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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/controls.hpp"
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#include "game/graphics.hpp"
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#include "game/menu.hpp"
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#include "game/control-profile.hpp"
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#include "game/states/pause-menu-state.hpp"
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#include <engine/resources/resource-manager.hpp>
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#include <engine/utility/json.hpp>
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#include <engine/input/modifier-key.hpp>
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#include <engine/utility/hash/fnv1a.hpp>
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void reset_control_profile(::control_profile& profile)
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{
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auto& mappings = profile.mappings;
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auto& settings = profile.settings;
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mappings.clear();
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settings.clear();
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// Fullscreen
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mappings.emplace("fullscreen", std::make_unique<input::key_mapping>(nullptr, input::scancode::f11, 0, false));
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mappings.emplace("fullscreen", std::make_unique<input::key_mapping>(nullptr, input::scancode::enter, input::modifier_key::alt, false));
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// Screenshot
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mappings.emplace("screenshot", std::make_unique<input::key_mapping>(nullptr, input::scancode::f12, 0, false));
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mappings.emplace("screenshot", std::make_unique<input::key_mapping>(nullptr, input::scancode::print_screen, 0, false));
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// Menu up
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mappings.emplace("menu_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::up, 0, true));
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mappings.emplace("menu_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::w, 0, true));
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mappings.emplace("menu_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::i, 0, true));
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mappings.emplace("menu_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, true));
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mappings.emplace("menu_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, true));
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mappings.emplace("menu_up", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_up));
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// Menu down
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mappings.emplace("menu_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::down, 0, true));
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mappings.emplace("menu_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::s, 0, true));
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mappings.emplace("menu_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::k, 0, true));
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mappings.emplace("menu_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, false));
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mappings.emplace("menu_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, false));
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mappings.emplace("menu_down", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_down));
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// Menu left
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mappings.emplace("menu_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::left, 0, true));
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mappings.emplace("menu_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::a, 0, true));
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mappings.emplace("menu_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::j, 0, true));
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mappings.emplace("menu_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, true));
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mappings.emplace("menu_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, true));
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mappings.emplace("menu_left", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_left));
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mappings.emplace("menu_left", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::x, true));
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mappings.emplace("menu_left", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, true));
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// Menu right
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mappings.emplace("menu_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::right, 0, true));
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mappings.emplace("menu_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::d, 0, true));
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mappings.emplace("menu_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::l, 0, true));
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mappings.emplace("menu_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, false));
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mappings.emplace("menu_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, false));
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mappings.emplace("menu_right", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::dpad_right));
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mappings.emplace("menu_right", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::x, false));
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mappings.emplace("menu_right", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, false));
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// Menu select
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mappings.emplace("menu_select", std::make_unique<input::key_mapping>(nullptr, input::scancode::enter, 0, false));
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mappings.emplace("menu_select", std::make_unique<input::key_mapping>(nullptr, input::scancode::space, 0, false));
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mappings.emplace("menu_select", std::make_unique<input::key_mapping>(nullptr, input::scancode::e, 0, false));
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mappings.emplace("menu_select", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::a));
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// Menu back
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mappings.emplace("menu_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::escape, 0, false));
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mappings.emplace("menu_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::backspace, 0, false));
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mappings.emplace("menu_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::q, 0, false));
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mappings.emplace("menu_back", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::b));
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mappings.emplace("menu_back", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::back));
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// Menu modifier
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mappings.emplace("menu_modifier", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_shift, 0, false));
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mappings.emplace("menu_modifier", std::make_unique<input::key_mapping>(nullptr, input::scancode::right_shift, 0, false));
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// Move forward
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mappings.emplace("move_forward", std::make_unique<input::key_mapping>(nullptr, input::scancode::w, 0, false));
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mappings.emplace("move_forward", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, true));
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// Move back
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mappings.emplace("move_back", std::make_unique<input::key_mapping>(nullptr, input::scancode::s, 0, false));
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mappings.emplace("move_back", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_y, false));
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// Move left
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mappings.emplace("move_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::a, 0, false));
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mappings.emplace("move_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, true));
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// Move right
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mappings.emplace("move_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::d, 0, false));
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mappings.emplace("move_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_stick_x, false));
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// Move up
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mappings.emplace("move_up", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, false));
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mappings.emplace("move_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_trigger, false));
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// Move down
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mappings.emplace("move_down", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, true));
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mappings.emplace("move_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_trigger, false));
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// Interact
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mappings.emplace("interact", std::make_unique<input::key_mapping>(nullptr, input::scancode::e, 0, false));
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mappings.emplace("interact", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::a));
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// Move fast
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// mappings.emplace("move_fast", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_shift, 0, false));
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// Move slow
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mappings.emplace("move_slow", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_ctrl, 0, false));
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// Camera mouse pick
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mappings.emplace("camera_mouse_pick", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::left));
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// Camera mouse look
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mappings.emplace("camera_mouse_look", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::right));
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// Camera mouse drag
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mappings.emplace("camera_mouse_drag", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::middle));
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// Camera zoom
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mappings.emplace("camera_mouse_zoom", std::make_unique<input::key_mapping>(nullptr, input::scancode::z, 0, false));
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mappings.emplace("camera_zoom_in", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, false));
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mappings.emplace("camera_zoom_out", std::make_unique<input::mouse_scroll_mapping>(nullptr, input::mouse_scroll_axis::y, true));
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// Camera orbit
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mappings.emplace("camera_orbit_left", std::make_unique<input::key_mapping>(nullptr, input::scancode::left, 0, false));
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mappings.emplace("camera_orbit_left", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, false));
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mappings.emplace("camera_orbit_right", std::make_unique<input::key_mapping>(nullptr, input::scancode::right, 0, false));
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mappings.emplace("camera_orbit_right", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_x, true));
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mappings.emplace("camera_orbit_up", std::make_unique<input::key_mapping>(nullptr, input::scancode::up, 0, false));
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mappings.emplace("camera_orbit_up", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, true));
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mappings.emplace("camera_orbit_down", std::make_unique<input::key_mapping>(nullptr, input::scancode::up, 0, false));
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mappings.emplace("camera_orbit_down", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::right_stick_y, false));
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// Camera look ahead
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mappings.emplace("camera_look_ahead", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_shift, 0, false));
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mappings.emplace("camera_look_ahead", std::make_unique<input::gamepad_axis_mapping>(nullptr, input::gamepad_axis::left_trigger, false));
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// Camera presets
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mappings.emplace("camera_preset_1", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_1, 0, false));
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mappings.emplace("camera_preset_2", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_2, 0, false));
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mappings.emplace("camera_preset_3", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_3, 0, false));
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mappings.emplace("camera_preset_4", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_4, 0, false));
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mappings.emplace("camera_preset_5", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_5, 0, false));
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mappings.emplace("camera_preset_6", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_6, 0, false));
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mappings.emplace("camera_preset_7", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_7, 0, false));
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mappings.emplace("camera_preset_8", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_8, 0, false));
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mappings.emplace("camera_preset_9", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_9, 0, false));
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mappings.emplace("camera_preset_10", std::make_unique<input::key_mapping>(nullptr, input::scancode::digit_0, 0, false));
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mappings.emplace("camera_save_preset", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_ctrl, 0, false));
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mappings.emplace("camera_save_preset", std::make_unique<input::key_mapping>(nullptr, input::scancode::right_ctrl, 0, false));
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// Oviposit
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mappings.emplace("oviposit", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_alt, 0, false));
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// Pause
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mappings.emplace("pause", std::make_unique<input::key_mapping>(nullptr, input::scancode::escape, 0, false));
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mappings.emplace("pause", std::make_unique<input::gamepad_button_mapping>(nullptr, input::gamepad_button::start));
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// Toggle debug UI
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mappings.emplace("toggle_debug", std::make_unique<input::key_mapping>(nullptr, input::scancode::grave, 0, false));
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// Adjust exposure
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mappings.emplace("adjust_exposure", std::make_unique<input::key_mapping>(nullptr, input::scancode::b, 0, false));
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// Adjust time
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mappings.emplace("adjust_time", std::make_unique<input::key_mapping>(nullptr, input::scancode::t, 0, false));
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}
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void apply_control_profile(::game& ctx, const ::control_profile& profile)
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{
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auto add_mappings = [&profile](input::action_map& map, input::action& action, hash::fnv1a32_t key)
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{
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auto range = profile.mappings.equal_range(key);
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for (auto i = range.first; i != range.second; ++i)
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{
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map.add_mapping(action, *i->second);
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}
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};
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// Window controls
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ctx.window_action_map.remove_mappings();
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add_mappings(ctx.window_action_map, ctx.fullscreen_action, "fullscreen");
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add_mappings(ctx.window_action_map, ctx.screenshot_action, "screenshot");
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// Menu controls
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ctx.menu_action_map.remove_mappings();
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add_mappings(ctx.menu_action_map, ctx.menu_up_action, "menu_up");
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add_mappings(ctx.menu_action_map, ctx.menu_down_action, "menu_down");
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add_mappings(ctx.menu_action_map, ctx.menu_left_action, "menu_left");
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add_mappings(ctx.menu_action_map, ctx.menu_right_action, "menu_right");
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add_mappings(ctx.menu_action_map, ctx.menu_select_action, "menu_select");
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add_mappings(ctx.menu_action_map, ctx.menu_back_action, "menu_back");
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add_mappings(ctx.menu_action_map, ctx.menu_modifier_action, "menu_modifier");
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// Movement controls
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ctx.movement_action_map.remove_mappings();
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add_mappings(ctx.movement_action_map, ctx.move_forward_action, "move_forward");
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add_mappings(ctx.movement_action_map, ctx.move_back_action, "move_back");
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add_mappings(ctx.movement_action_map, ctx.move_left_action, "move_left");
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add_mappings(ctx.movement_action_map, ctx.move_right_action, "move_right");
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add_mappings(ctx.movement_action_map, ctx.move_up_action, "move_up");
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add_mappings(ctx.movement_action_map, ctx.move_down_action, "move_down");
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add_mappings(ctx.movement_action_map, ctx.move_fast_action, "move_fast");
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add_mappings(ctx.movement_action_map, ctx.move_slow_action, "move_slow");
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add_mappings(ctx.movement_action_map, ctx.pause_action, "pause");
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// Camera controls
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ctx.camera_action_map.remove_mappings();
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add_mappings(ctx.camera_action_map, ctx.camera_mouse_pick_action, "camera_mouse_pick");
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add_mappings(ctx.camera_action_map, ctx.camera_mouse_look_action, "camera_mouse_look");
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add_mappings(ctx.camera_action_map, ctx.camera_mouse_drag_action, "camera_mouse_drag");
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add_mappings(ctx.camera_action_map, ctx.camera_mouse_zoom_action, "camera_mouse_zoom");
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add_mappings(ctx.camera_action_map, ctx.camera_zoom_in_action, "camera_zoom_in");
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add_mappings(ctx.camera_action_map, ctx.camera_zoom_out_action, "camera_zoom_out");
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add_mappings(ctx.camera_action_map, ctx.camera_orbit_left_action, "camera_orbit_left");
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add_mappings(ctx.camera_action_map, ctx.camera_orbit_right_action, "camera_orbit_right");
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add_mappings(ctx.camera_action_map, ctx.camera_orbit_up_action, "camera_orbit_up");
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add_mappings(ctx.camera_action_map, ctx.camera_orbit_down_action, "camera_orbit_down");
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add_mappings(ctx.camera_action_map, ctx.camera_look_ahead_action, "camera_look_ahead");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_1_action, "camera_preset_1");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_2_action, "camera_preset_2");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_3_action, "camera_preset_3");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_4_action, "camera_preset_4");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_5_action, "camera_preset_5");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_6_action, "camera_preset_6");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_7_action, "camera_preset_7");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_8_action, "camera_preset_8");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_9_action, "camera_preset_9");
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add_mappings(ctx.camera_action_map, ctx.camera_preset_10_action, "camera_preset_10");
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add_mappings(ctx.camera_action_map, ctx.camera_save_preset_action, "camera_save_preset");
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// Ant controls
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ctx.ant_action_map.remove_mappings();
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add_mappings(ctx.ant_action_map, ctx.ant_move_forward_action, "move_forward");
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add_mappings(ctx.ant_action_map, ctx.ant_move_back_action, "move_back");
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add_mappings(ctx.ant_action_map, ctx.ant_move_left_action, "move_left");
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add_mappings(ctx.ant_action_map, ctx.ant_move_right_action, "move_right");
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add_mappings(ctx.ant_action_map, ctx.ant_move_fast_action, "move_fast");
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add_mappings(ctx.ant_action_map, ctx.ant_move_slow_action, "move_slow");
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add_mappings(ctx.ant_action_map, ctx.ant_interact_action, "interact");
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add_mappings(ctx.ant_action_map, ctx.ant_oviposit_action, "oviposit");
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// Debug controls
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add_mappings(ctx.debug_action_map, ctx.toggle_debug_ui_action, "toggle_debug");
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add_mappings(ctx.debug_action_map, ctx.adjust_exposure_action, "adjust_exposure");
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add_mappings(ctx.debug_action_map, ctx.adjust_time_action, "adjust_time");
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}
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void update_control_profile(::game& ctx, ::control_profile& profile)
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{
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auto add_mappings = [&profile](const input::action_map& map, const input::action& action, hash::fnv1a32_t key)
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{
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auto gamepad_axis_mappings = map.get_gamepad_axis_mappings(action);
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auto gamepad_button_mappings = map.get_gamepad_button_mappings(action);
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auto key_mappings = map.get_key_mappings(action);
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auto mouse_button_mappings = map.get_mouse_button_mappings(action);
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auto mouse_motion_mappings = map.get_mouse_motion_mappings(action);
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auto mouse_scroll_mappings = map.get_mouse_scroll_mappings(action);
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for (const auto& mapping: gamepad_axis_mappings)
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{
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profile.mappings.emplace(key, std::make_unique<input::gamepad_axis_mapping>(mapping));
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}
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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();
|
|
}
|