💿🐜 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/states/gamepad-config-menu-state.hpp"
#include "game/states/controls-menu-state.hpp"
#include "game/controls.hpp"
#include "game/game.hpp"
#include <engine/scene/text.hpp>
#include <engine/debug/log.hpp>
#include <engine/resources/resource-manager.hpp>
#include "game/menu.hpp"
#include "game/controls.hpp"
#include "game/strings.hpp"
#include <engine/utility/hash/fnv1a.hpp>
using namespace hash::literals;
gamepad_config_menu_state::gamepad_config_menu_state(::game& ctx):
game_state(ctx),
action_remapped(false)
{
debug::log_trace("Entering gamepad config menu state...");
// Add control menu items
add_control_item(ctx.movement_action_map, ctx.move_forward_action, "control_move_forward");
add_control_item(ctx.movement_action_map, ctx.move_back_action, "control_move_back");
add_control_item(ctx.movement_action_map, ctx.move_left_action, "control_move_left");
add_control_item(ctx.movement_action_map, ctx.move_right_action, "control_move_right");
add_control_item(ctx.movement_action_map, ctx.move_up_action, "control_move_up");
add_control_item(ctx.movement_action_map, ctx.move_down_action, "control_move_down");
add_control_item(ctx.movement_action_map, ctx.pause_action, "control_pause");
// Construct menu item texts
back_text = std::make_unique<scene::text>();
// Build list of menu item texts
ctx.menu_item_texts.push_back({back_text.get(), nullptr});
// Set content of menu item texts
back_text->set_content(get_string(ctx, "back"));
// Init menu item index
::menu::init_menu_item_index(ctx, "gamepad_config");
::menu::update_text_color(ctx);
::menu::update_text_font(ctx);
::menu::align_text(ctx);
::menu::add_text_to_ui(ctx);
::menu::setup_animations(ctx);
// Construct menu item callbacks
auto select_back_callback = [&ctx]()
{
// Disable menu controls
ctx.function_queue.push(std::bind(::disable_menu_controls, std::ref(ctx)));
::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to controls menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(std::make_unique<controls_menu_state>(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(::enable_menu_controls, std::ref(ctx)));
// Fade in menu
::menu::fade_in(ctx, nullptr);
debug::log_trace("Entered gamepad config menu state");
}
gamepad_config_menu_state::~gamepad_config_menu_state()
{
debug::log_trace("Exiting gamepad config menu state...");
// Destruct menu
::disable_menu_controls(ctx);
::menu::clear_callbacks(ctx);
::menu::delete_animations(ctx);
::menu::remove_text_from_ui(ctx);
::menu::delete_text(ctx);
if (action_remapped)
{
// Update control profile
::update_control_profile(ctx, *ctx.control_profile);
// Save control profile
ctx.resource_manager->set_write_path(ctx.controls_path);
ctx.resource_manager->save(*ctx.control_profile, ctx.control_profile_filename);
}
debug::log_trace("Exited gamepad config menu state");
}
std::string gamepad_config_menu_state::get_mapping_string(const input::action_map& action_map, const input::action& control)
{
std::string mapping_string;
if (auto gamepad_axis_mappings = action_map.get_gamepad_axis_mappings(control); !gamepad_axis_mappings.empty())
{
const auto& gamepad_axis_mapping = gamepad_axis_mappings.front();
switch (gamepad_axis_mapping.axis)
{
case input::gamepad_axis::left_stick_x:
if (gamepad_axis_mapping.direction)
{
mapping_string = get_string(ctx, "gamepad_left_stick_left");
}
else
{
mapping_string = get_string(ctx, "gamepad_left_stick_right");
}
break;
case input::gamepad_axis::left_stick_y:
if (gamepad_axis_mapping.direction)
{
mapping_string = get_string(ctx, "gamepad_left_stick_up");
}
else
{
mapping_string = get_string(ctx, "gamepad_left_stick_down");
}
break;
case input::gamepad_axis::right_stick_x:
if (gamepad_axis_mapping.direction)
{
mapping_string = get_string(ctx, "gamepad_right_stick_left");
}
else
{
mapping_string = get_string(ctx, "gamepad_right_stick_right");
}
break;
case input::gamepad_axis::right_stick_y:
if (gamepad_axis_mapping.direction)
{
mapping_string = get_string(ctx, "gamepad_right_stick_up");
}
else
{
mapping_string = get_string(ctx, "gamepad_right_stick_down");
}
break;
case input::gamepad_axis::left_trigger:
mapping_string = get_string(ctx, "gamepad_left_trigger");
break;
case input::gamepad_axis::right_trigger:
mapping_string = get_string(ctx, "gamepad_right_trigger");
break;
default:
{
const char sign = (gamepad_axis_mapping.direction) ? '-' : '+';
const std::string format_string = get_string(ctx, "gamepad_axis_n_format");
mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_axis_mapping.axis), sign));
break;
}
}
}
else if (auto gamepad_button_mappings = action_map.get_gamepad_button_mappings(control); !gamepad_button_mappings.empty())
{
const auto& gamepad_button_mapping = gamepad_button_mappings.front();
switch (gamepad_button_mapping.button)
{
case input::gamepad_button::a:
mapping_string = get_string(ctx, "gamepad_button_a");
break;
case input::gamepad_button::b:
mapping_string = get_string(ctx, "gamepad_button_b");
break;
case input::gamepad_button::x:
mapping_string = get_string(ctx, "gamepad_button_x");
break;
case input::gamepad_button::y:
mapping_string = get_string(ctx, "gamepad_button_y");
break;
case input::gamepad_button::back:
mapping_string = get_string(ctx, "gamepad_button_back");
break;
case input::gamepad_button::guide:
mapping_string = get_string(ctx, "gamepad_button_guide");
break;
case input::gamepad_button::start:
mapping_string = get_string(ctx, "gamepad_button_start");
break;
case input::gamepad_button::left_stick:
mapping_string = get_string(ctx, "gamepad_button_left_stick");
break;
case input::gamepad_button::right_stick:
mapping_string = get_string(ctx, "gamepad_button_right_stick");
break;
case input::gamepad_button::left_shoulder:
mapping_string = get_string(ctx, "gamepad_button_left_shoulder");
break;
case input::gamepad_button::right_shoulder:
mapping_string = get_string(ctx, "gamepad_button_right_shoulder");
break;
case input::gamepad_button::dpad_up:
mapping_string = get_string(ctx, "gamepad_button_dpad_up");
break;
case input::gamepad_button::dpad_down:
mapping_string = get_string(ctx, "gamepad_button_dpad_down");
break;
case input::gamepad_button::dpad_left:
mapping_string = get_string(ctx, "gamepad_button_dpad_left");
break;
case input::gamepad_button::dpad_right:
mapping_string = get_string(ctx, "gamepad_button_dpad_right");
break;
default:
{
const std::string format_string = get_string(ctx, "gamepad_button_n_format");
mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(gamepad_button_mapping.button)));
break;
}
}
}
else
{
mapping_string = get_string(ctx, "control_unmapped");
}
return mapping_string;
}
void gamepad_config_menu_state::add_control_item(input::action_map& action_map, input::action& control, hash::fnv1a32_t control_name_hash)
{
// Construct texts
auto name_text = std::make_unique<scene::text>();
auto value_text = std::make_unique<scene::text>();
// Add texts to list of menu item texts
ctx.menu_item_texts.push_back({name_text.get(), value_text.get()});
// Set control name and mapping texts
name_text->set_content(get_string(ctx, control_name_hash));
value_text->set_content(get_mapping_string(action_map, control));
// Callback invoked when an input has been mapped to the control
auto input_mapped_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get()](const auto& event)
{
if (event.mapping.get_mapping_type() != input::mapping_type::key)
{
this->action_remapped = true;
// Remove gamepad axis mappings and gamepad button mappings mapped to the control
action_map->remove_mappings(*control, input::mapping_type::gamepad_axis);
action_map->remove_mappings(*control, input::mapping_type::gamepad_button);
action_map->add_mapping(*control, event.mapping);
}
// Update control mapping text
value_text->set_content(this->get_mapping_string(*action_map, *control));
::menu::align_text(ctx);
// Queue disabling of input mapper re-enabling of menu controls
ctx.function_queue.push
(
[&ctx]()
{
ctx.input_mapper.disconnect();
::enable_menu_controls(ctx);
}
);
};
// Callback invoked when the control menu item has been selected
auto select_callback = [this, &ctx = this->ctx, action_map = &action_map, control = &control, value_text = value_text.get(), input_mapped_callback]()
{
// Set control mapping text to "..."
value_text->set_content(get_string(ctx, "control_mapping"));
::menu::align_text(ctx);
// Setup input mapped callbacks
gamepad_axis_mapped_subscription = ctx.input_mapper.get_gamepad_axis_mapped_channel().subscribe
(
input_mapped_callback
);
gamepad_button_mapped_subscription = ctx.input_mapper.get_gamepad_button_mapped_channel().subscribe
(
input_mapped_callback
);
key_mapped_subscription = ctx.input_mapper.get_key_mapped_channel().subscribe
(
input_mapped_callback
);
// Queue disabling of menu controls and enabling of input mapper
ctx.function_queue.push
(
[&]()
{
::disable_menu_controls(ctx);
ctx.input_mapper.connect(ctx.input_manager->get_event_dispatcher());
}
);
};
control_item_texts.emplace_back(std::move(name_text));
control_item_texts.emplace_back(std::move(value_text));
// 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);
}