💿🐜 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/state/keyboard-config-menu.hpp"
#include "game/state/controls-menu.hpp"
#include "game/controls.hpp"
#include "scene/text.hpp"
#include "debug/log.hpp"
#include "resources/resource-manager.hpp"
#include "game/menu.hpp"
#include "game/controls.hpp"
#include "game/strings.hpp"
#include "utility/hash/fnv1a.hpp"
#include <format>
#include <utility>
using namespace hash::literals;
namespace game {
namespace state {
keyboard_config_menu::keyboard_config_menu(game::context& ctx):
game::state::base(ctx),
action_remapped(false)
{
debug::log::trace("Entering keyboard config menu state...");
// Add control menu items
add_control_item(ctx.movement_actions, ctx.move_forward_action, "control_move_forward"_fnv1a32);
add_control_item(ctx.movement_actions, ctx.move_back_action, "control_move_back"_fnv1a32);
add_control_item(ctx.movement_actions, ctx.move_left_action, "control_move_left"_fnv1a32);
add_control_item(ctx.movement_actions, ctx.move_right_action, "control_move_right"_fnv1a32);
add_control_item(ctx.movement_actions, ctx.move_up_action, "control_move_up"_fnv1a32);
add_control_item(ctx.movement_actions, ctx.move_down_action, "control_move_down"_fnv1a32);
add_control_item(ctx.movement_actions, ctx.pause_action, "control_pause"_fnv1a32);
// Construct menu item texts
scene::text* back_text = new scene::text();
// Build list of menu item texts
ctx.menu_item_texts.push_back({back_text, nullptr});
// Set content of menu item texts
back_text->set_content(get_string(ctx, "back"_fnv1a32));
// Init menu item index
game::menu::init_menu_item_index(ctx, "keyboard_config");
game::menu::update_text_color(ctx);
game::menu::update_text_font(ctx);
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
game::menu::add_text_to_ui(ctx);
game::menu::setup_animations(ctx);
// Construct menu item callbacks
auto select_back_callback = [&ctx]()
{
// Disable menu controls
ctx.function_queue.push(std::bind(game::disable_menu_controls, std::ref(ctx)));
game::menu::fade_out
(
ctx,
[&ctx]()
{
// Queue change to controls menu state
ctx.function_queue.push
(
[&ctx]()
{
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::controls_menu(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;
// Enable menu controls next frame
ctx.function_queue.push(std::bind(game::enable_menu_controls, std::ref(ctx)));
// Fade in menu
game::menu::fade_in(ctx, nullptr);
debug::log::trace("Entered keyboard config menu state");
}
keyboard_config_menu::~keyboard_config_menu()
{
debug::log::trace("Exiting keyboard config menu state...");
// Destruct menu
game::disable_menu_controls(ctx);
game::menu::clear_callbacks(ctx);
game::menu::delete_animations(ctx);
game::menu::remove_text_from_ui(ctx);
game::menu::delete_text(ctx);
if (action_remapped)
{
// Update control profile
game::update_control_profile(ctx, *ctx.control_profile);
// Save control profile
ctx.resource_manager->set_write_dir(ctx.controls_path);
ctx.resource_manager->save(ctx.control_profile, ctx.control_profile_filename);
}
debug::log::trace("Exited keyboard config menu state...");
}
std::string keyboard_config_menu::get_mapping_string(const input::action_map& action_map, const input::action& control)
{
std::string mapping_string;
if (auto key_mappings = action_map.get_key_mappings(control); !key_mappings.empty())
{
const auto& key_mapping = key_mappings.front();
// Get name of scancode string from scancode
std::string scancode_string_name = std::format("scancode_{:02x}", std::to_underlying(key_mapping.scancode));
// Set mapping string to scancode string
mapping_string = get_string(ctx, hash::fnv1a32(scancode_string_name.data(), scancode_string_name.length()));
}
else if (auto mouse_button_mappings = action_map.get_mouse_button_mappings(control); !mouse_button_mappings.empty())
{
const auto& mouse_button_mapping = mouse_button_mappings.front();
switch (mouse_button_mapping.button)
{
case input::mouse_button::left:
mapping_string = get_string(ctx, "mouse_button_left"_fnv1a32);
break;
case input::mouse_button::middle:
mapping_string = get_string(ctx, "mouse_button_middle"_fnv1a32);
break;
case input::mouse_button::right:
mapping_string = get_string(ctx, "mouse_button_right"_fnv1a32);
break;
default:
{
std::string format_string = get_string(ctx, "mouse_button_n_format"_fnv1a32);
mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(mouse_button_mapping.button)));
break;
}
}
}
else if (auto mouse_scroll_mappings = action_map.get_mouse_scroll_mappings(control); !mouse_scroll_mappings.empty())
{
const auto& mouse_scroll_mapping = mouse_scroll_mappings.front();
if (mouse_scroll_mapping.axis == input::mouse_scroll_axis::x)
{
if (!mouse_scroll_mapping.direction)
{
mapping_string = get_string(ctx, "mouse_scroll_left"_fnv1a32);
}
else
{
mapping_string = get_string(ctx, "mouse_scroll_right"_fnv1a32);
}
}
else
{
if (!mouse_scroll_mapping.direction)
{
mapping_string = get_string(ctx, "mouse_scroll_up"_fnv1a32);
}
else
{
mapping_string = get_string(ctx, "mouse_scroll_down"_fnv1a32);
}
}
}
else
{
mapping_string = get_string(ctx, "control_unmapped"_fnv1a32);
}
return mapping_string;
}
void keyboard_config_menu::add_control_item(input::action_map& action_map, input::action& control, std::uint32_t control_name_hash)
{
// Construct texts
scene::text* name_text = new scene::text();
scene::text* value_text = new scene::text();
// Add texts to list of menu item texts
ctx.menu_item_texts.push_back({name_text, value_text});
// 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](const auto& event)
{
this->action_remapped = true;
// Remove key mappings, mouse button mappings, and mouse scroll mappings mapped to the control
action_map->remove_mappings(*control, input::mapping_type::key);
action_map->remove_mappings(*control, input::mapping_type::mouse_button);
action_map->remove_mappings(*control, input::mapping_type::mouse_scroll);
//if (event.mapping.scancode != input::scancode::escape && event.mapping.scancode != input::scancode::backspace)
{
// Map generated input mapping to the control
action_map->add_mapping(*control, event.mapping);
}
// Update control mapping text
value_text->set_content(this->get_mapping_string(*action_map, *control));
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
// Queue disabling of input mapper re-enabling of menu controls
ctx.function_queue.push
(
[&ctx]()
{
ctx.input_mapper.disconnect();
game::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, input_mapped_callback]()
{
// Set control mapping text to "..."
value_text->set_content(get_string(ctx, "control_mapping"_fnv1a32));
game::menu::align_text(ctx);
game::menu::update_text_tweens(ctx);
// Setup input mapped callbacks
key_mapped_subscription = ctx.input_mapper.get_key_mapped_channel().subscribe
(
input_mapped_callback
);
mouse_button_mapped_subscription = ctx.input_mapper.get_mouse_button_mapped_channel().subscribe
(
input_mapped_callback
);
mouse_scroll_mapped_subscription = ctx.input_mapper.get_mouse_scroll_mapped_channel().subscribe
(
input_mapped_callback
);
// Queue disabling of menu controls and enabling of input mapper
ctx.function_queue.push
(
[&]()
{
game::disable_menu_controls(ctx);
ctx.input_mapper.connect(ctx.input_manager->get_event_queue());
}
);
};
// 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);
}
} // namespace state
} // namespace game