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/*
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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/state/keyboard-config-menu.hpp"
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#include "game/state/controls-menu.hpp"
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#include "game/controls.hpp"
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#include "scene/text.hpp"
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#include "debug/log.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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#include "game/strings.hpp"
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#include "utility/hash/fnv1a.hpp"
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#include <format>
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#include <utility>
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using namespace hash::literals;
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namespace game {
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namespace state {
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keyboard_config_menu::keyboard_config_menu(game::context& ctx):
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game::state::base(ctx),
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action_remapped(false)
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{
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debug::log::trace("Entering keyboard config menu state...");
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// Add control menu items
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add_control_item(ctx.movement_actions, ctx.move_forward_action, "control_move_forward"_fnv1a32);
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add_control_item(ctx.movement_actions, ctx.move_back_action, "control_move_back"_fnv1a32);
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add_control_item(ctx.movement_actions, ctx.move_left_action, "control_move_left"_fnv1a32);
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add_control_item(ctx.movement_actions, ctx.move_right_action, "control_move_right"_fnv1a32);
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add_control_item(ctx.movement_actions, ctx.move_up_action, "control_move_up"_fnv1a32);
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add_control_item(ctx.movement_actions, ctx.move_down_action, "control_move_down"_fnv1a32);
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add_control_item(ctx.movement_actions, ctx.pause_action, "control_pause"_fnv1a32);
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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(get_string(ctx, "back"_fnv1a32));
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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 menu controls
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ctx.function_queue.push(std::bind(game::disable_menu_controls, std::ref(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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// 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(new game::state::controls_menu(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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// Enable menu controls next frame
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ctx.function_queue.push(std::bind(game::enable_menu_controls, std::ref(ctx)));
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// Fade in menu
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game::menu::fade_in(ctx, nullptr);
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debug::log::trace("Entered keyboard config menu state");
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}
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keyboard_config_menu::~keyboard_config_menu()
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{
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debug::log::trace("Exiting keyboard config menu state...");
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// Destruct menu
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game::disable_menu_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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if (action_remapped)
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{
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// Update control profile
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game::update_control_profile(ctx, *ctx.control_profile);
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// Save control profile
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ctx.resource_manager->set_write_dir(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 keyboard config menu state...");
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}
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std::string keyboard_config_menu::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 key_mappings = action_map.get_key_mappings(control); !key_mappings.empty())
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{
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const auto& key_mapping = key_mappings.front();
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// Get name of scancode string from scancode
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std::string scancode_string_name = std::format("scancode_{:02x}", std::to_underlying(key_mapping.scancode));
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// Set mapping string to scancode string
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mapping_string = get_string(ctx, hash::fnv1a32(scancode_string_name.data(), scancode_string_name.length()));
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}
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else if (auto mouse_button_mappings = action_map.get_mouse_button_mappings(control); !mouse_button_mappings.empty())
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{
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const auto& mouse_button_mapping = mouse_button_mappings.front();
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switch (mouse_button_mapping.button)
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{
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case input::mouse_button::left:
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mapping_string = get_string(ctx, "mouse_button_left"_fnv1a32);
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break;
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case input::mouse_button::middle:
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mapping_string = get_string(ctx, "mouse_button_middle"_fnv1a32);
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break;
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case input::mouse_button::right:
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mapping_string = get_string(ctx, "mouse_button_right"_fnv1a32);
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break;
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default:
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{
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std::string format_string = get_string(ctx, "mouse_button_n_format"_fnv1a32);
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mapping_string = std::vformat(format_string, std::make_format_args(std::to_underlying(mouse_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 if (auto mouse_scroll_mappings = action_map.get_mouse_scroll_mappings(control); !mouse_scroll_mappings.empty())
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{
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const auto& mouse_scroll_mapping = mouse_scroll_mappings.front();
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if (mouse_scroll_mapping.axis == input::mouse_scroll_axis::x)
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{
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if (!mouse_scroll_mapping.direction)
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{
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mapping_string = get_string(ctx, "mouse_scroll_left"_fnv1a32);
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}
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else
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{
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mapping_string = get_string(ctx, "mouse_scroll_right"_fnv1a32);
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}
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}
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else
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{
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if (!mouse_scroll_mapping.direction)
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{
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mapping_string = get_string(ctx, "mouse_scroll_up"_fnv1a32);
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}
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else
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{
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mapping_string = get_string(ctx, "mouse_scroll_down"_fnv1a32);
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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"_fnv1a32);
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}
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return mapping_string;
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}
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void keyboard_config_menu::add_control_item(input::action_map& action_map, input::action& control, std::uint32_t control_name_hash)
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{
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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 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](const auto& event)
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{
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this->action_remapped = true;
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// Remove key mappings, mouse button mappings, and mouse scroll mappings mapped to the control
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action_map->remove_mappings(*control, input::mapping_type::key);
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action_map->remove_mappings(*control, input::mapping_type::mouse_button);
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action_map->remove_mappings(*control, input::mapping_type::mouse_scroll);
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//if (event.mapping.scancode != input::scancode::escape && event.mapping.scancode != input::scancode::backspace)
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{
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// Map generated input mapping to the control
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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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game::menu::align_text(ctx);
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game::menu::update_text_tweens(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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game::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, 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"_fnv1a32));
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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// Setup input mapped callbacks
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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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mouse_button_mapped_subscription = ctx.input_mapper.get_mouse_button_mapped_channel().subscribe
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(
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input_mapped_callback
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);
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mouse_scroll_mapped_subscription = ctx.input_mapper.get_mouse_scroll_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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game::disable_menu_controls(ctx);
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ctx.input_mapper.connect(ctx.input_manager->get_event_queue());
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}
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);
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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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} // namespace state
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} // namespace game
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