💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game/controls.hpp"
#include "game/graphics.hpp"
#include "game/menu.hpp"
#include "game/control-profile.hpp"
#include "game/states/pause-menu-state.hpp"
#include <engine/resources/resource-manager.hpp>
#include <engine/utility/json.hpp>
#include <engine/input/modifier-key.hpp>
#include <engine/utility/hash/fnv1a.hpp>
void reset_control_profile(::control_profile& profile)
{
auto& mappings = profile.mappings;
auto& settings = profile.settings;
mappings.clear();
settings.clear();
// Fullscreen
mappings.emplace("fullscreen", std::make_unique<input::key_mapping>(nullptr, input::scancode::f11, 0, false));
mappings.emplace("fullscreen", std::make_unique<input::key_mapping>(nullptr, input::scancode::enter, input::modifier_key::alt, false));
// Screenshot
mappings.emplace("screenshot", std::make_unique<input::key_mapping>(nullptr, input::scancode::f12, 0, false));
mappings.emplace("screenshot", std::make_unique<input::key_mapping>(nullptr, input::scancode::print_screen, 0, false));
// Menu up
mappings.emplace("menu_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::up, 0, true));
mappings.emplace("menu_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::w, 0, true));
mappings.emplace("menu_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::i, 0, true));
mappings.emplace("menu_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, true));
mappings.emplace("menu_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, true));
mappings.emplace("menu_up", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_up));
// Menu down
mappings.emplace("menu_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::down, 0, true));
mappings.emplace("menu_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::s, 0, true));
mappings.emplace("menu_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::k, 0, true));
mappings.emplace("menu_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, false));
mappings.emplace("menu_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, false));
mappings.emplace("menu_down", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_down));
// Menu left
mappings.emplace("menu_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::left, 0, true));
mappings.emplace("menu_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::a, 0, true));
mappings.emplace("menu_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::j, 0, true));
mappings.emplace("menu_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, true));
mappings.emplace("menu_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, true));
mappings.emplace("menu_left", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_left));
mappings.emplace("menu_left", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::x, true));
mappings.emplace("menu_left", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, true));
// Menu right
mappings.emplace("menu_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::right, 0, true));
mappings.emplace("menu_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::d, 0, true));
mappings.emplace("menu_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::l, 0, true));
mappings.emplace("menu_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, false));
mappings.emplace("menu_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, false));
mappings.emplace("menu_right", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_right));
mappings.emplace("menu_right", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::x, false));
mappings.emplace("menu_right", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, false));
// Menu select
mappings.emplace("menu_select", std::make_unique<input::key_mapping>(nullptr, input::scancode::enter, 0, false));
mappings.emplace("menu_select", std::make_unique<input::key_mapping>(nullptr, input::scancode::space, 0, false));
mappings.emplace("menu_select", std::make_unique<input::key_mapping>(nullptr, input::scancode::e, 0, false));
mappings.emplace("menu_select", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::a));
// Menu back
mappings.emplace("menu_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::escape, 0, false));
mappings.emplace("menu_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::backspace, 0, false));
mappings.emplace("menu_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::q, 0, false));
mappings.emplace("menu_back", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::b));
mappings.emplace("menu_back", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::back));
// Menu modifier
mappings.emplace("menu_modifier", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_shift, 0, false));
mappings.emplace("menu_modifier", std::make_unique<input::key_mapping>(nullptr, input::scancode::right_shift, 0, false));
// Move forward
mappings.emplace("move_forward", std::make_unique<input::key_mapping>(nullptr, input::scancode::w, 0, false));
mappings.emplace("move_forward", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, true));
// Move back
mappings.emplace("move_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::s, 0, false));
mappings.emplace("move_back", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, false));
// Move left
mappings.emplace("move_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::a, 0, false));
mappings.emplace("move_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, true));
// Move right
mappings.emplace("move_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::d, 0, false));
mappings.emplace("move_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, false));
// Move up
mappings.emplace("move_up", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, false));
mappings.emplace("move_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_trigger, false));
// Move down
mappings.emplace("move_down", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, true));
mappings.emplace("move_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_trigger, false));
// Interact
mappings.emplace("interact", std::make_unique<input::key_mapping>(nullptr, input::scancode::e, 0, false));
mappings.emplace("interact", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::a));
// Move fast
// mappings.emplace("move_fast", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_shift, 0, false));
// Move slow
mappings.emplace("move_slow", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_ctrl, 0, false));
// Camera mouse pick
mappings.emplace("camera_mouse_pick", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::left));
// Camera mouse look
mappings.emplace("camera_mouse_look", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::right));
// Camera mouse drag
mappings.emplace("camera_mouse_drag", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::middle));
// Camera zoom
mappings.emplace("camera_mouse_zoom", std::make_unique<input::key_mapping>(nullptr, input::scancode::z, 0, false));
mappings.emplace("camera_zoom_in", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, false));
mappings.emplace("camera_zoom_out", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, true));
// Camera orbit
mappings.emplace("camera_orbit_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::left, 0, false));
mappings.emplace("camera_orbit_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, false));
mappings.emplace("camera_orbit_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::right, 0, false));
mappings.emplace("camera_orbit_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, true));
mappings.emplace("camera_orbit_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::up, 0, false));
mappings.emplace("camera_orbit_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, true));
mappings.emplace("camera_orbit_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::up, 0, false));
mappings.emplace("camera_orbit_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, false));
// Camera look ahead
mappings.emplace("camera_look_ahead", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_shift, 0, false));
mappings.emplace("camera_look_ahead", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_trigger, false));
// Camera presets
mappings.emplace("camera_preset_1", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_1, 0, false));
mappings.emplace("camera_preset_2", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_2, 0, false));
mappings.emplace("camera_preset_3", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_3, 0, false));
mappings.emplace("camera_preset_4", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_4, 0, false));
mappings.emplace("camera_preset_5", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_5, 0, false));
mappings.emplace("camera_preset_6", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_6, 0, false));
mappings.emplace("camera_preset_7", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_7, 0, false));
mappings.emplace("camera_preset_8", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_8, 0, false));
mappings.emplace("camera_preset_9", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_9, 0, false));
mappings.emplace("camera_preset_10", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_0, 0, false));
mappings.emplace("camera_save_preset", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_ctrl, 0, false));
mappings.emplace("camera_save_preset", std::make_unique<input::key_mapping>(nullptr, input::scancode::right_ctrl, 0, false));
// Oviposit
mappings.emplace("oviposit", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_alt, 0, false));
// Pause
mappings.emplace("pause", std::make_unique<input::key_mapping>(nullptr, input::scancode::escape, 0, false));
mappings.emplace("pause", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::start));
// Toggle debug UI
mappings.emplace("toggle_debug", std::make_unique<input::key_mapping>(nullptr, input::scancode::grave, 0, false));
// Adjust exposure
mappings.emplace("adjust_exposure", std::make_unique<input::key_mapping>(nullptr, input::scancode::b, 0, false));
// Adjust time
mappings.emplace("adjust_time", std::make_unique<input::key_mapping>(nullptr, input::scancode::t, 0, false));
}
void apply_control_profile(::game& ctx, const ::control_profile& profile)
{
auto add_mappings = [&profile](input::action_map& map, input::action& action, hash::fnv1a32_t key)
{
auto range = profile.mappings.equal_range(key);
for (auto i = range.first; i != range.second; ++i)
{
map.add_mapping(action, *i->second);
}
};
// Window controls
ctx.window_action_map.remove_mappings();
add_mappings(ctx.window_action_map, ctx.fullscreen_action, "fullscreen");
add_mappings(ctx.window_action_map, ctx.screenshot_action, "screenshot");
// Menu controls
ctx.menu_action_map.remove_mappings();
add_mappings(ctx.menu_action_map, ctx.menu_up_action, "menu_up");
add_mappings(ctx.menu_action_map, ctx.menu_down_action, "menu_down");
add_mappings(ctx.menu_action_map, ctx.menu_left_action, "menu_left");
add_mappings(ctx.menu_action_map, ctx.menu_right_action, "menu_right");
add_mappings(ctx.menu_action_map, ctx.menu_select_action, "menu_select");
add_mappings(ctx.menu_action_map, ctx.menu_back_action, "menu_back");
add_mappings(ctx.menu_action_map, ctx.menu_modifier_action, "menu_modifier");
// Movement controls
ctx.movement_action_map.remove_mappings();
add_mappings(ctx.movement_action_map, ctx.move_forward_action, "move_forward");
add_mappings(ctx.movement_action_map, ctx.move_back_action, "move_back");
add_mappings(ctx.movement_action_map, ctx.move_left_action, "move_left");
add_mappings(ctx.movement_action_map, ctx.move_right_action, "move_right");
add_mappings(ctx.movement_action_map, ctx.move_up_action, "move_up");
add_mappings(ctx.movement_action_map, ctx.move_down_action, "move_down");
add_mappings(ctx.movement_action_map, ctx.move_fast_action, "move_fast");
add_mappings(ctx.movement_action_map, ctx.move_slow_action, "move_slow");
add_mappings(ctx.movement_action_map, ctx.pause_action, "pause");
// Camera controls
ctx.camera_action_map.remove_mappings();
add_mappings(ctx.camera_action_map, ctx.camera_mouse_pick_action, "camera_mouse_pick");
add_mappings(ctx.camera_action_map, ctx.camera_mouse_look_action, "camera_mouse_look");
add_mappings(ctx.camera_action_map, ctx.camera_mouse_drag_action, "camera_mouse_drag");
add_mappings(ctx.camera_action_map, ctx.camera_mouse_zoom_action, "camera_mouse_zoom");
add_mappings(ctx.camera_action_map, ctx.camera_zoom_in_action, "camera_zoom_in");
add_mappings(ctx.camera_action_map, ctx.camera_zoom_out_action, "camera_zoom_out");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_left_action, "camera_orbit_left");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_right_action, "camera_orbit_right");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_up_action, "camera_orbit_up");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_down_action, "camera_orbit_down");
add_mappings(ctx.camera_action_map, ctx.camera_look_ahead_action, "camera_look_ahead");
add_mappings(ctx.camera_action_map, ctx.camera_preset_1_action, "camera_preset_1");
add_mappings(ctx.camera_action_map, ctx.camera_preset_2_action, "camera_preset_2");
add_mappings(ctx.camera_action_map, ctx.camera_preset_3_action, "camera_preset_3");
add_mappings(ctx.camera_action_map, ctx.camera_preset_4_action, "camera_preset_4");
add_mappings(ctx.camera_action_map, ctx.camera_preset_5_action, "camera_preset_5");
add_mappings(ctx.camera_action_map, ctx.camera_preset_6_action, "camera_preset_6");
add_mappings(ctx.camera_action_map, ctx.camera_preset_7_action, "camera_preset_7");
add_mappings(ctx.camera_action_map, ctx.camera_preset_8_action, "camera_preset_8");
add_mappings(ctx.camera_action_map, ctx.camera_preset_9_action, "camera_preset_9");
add_mappings(ctx.camera_action_map, ctx.camera_preset_10_action, "camera_preset_10");
add_mappings(ctx.camera_action_map, ctx.camera_save_preset_action, "camera_save_preset");
// Ant controls
ctx.ant_action_map.remove_mappings();
add_mappings(ctx.ant_action_map, ctx.ant_move_forward_action, "move_forward");
add_mappings(ctx.ant_action_map, ctx.ant_move_back_action, "move_back");
add_mappings(ctx.ant_action_map, ctx.ant_move_left_action, "move_left");
add_mappings(ctx.ant_action_map, ctx.ant_move_right_action, "move_right");
add_mappings(ctx.ant_action_map, ctx.ant_move_fast_action, "move_fast");
add_mappings(ctx.ant_action_map, ctx.ant_move_slow_action, "move_slow");
add_mappings(ctx.ant_action_map, ctx.ant_interact_action, "interact");
add_mappings(ctx.ant_action_map, ctx.ant_oviposit_action, "oviposit");
// Debug controls
add_mappings(ctx.debug_action_map, ctx.toggle_debug_ui_action, "toggle_debug");
add_mappings(ctx.debug_action_map, ctx.adjust_exposure_action, "adjust_exposure");
add_mappings(ctx.debug_action_map, ctx.adjust_time_action, "adjust_time");
}
void update_control_profile(::game& ctx, ::control_profile& profile)
{
auto add_mappings = [&profile](const input::action_map& map, const input::action& action, hash::fnv1a32_t key)
{
auto gamepad_axis_mappings = map.get_gamepad_axis_mappings(action);
auto gamepad_button_mappings = map.get_gamepad_button_mappings(action);
auto key_mappings = map.get_key_mappings(action);
auto mouse_button_mappings = map.get_mouse_button_mappings(action);
auto mouse_motion_mappings = map.get_mouse_motion_mappings(action);
auto mouse_scroll_mappings = map.get_mouse_scroll_mappings(action);
for (const auto& mapping: gamepad_axis_mappings)
{
profile.mappings.emplace(key, std::make_unique<input::gamepad_axis_mapping>(mapping));
}
for (const auto& mapping: gamepad_button_mappings)
{
profile.mappings.emplace(key, std::make_unique<input::gamepad_button_mapping>(mapping));
}
for (const auto& mapping: key_mappings)
{
profile.mappings.emplace(key, std::make_unique<input::key_mapping>(mapping));
}
for (const auto& mapping: mouse_button_mappings)
{
profile.mappings.emplace(key, std::make_unique<input::mouse_button_mapping>(mapping));
}
for (const auto& mapping: mouse_motion_mappings)
{
profile.mappings.emplace(key, std::make_unique<input::mouse_motion_mapping>(mapping));
}
for (const auto& mapping: mouse_scroll_mappings)
{
profile.mappings.emplace(key, std::make_unique<input::mouse_scroll_mapping>(mapping));
}
};
profile.mappings.clear();
// Window controls
add_mappings(ctx.window_action_map, ctx.fullscreen_action, "fullscreen");
add_mappings(ctx.window_action_map, ctx.screenshot_action, "screenshot");
// Menu controls
add_mappings(ctx.menu_action_map, ctx.menu_up_action, "menu_up");
add_mappings(ctx.menu_action_map, ctx.menu_down_action, "menu_down");
add_mappings(ctx.menu_action_map, ctx.menu_left_action, "menu_left");
add_mappings(ctx.menu_action_map, ctx.menu_right_action, "menu_right");
add_mappings(ctx.menu_action_map, ctx.menu_select_action, "menu_select");
add_mappings(ctx.menu_action_map, ctx.menu_back_action, "menu_back");
add_mappings(ctx.menu_action_map, ctx.menu_modifier_action, "menu_modifier");
// Movement controls
add_mappings(ctx.movement_action_map, ctx.move_forward_action, "move_forward");
add_mappings(ctx.movement_action_map, ctx.move_back_action, "move_back");
add_mappings(ctx.movement_action_map, ctx.move_left_action, "move_left");
add_mappings(ctx.movement_action_map, ctx.move_right_action, "move_right");
add_mappings(ctx.movement_action_map, ctx.move_up_action, "move_up");
add_mappings(ctx.movement_action_map, ctx.move_down_action, "move_down");
add_mappings(ctx.movement_action_map, ctx.move_fast_action, "move_fast");
add_mappings(ctx.movement_action_map, ctx.move_slow_action, "move_slow");
add_mappings(ctx.movement_action_map, ctx.pause_action, "pause");
// Ant controls
add_mappings(ctx.ant_action_map, ctx.ant_move_forward_action, "move_forward");
add_mappings(ctx.ant_action_map, ctx.ant_move_back_action, "move_back");
add_mappings(ctx.ant_action_map, ctx.ant_move_left_action, "move_left");
add_mappings(ctx.ant_action_map, ctx.ant_move_right_action, "move_right");
add_mappings(ctx.ant_action_map, ctx.ant_move_fast_action, "move_fast");
add_mappings(ctx.ant_action_map, ctx.ant_move_slow_action, "move_slow");
add_mappings(ctx.ant_action_map, ctx.ant_interact_action, "interact");
add_mappings(ctx.ant_action_map, ctx.ant_oviposit_action, "oviposit");
// Camera controls
add_mappings(ctx.camera_action_map, ctx.camera_mouse_pick_action, "camera_mouse_pick");
add_mappings(ctx.camera_action_map, ctx.camera_mouse_look_action, "camera_mouse_look");
add_mappings(ctx.camera_action_map, ctx.camera_mouse_drag_action, "camera_mouse_drag");
add_mappings(ctx.camera_action_map, ctx.camera_mouse_zoom_action, "camera_mouse_zoom");
add_mappings(ctx.camera_action_map, ctx.camera_zoom_in_action, "camera_zoom_in");
add_mappings(ctx.camera_action_map, ctx.camera_zoom_out_action, "camera_zoom_out");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_left_action, "camera_orbit_left");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_right_action, "camera_orbit_right");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_up_action, "camera_orbit_up");
add_mappings(ctx.camera_action_map, ctx.camera_orbit_down_action, "camera_orbit_down");
add_mappings(ctx.camera_action_map, ctx.camera_look_ahead_action, "camera_look_ahead");
add_mappings(ctx.camera_action_map, ctx.camera_preset_1_action, "camera_preset_1");
add_mappings(ctx.camera_action_map, ctx.camera_preset_2_action, "camera_preset_2");
add_mappings(ctx.camera_action_map, ctx.camera_preset_3_action, "camera_preset_3");
add_mappings(ctx.camera_action_map, ctx.camera_preset_4_action, "camera_preset_4");
add_mappings(ctx.camera_action_map, ctx.camera_preset_5_action, "camera_preset_5");
add_mappings(ctx.camera_action_map, ctx.camera_preset_6_action, "camera_preset_6");
add_mappings(ctx.camera_action_map, ctx.camera_preset_7_action, "camera_preset_7");
add_mappings(ctx.camera_action_map, ctx.camera_preset_8_action, "camera_preset_8");
add_mappings(ctx.camera_action_map, ctx.camera_preset_9_action, "camera_preset_9");
add_mappings(ctx.camera_action_map, ctx.camera_preset_10_action, "camera_preset_10");
add_mappings(ctx.camera_action_map, ctx.camera_save_preset_action, "camera_save_preset");
// Debug controls
add_mappings(ctx.debug_action_map, ctx.toggle_debug_ui_action, "toggle_debug");
add_mappings(ctx.debug_action_map, ctx.adjust_exposure_action, "adjust_exposure");
add_mappings(ctx.debug_action_map, ctx.adjust_time_action, "adjust_time");
}
void setup_game_controls(::game& ctx)
{
// Setup pause control
ctx.movement_action_subscriptions.emplace_back
(
ctx.pause_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
if (!ctx.resume_callback)
{
// Queue disable game controls and push pause state
ctx.function_queue.push
(
[&ctx]()
{
// Disable game controls
::disable_game_controls(ctx);
// Push pause menu state
ctx.state_machine.emplace(std::make_unique<pause_menu_state>(ctx));
}
);
// Set resume callback
ctx.resume_callback = [&ctx]()
{
enable_game_controls(ctx);
ctx.resume_callback = nullptr;
};
}
}
)
);
}
void enable_game_controls(::game& ctx)
{
ctx.movement_action_map.enable();
}
void disable_game_controls(::game& ctx)
{
ctx.movement_action_map.disable();
ctx.move_forward_action.reset();
ctx.move_back_action.reset();
ctx.move_left_action.reset();
ctx.move_right_action.reset();
ctx.move_up_action.reset();
ctx.move_down_action.reset();
ctx.move_fast_action.reset();
ctx.move_slow_action.reset();
ctx.pause_action.reset();
}