_event_router->remove_mappings(control, input::mapping_type::gamepad_button); // Setup input binding listener ctx.input_listener->set_callback ( [this, &ctx, control, value_text](const event_base& event) { auto id = event.get_event_type_id(); if (id == gamepad_axis_moved_event::event_type_id) { // Map gamepad axis event to control const gamepad_axis_moved_event& axis_event = static_cast(event); if (std::abs(axis_event.value) < 0.5f) return; ctx.input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_event.axis, (axis_event.value < 0))); } else if (id == gamepad_button_pressed_event::event_type_id) { // Map gamepad button event to control const gamepad_button_pressed_event& button_event = static_cast(event); ctx.input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_event.button)); } else 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) return; } else { return; } // Update menu text value_text->set_content(this->get_binding_string(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); // Queue menu control setup ctx.function_queue.push(std::bind(game::menu::setup_controls, std::ref(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); } } // namespace state } // namespace game