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