/*
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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/gamepad-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 "game/context.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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using namespace hash::literals;
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namespace game {
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namespace state {
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gamepad_config_menu::gamepad_config_menu(game::context& ctx):
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game::state::base(ctx)
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{
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debug::log::trace("Entering gamepad config menu state...");
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// Add camera control menu items
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add_control_item("move_forward");
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add_control_item("move_back");
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add_control_item("move_left");
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add_control_item("move_right");
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add_control_item("move_up");
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add_control_item("move_down");
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// Add application control menu items
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add_control_item("toggle_fullscreen");
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add_control_item("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(get_string(ctx, "back"_fnv1a32));
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// Init menu item index
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game::menu::init_menu_item_index(ctx, "gamepad_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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// Queue menu control setup
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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 gamepad config menu state");
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}
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gamepad_config_menu::~gamepad_config_menu()
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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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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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// Save control profile
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game::save_control_profile(ctx);
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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::get_binding_string(input::control* control)
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{
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std::string binding_string;
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/*
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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::gamepad_axis:
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{
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const input::gamepad_axis_mapping* axis_mapping = static_cast<const input::gamepad_axis_mapping*>(mapping);
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switch (axis_mapping->axis)
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{
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case input::gamepad_axis::left_x:
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if (axis_mapping->negative)
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mapping_string = (*ctx.strings)["gamepad_left_stick_left"];
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else
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mapping_string = (*ctx.strings)["gamepad_left_stick_right"];
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break;
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case input::gamepad_axis::left_y:
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if (axis_mapping->negative)
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mapping_string = (*ctx.strings)["gamepad_left_stick_up"];
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else
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mapping_string = (*ctx.strings)["gamepad_left_stick_down"];
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break;
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case input::gamepad_axis::right_x:
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if (axis_mapping->negative)
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mapping_string = (*ctx.strings)["gamepad_right_stick_left"];
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else
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mapping_string = (*ctx.strings)["gamepad_right_stick_right"];
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break;
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case input::gamepad_axis::right_y:
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if (axis_mapping->negative)
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mapping_string = (*ctx.strings)["gamepad_right_stick_up"];
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else
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mapping_string = (*ctx.strings)["gamepad_right_stick_down"];
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break;
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case input::gamepad_axis::left_trigger:
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mapping_string = (*ctx.strings)["gamepad_left_trigger"];
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break;
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case input::gamepad_axis::right_trigger:
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mapping_string = (*ctx.strings)["gamepad_right_trigger"];
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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::gamepad_button:
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{
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const input::gamepad_button_mapping* button_mapping = static_cast<const input::gamepad_button_mapping*>(mapping);
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switch (button_mapping->button)
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{
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case input::gamepad_button::a:
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mapping_string = (*ctx.strings)["gamepad_button_a"];
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break;
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case input::gamepad_button::b:
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mapping_string = (*ctx.strings)["gamepad_button_b"];
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break;
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case input::gamepad_button::x:
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mapping_string = (*ctx.strings)["gamepad_button_x"];
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break;
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case input::gamepad_button::y:
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mapping_string = (*ctx.strings)["gamepad_button_y"];
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break;
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case input::gamepad_button::back:
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mapping_string = (*ctx.strings)["gamepad_button_back"];
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break;
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case input::gamepad_button::guide:
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mapping_string = (*ctx.strings)["gamepad_button_guide"];
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break;
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case input::gamepad_button::start:
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mapping_string = (*ctx.strings)["gamepad_button_start"];
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break;
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case input::gamepad_button::left_stick:
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mapping_string = (*ctx.strings)["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 = (*ctx.strings)["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 = (*ctx.strings)["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 = (*ctx.strings)["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 = (*ctx.strings)["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 = (*ctx.strings)["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 = (*ctx.strings)["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 = (*ctx.strings)["gamepad_button_dpad_right"];
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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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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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*/
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return binding_string;
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}
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void gamepad_config_menu::add_control_item(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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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(control));
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auto select_callback = [this, &ctx = this->ctx, value_text]()
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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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// Clear binding string from value text
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value_text->set_content(get_string(ctx, "ellipsis"_fnv1a32));
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game::menu::align_text(ctx);
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game::menu::update_text_tweens(ctx);
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/*
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// Remove gamepad event mappings from control
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ctx.input_event_router->remove_mappings(control, input::mapping_type::gamepad_axis);
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ctx.input_event_router->remove_mappings(control, input::mapping_type::gamepad_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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[this, &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 == gamepad_axis_moved_event::event_type_id)
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{
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// Map gamepad axis event to control
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const gamepad_axis_moved_event& axis_event = static_cast<const gamepad_axis_moved_event&>(event);
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if (std::abs(axis_event.value) < 0.5f)
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return;
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ctx.input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_event.axis, (axis_event.value < 0)));
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}
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else if (id == gamepad_button_pressed_event::event_type_id)
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{
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// Map gamepad button event to control
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const gamepad_button_pressed_event& button_event = static_cast<const gamepad_button_pressed_event&>(event);
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ctx.input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_event.button));
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}
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else 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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return;
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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(this->get_binding_string(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, std::ref(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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};
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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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