/*
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* Copyright (C) 2021 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/keyboard-config-menu.hpp"
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#include "game/states/controls-menu.hpp"
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#include "application.hpp"
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#include "scene/text.hpp"
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#include "debug/logger.hpp"
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#include "resources/resource-manager.hpp"
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#include "game/menu.hpp"
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#include "game/controls.hpp"
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namespace game {
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namespace state {
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namespace keyboard_config_menu {
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static std::string get_binding_string(game::context* ctx, input::control* control)
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{
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std::string binding_string;
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auto mappings = ctx->input_event_router->get_mappings(control);
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for (input::mapping* mapping: *mappings)
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{
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std::string mapping_string;
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switch (mapping->get_type())
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{
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case input::mapping_type::key:
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{
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const input::key_mapping* key_mapping = static_cast<const input::key_mapping*>(mapping);
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const char* scancode_name = input::keyboard::get_scancode_name(key_mapping->scancode);
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mapping_string = scancode_name;
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break;
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}
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case input::mapping_type::mouse_wheel:
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{
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const input::mouse_wheel_mapping* wheel_mapping = static_cast<const input::mouse_wheel_mapping*>(mapping);
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switch (wheel_mapping->axis)
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{
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case input::mouse_wheel_axis::negative_x:
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mapping_string = (*ctx->strings)["mouse_wheel_left"];
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break;
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case input::mouse_wheel_axis::positive_x:
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mapping_string = (*ctx->strings)["mouse_wheel_right"];
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break;
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case input::mouse_wheel_axis::negative_y:
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mapping_string = (*ctx->strings)["mouse_wheel_down"];
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break;
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case input::mouse_wheel_axis::positive_y:
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mapping_string = (*ctx->strings)["mouse_wheel_up"];
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break;
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default:
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break;
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}
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break;
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}
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case input::mapping_type::mouse_button:
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{
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const input::mouse_button_mapping* button_mapping = static_cast<const input::mouse_button_mapping*>(mapping);
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if (button_mapping->button == 1)
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{
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mapping_string = (*ctx->strings)["mouse_button_left"];
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}
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else if (button_mapping->button == 2)
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{
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mapping_string = (*ctx->strings)["mouse_button_middle"];
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}
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else if (button_mapping->button == 3)
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{
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mapping_string = (*ctx->strings)["mouse_button_right"];
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}
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else
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{
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const std::string& format = (*ctx->strings)["mouse_button_n"];
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char buffer[64];
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std::snprintf(buffer, 64, format.c_str(), button_mapping->button);
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mapping_string = buffer;
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}
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break;
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}
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default:
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break;
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}
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if (!mapping_string.empty())
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{
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if (binding_string.empty())
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{
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binding_string = mapping_string;
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}
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else
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{
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binding_string += " " + mapping_string;
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}
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}
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}
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return binding_string;
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}
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static void add_control_item(game::context* ctx, const std::string& control_name)
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{
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// Get pointer to control
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input::control* control = ctx->controls[control_name];
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// Construct texts
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scene::text* name_text = new scene::text();
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scene::text* value_text = new 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, value_text});
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// Set content of name text
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std::string string_name = "control_" + control_name;
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if (auto it = ctx->strings->find(string_name); it != ctx->strings->end())
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name_text->set_content(it->second);
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else
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name_text->set_content(control_name);
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// Set content of value text
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value_text->set_content(get_binding_string(ctx, control));
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auto select_callback = [ctx, control, value_text]()
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{
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// Clear binding string from value text
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value_text->set_content((*ctx->strings)["ellipsis"]);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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// Disable controls
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game::menu::clear_controls(ctx);
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// Remove keyboard and mouse event mappings from control
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ctx->input_event_router->remove_mappings(control, input::mapping_type::key);
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ctx->input_event_router->remove_mappings(control, input::mapping_type::mouse_motion);
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ctx->input_event_router->remove_mappings(control, input::mapping_type::mouse_wheel);
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ctx->input_event_router->remove_mappings(control, input::mapping_type::mouse_button);
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// Setup input binding listener
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ctx->input_listener->set_callback
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(
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[ctx, control, value_text](const event_base& event)
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{
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auto id = event.get_event_type_id();
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if (id == key_pressed_event::event_type_id)
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{
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// Map key pressed event to control
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const key_pressed_event& key_event = static_cast<const key_pressed_event&>(event);
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if (key_event.scancode != input::scancode::escape && key_event.scancode != input::scancode::backspace)
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ctx->input_event_router->add_mapping(input::key_mapping(control, key_event.keyboard, key_event.scancode));
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}
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else if (id == mouse_wheel_scrolled_event::event_type_id)
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{
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// Map mouse wheel scrolled event to control
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const mouse_wheel_scrolled_event& wheel_event = static_cast<const mouse_wheel_scrolled_event&>(event);
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input::mouse_wheel_axis axis;
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if (wheel_event.x < 0)
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axis = input::mouse_wheel_axis::negative_x;
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else if (wheel_event.x > 0)
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axis = input::mouse_wheel_axis::positive_x;
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else if (wheel_event.y < 0)
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axis = input::mouse_wheel_axis::negative_y;
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else if (wheel_event.y > 0)
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axis = input::mouse_wheel_axis::positive_y;
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else
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return;
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ctx->input_event_router->add_mapping(input::mouse_wheel_mapping(control, wheel_event.mouse, axis));
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}
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else if (id == mouse_button_pressed_event::event_type_id)
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{
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// Map mouse button pressed event to control
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const mouse_button_pressed_event& button_event = static_cast<const mouse_button_pressed_event&>(event);
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ctx->input_event_router->add_mapping(input::mouse_button_mapping(control, button_event.mouse, button_event.button));
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}
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else
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{
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return;
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}
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// Update menu text
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value_text->set_content(get_binding_string(ctx, control));
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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// Disable input listener
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ctx->input_listener->set_enabled(false);
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ctx->input_listener->set_callback(nullptr);
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// Queue menu control setup
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ctx->function_queue.push(std::bind(game::menu::setup_controls, ctx));
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}
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);
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ctx->input_listener->set_enabled(true);
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};
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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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void enter(game::context* ctx)
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{
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// Add camera control menu items
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add_control_item(ctx, "move_forward");
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add_control_item(ctx, "move_back");
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add_control_item(ctx, "move_left");
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add_control_item(ctx, "move_right");
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add_control_item(ctx, "move_up");
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add_control_item(ctx, "move_down");
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// Add application control menu items
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add_control_item(ctx, "toggle_fullscreen");
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add_control_item(ctx, "screenshot");
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// Construct menu item texts
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scene::text* back_text = new scene::text();
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// Build list of menu item texts
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ctx->menu_item_texts.push_back({back_text, nullptr});
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// Set content of menu item texts
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back_text->set_content((*ctx->strings)["back"]);
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// Init menu item index
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game::menu::init_menu_item_index(ctx, "keyboard_config");
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game::menu::update_text_color(ctx);
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game::menu::update_text_font(ctx);
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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game::menu::add_text_to_ui(ctx);
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game::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 controls
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game::menu::clear_controls(ctx);
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game::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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application::state next_state;
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next_state.name = "controls_menu";
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next_state.enter = std::bind(game::state::controls_menu::enter, ctx);
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next_state.exit = std::bind(game::state::controls_menu::exit, ctx);
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ctx->app->queue_state(next_state);
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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(game::menu::setup_controls, ctx));
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// Fade in menu
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game::menu::fade_in(ctx, nullptr);
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}
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void exit(game::context* ctx)
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{
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// Destruct menu
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game::menu::clear_controls(ctx);
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game::menu::clear_callbacks(ctx);
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game::menu::delete_animations(ctx);
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game::menu::remove_text_from_ui(ctx);
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game::menu::delete_text(ctx);
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// Save control profile
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game::save_control_profile(ctx);
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}
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} // namespace keyboard_config_menu
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} // namespace state
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} // namespace game
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