💿🐜 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));
// 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));
// Mouse pick
mappings.emplace("mouse_pick", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::left));
// Mouse look
mappings.emplace("mouse_look", std::make_unique<input::mouse_button_mapping>(nullptr, input::mouse_button::right));
// Focus
mappings.emplace("focus", std::make_unique<input::key_mapping>(nullptr, input::scancode::left_shift, 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.pause_action, "pause");
// Keeper controls
ctx.keeper_action_map.remove_mappings();
add_mappings(ctx.keeper_action_map, ctx.mouse_pick_action, "mouse_pick");
add_mappings(ctx.keeper_action_map, ctx.mouse_look_action, "mouse_look");
add_mappings(ctx.keeper_action_map, ctx.focus_action, "focus");
}
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.pause_action, "pause");
// Keeper controls
add_mappings(ctx.keeper_action_map, ctx.mouse_pick_action, "mouse_pick");
add_mappings(ctx.keeper_action_map, ctx.mouse_look_action, "mouse_look");
add_mappings(ctx.keeper_action_map, ctx.focus_action, "focus");
}
void setup_window_controls(::game& ctx)
{
// Setup fullscreen control
ctx.window_action_subscriptions.emplace_back
(
ctx.fullscreen_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
ctx.window->set_fullscreen(!ctx.window->is_fullscreen());
}
)
);
// Setup screenshot control
ctx.window_action_subscriptions.emplace_back
(
ctx.screenshot_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
::graphics::save_screenshot(ctx);
}
)
);
}
void setup_menu_controls(::game& ctx)
{
// Setup menu controls
ctx.menu_action_subscriptions.emplace_back
(
ctx.menu_up_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
--(*ctx.menu_item_index);
if (*ctx.menu_item_index < 0)
*ctx.menu_item_index = static_cast<int>(ctx.menu_item_texts.size()) - 1;
::menu::update_text_color(ctx);
}
)
);
ctx.menu_action_subscriptions.emplace_back
(
ctx.menu_down_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
++(*ctx.menu_item_index);
if (*ctx.menu_item_index >= ctx.menu_item_texts.size())
*ctx.menu_item_index = 0;
::menu::update_text_color(ctx);
}
)
);
ctx.menu_action_subscriptions.emplace_back
(
ctx.menu_left_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
auto callback = ctx.menu_left_callbacks[*ctx.menu_item_index];
if (callback != nullptr)
callback();
}
)
);
ctx.menu_action_subscriptions.emplace_back
(
ctx.menu_right_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
auto callback = ctx.menu_right_callbacks[*ctx.menu_item_index];
if (callback != nullptr)
callback();
}
)
);
ctx.menu_action_subscriptions.emplace_back
(
ctx.menu_select_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
const auto& callback = ctx.menu_select_callbacks[*ctx.menu_item_index];
if (callback != nullptr)
callback();
}
)
);
ctx.menu_action_subscriptions.emplace_back
(
ctx.menu_back_action.get_activated_channel().subscribe
(
[&ctx](const auto& event)
{
if (ctx.menu_back_callback != nullptr)
ctx.menu_back_callback();
}
)
);
// Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
auto menu_action_threshold = [](float x) -> bool
{
return x > 0.5f;
};
ctx.menu_up_action.set_threshold_function(menu_action_threshold);
ctx.menu_down_action.set_threshold_function(menu_action_threshold);
ctx.menu_left_action.set_threshold_function(menu_action_threshold);
ctx.menu_right_action.set_threshold_function(menu_action_threshold);
}
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_window_controls(::game& ctx)
{
ctx.window_action_map.enable();
}
void enable_menu_controls(::game& ctx)
{
ctx.menu_action_map.enable();
// Function to select menu item at mouse position
auto select_menu_item = [&ctx](const math::vector<float, 2>& mouse_position) -> bool
{
const float padding = config::menu_mouseover_padding * ctx.menu_font.get_font_metrics().size;
for (std::size_t i = 0; i < ctx.menu_item_texts.size(); ++i)
{
auto [name, value] = ctx.menu_item_texts[i];
const auto& name_bounds = name->get_bounds();
float min_x = name_bounds.min.x();
float min_y = name_bounds.min.y();
float max_x = name_bounds.max.x();
float max_y = name_bounds.max.y();
if (value)
{
const auto& value_bounds = value->get_bounds();
min_x = std::min<float>(min_x, value_bounds.min.x());
min_y = std::min<float>(min_y, value_bounds.min.y());
max_x = std::max<float>(max_x, value_bounds.max.x());
max_y = std::max<float>(max_y, value_bounds.max.y());
}
min_x -= padding;
min_y -= padding;
max_x += padding;
max_y += padding;
const auto& viewport = ctx.window->get_viewport_size();
const float x = mouse_position.x();
const float y = static_cast<float>((viewport[1] - mouse_position.y() + 1));
if (x >= min_x && x <= max_x)
{
if (y >= min_y && y <= max_y)
{
*ctx.menu_item_index = static_cast<int>(i);
::menu::update_text_color(ctx);
return true;
}
}
}
return false;
};
// Enable menu mouse tracking
ctx.menu_mouse_subscriptions.clear();
ctx.menu_mouse_subscriptions.emplace_back
(
ctx.input_manager->get_event_dispatcher().subscribe<input::mouse_moved_event>
(
[&ctx, select_menu_item](const auto& event)
{
// Select menu item at mouse position (if any)
select_menu_item(math::vector<float, 2>(event.position));
}
)
);
ctx.menu_mouse_subscriptions.emplace_back
(
ctx.input_manager->get_event_dispatcher().subscribe<input::mouse_button_pressed_event>
(
[&ctx, select_menu_item](const auto& event)
{
// Select menu item at mouse position (if any)
if (select_menu_item(math::vector<float, 2>(event.position)))
{
// Determine appropriate menu item callback
auto callback = ctx.menu_select_callbacks[*ctx.menu_item_index];
if (event.button == input::mouse_button::left)
{
if (ctx.menu_left_callbacks[*ctx.menu_item_index])
{
callback = ctx.menu_left_callbacks[*ctx.menu_item_index];
}
}
else if (event.button == input::mouse_button::right)
{
if (ctx.menu_right_callbacks[*ctx.menu_item_index])
{
callback = ctx.menu_right_callbacks[*ctx.menu_item_index];
}
}
// Invoke menu item callback
if (callback)
{
callback();
}
}
}
)
);
}
void enable_game_controls(::game& ctx)
{
ctx.movement_action_map.enable();
}
void enable_keeper_controls(::game& ctx)
{
ctx.keeper_action_map.enable();
}
void disable_window_controls(::game& ctx)
{
ctx.window_action_map.disable();
}
void disable_menu_controls(::game& ctx)
{
ctx.menu_action_map.disable();
ctx.menu_mouse_subscriptions.clear();
ctx.menu_up_action.reset();
ctx.menu_down_action.reset();
ctx.menu_left_action.reset();
ctx.menu_right_action.reset();
ctx.menu_select_action.reset();
ctx.menu_back_action.reset();
ctx.menu_modifier_action.reset();
}
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.pause_action.reset();
}
void disable_keeper_controls(::game& ctx)
{
ctx.keeper_action_map.disable();
ctx.mouse_pick_action.reset();
ctx.mouse_look_action.reset();
ctx.focus_action.reset();
}