mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-22 19:11:54 +01:00
Adds analog camera and other controller options (#264)
* Added analog cam and camera inversion options to menu, initial implementation of analog cam * Automatically suppress inputs on the right stick while analog cam is active * Return to automatic camera mode when pressing target * Add aiming inversion options * Add analog camera inversion options
This commit is contained in:
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@ -106,7 +106,7 @@
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type="range"
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min="0"
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max="100"
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style="flex: 1; margin: 0dp;"
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style="flex: 1; margin: 0dp; nav-down: #bg_input_enabled"
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data-value="joystick_deadzone"
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/>
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</div>
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@ -154,7 +154,7 @@
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data-checked="autosave_mode"
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value="On"
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id="autosave_enabled"
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style="nav-up: #bg_input_enabled; nav-down: #analog_cam_enabled"
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style="nav-up: #bg_input_enabled; nav-down: #camera_inversion_none"
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/>
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<label class="config-option__tab-label" for="autosave_enabled">On</label>
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@ -166,11 +166,149 @@
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data-checked="autosave_mode"
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value="Off"
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id="autosave_disabled"
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style="nav-up: #bg_input_disabled; nav-down: #analog_cam_disabled"
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style="nav-up: #bg_input_disabled; nav-down: #camera_inversion_x"
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/>
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<label class="config-option__tab-label" for="autosave_disabled">Off</label>
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</div>
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</div>
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<!-- camera inversion -->
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<div class="config-option" data-event-mouseover="set_cur_config_index(7)">
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<label class="config-option__title">Aiming Camera Mode</label>
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<div class="config-option__list">
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(7)"
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name="camera_invert_mode"
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data-checked="camera_invert_mode"
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value="InvertNone"
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id="camera_inversion_none"
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style="nav-up: #autosave_enabled; nav-down: #analog_cam_enabled"
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/>
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<label class="config-option__tab-label" for="camera_inversion_none">None</label>
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(7)"
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name="camera_invert_mode"
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data-checked="camera_invert_mode"
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value="InvertX"
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id="camera_inversion_x"
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style="nav-up: #autosave_disabled; nav-down: #analog_cam_disabled"
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/>
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<label class="config-option__tab-label" for="camera_inversion_x">Invert X</label>
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(7)"
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name="camera_invert_mode"
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data-checked="camera_invert_mode"
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value="InvertY"
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id="camera_inversion_y"
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style="nav-up: #autosave_disabled; nav-down: #analog_cam_disabled"
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/>
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<label class="config-option__tab-label" for="camera_inversion_y">Invert Y</label>
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(7)"
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name="camera_invert_mode"
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data-checked="camera_invert_mode"
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value="InvertBoth"
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id="camera_inversion_both"
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style="nav-up: #autosave_disabled; nav-down: #analog_cam_disabled"
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/>
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<label class="config-option__tab-label" for="camera_inversion_both">Invert Both</label>
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</div>
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</div>
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<!-- analog camera -->
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<div class="config-option" data-event-mouseover="set_cur_config_index(8)">
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<label class="config-option__title">Analog Camera</label>
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<div class="config-option__list">
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(8)"
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name="analog_cam_mode"
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data-checked="analog_cam_mode"
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value="On"
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id="analog_cam_enabled"
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style="nav-up: #camera_inversion_none; nav-down: #analog_camera_inversion_none"
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/>
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<label class="config-option__tab-label" for="analog_cam_enabled">On</label>
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(8)"
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name="analog_cam_mode"
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data-checked="analog_cam_mode"
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value="Off"
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id="analog_cam_disabled"
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style="nav-up: #camera_inversion_x; nav-down: #analog_camera_inversion_x"
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/>
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<label class="config-option__tab-label" for="analog_cam_disabled">Off</label>
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</div>
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</div>
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<!-- analog camera inversion -->
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<div class="config-option" data-event-mouseover="set_cur_config_index(9)">
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<label class="config-option__title">Analog Camera Mode</label>
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<div class="config-option__list">
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(9)"
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name="analog_camera_invert_mode"
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data-checked="analog_camera_invert_mode"
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value="InvertNone"
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id="analog_camera_inversion_none"
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style="nav-up: #analog_cam_enabled;"
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/>
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<label class="config-option__tab-label" for="analog_camera_inversion_none">None</label>
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(9)"
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name="analog_camera_invert_mode"
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data-checked="analog_camera_invert_mode"
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value="InvertX"
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id="analog_camera_inversion_x"
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style="nav-up: #analog_cam_disabled;"
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/>
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<label class="config-option__tab-label" for="analog_camera_inversion_x">Invert X</label>
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(9)"
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name="analog_camera_invert_mode"
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data-checked="analog_camera_invert_mode"
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value="InvertY"
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id="analog_camera_inversion_y"
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style="nav-up: #analog_cam_disabled;"
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/>
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<label class="config-option__tab-label" for="analog_camera_inversion_y">Invert Y</label>
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<input
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type="radio"
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data-event-blur="set_cur_config_index(-1)"
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data-event-focus="set_cur_config_index(9)"
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name="analog_camera_invert_mode"
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data-checked="analog_camera_invert_mode"
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value="InvertBoth"
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id="analog_camera_inversion_both"
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style="nav-up: #analog_cam_disabled;"
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/>
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<label class="config-option__tab-label" for="analog_camera_inversion_both">Invert Both</label>
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</div>
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</div>
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</div>
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<!-- Descriptions -->
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<div class="config__wrapper">
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@ -209,6 +347,21 @@
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<br/>
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<b>If autosaving is disabled, existing autosaves will be deleted when loaded.</b>
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</p>
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<p data-if="cur_config_index == 7">
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Inverts the camera controls for first-person aiming. <b>Invert Y</b> is the default and matches the original game.
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</p>
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<p data-if="cur_config_index == 8">
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Enables an analog "free" camera similar to later entries in the series that's mapped to the right analog stick on the controller.
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<br/>
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<br/>
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When you move the right stick, the camera will enter free mode and stop centering behind Link. Press the <b>Target</b> button at any time to go back into the normal camera mode. The camera will also return to normal mode after a cutscene plays or when you move between areas.
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<br/>
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<br/>
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This option also enables right stick control while looking and aiming.
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</p>
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<p data-if="cur_config_index == 9">
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Inverts the camera controls for the analog camera if it's enabled. <b>None</b> is the default.
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</p>
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</div>
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</div>
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</form>
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@ -28,13 +28,27 @@ namespace recomp {
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OptionCount
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};
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enum class AnalogCamMode {
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On,
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Off,
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OptionCount
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};
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NLOHMANN_JSON_SERIALIZE_ENUM(recomp::AutosaveMode, {
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{recomp::AutosaveMode::On, "On"},
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{recomp::AutosaveMode::Off, "Off"}
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});
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NLOHMANN_JSON_SERIALIZE_ENUM(recomp::AnalogCamMode, {
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{recomp::AnalogCamMode::On, "On"},
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{recomp::AnalogCamMode::Off, "Off"}
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});
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AutosaveMode get_autosave_mode();
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void set_autosave_mode(AutosaveMode mode);
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AnalogCamMode get_analog_cam_mode();
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void set_analog_cam_mode(AnalogCamMode mode);
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};
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#endif
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@ -67,6 +67,7 @@ namespace recomp {
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bool get_input_digital(const std::span<const recomp::InputField> fields);
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void get_gyro_deltas(float* x, float* y);
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void get_mouse_deltas(float* x, float* y);
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void get_right_analog(float* x, float* y);
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enum class InputDevice {
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Controller,
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@ -133,6 +134,8 @@ namespace recomp {
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void set_gyro_sensitivity(int strength);
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void set_mouse_sensitivity(int strength);
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void set_joystick_deadzone(int strength);
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void apply_joystick_deadzone(float x_in, float y_in, float* x_out, float* y_out);
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void set_right_analog_suppressed(bool suppressed);
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enum class TargetingMode {
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Switch,
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@ -162,6 +165,27 @@ namespace recomp {
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BackgroundInputMode get_background_input_mode();
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void set_background_input_mode(BackgroundInputMode mode);
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enum class CameraInvertMode {
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InvertNone,
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InvertX,
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InvertY,
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InvertBoth,
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OptionCount
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};
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NLOHMANN_JSON_SERIALIZE_ENUM(recomp::CameraInvertMode, {
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{recomp::CameraInvertMode::InvertNone, "InvertNone"},
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{recomp::CameraInvertMode::InvertX, "InvertX"},
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{recomp::CameraInvertMode::InvertY, "InvertY"},
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{recomp::CameraInvertMode::InvertBoth, "InvertBoth"}
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});
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CameraInvertMode get_camera_invert_mode();
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void set_camera_invert_mode(CameraInvertMode mode);
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CameraInvertMode get_analog_camera_invert_mode();
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void set_analog_camera_invert_mode(CameraInvertMode mode);
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bool game_input_disabled();
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bool all_input_disabled();
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File diff suppressed because it is too large
Load Diff
15
patches/camera_patches.h
Normal file
15
patches/camera_patches.h
Normal file
@ -0,0 +1,15 @@
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#ifndef __CAMERA_PATCHES_H__
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#define __CAMERA_PATCHES_H__
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#include "z64camera.h"
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#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
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#define CAM_RODATA_SCALE(x) ((x)*100.0f)
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#define CAM_RODATA_UNSCALE(x) ((x)*0.01f)
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// Load the next value from camera read-only data stored in CameraModeValue
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#define GET_NEXT_RO_DATA(values) ((values++)->val)
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// Load the next value and scale down from camera read-only data stored in CameraModeValue
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#define GET_NEXT_SCALED_RO_DATA(values) CAM_RODATA_UNSCALE(GET_NEXT_RO_DATA(values))
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#endif
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@ -1,4 +1,5 @@
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#include "patches.h"
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#include "camera_patches.h"
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#include "transform_ids.h"
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#include "z64cutscene.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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@ -286,11 +287,6 @@ void Camera_ScaledStepToCeilVec3f(Vec3f* target, Vec3f* cur, f32 xzStepScale, f3
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void Camera_SetFocalActorAtOffset(Camera* camera, Vec3f* focalActorPos);
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void Camera_SetUpdateRatesSlow(Camera* camera);
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Vec3f Camera_Vec3sToVec3f(Vec3s* src);
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#define RELOAD_PARAMS(camera) ((camera->animState == 0) || (camera->animState == 10) || (camera->animState == 20))
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#define CAM_RODATA_SCALE(x) ((x)*100.0f)
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#define CAM_RODATA_UNSCALE(x) ((x)*0.01f)
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#define GET_NEXT_RO_DATA(values) ((values++)->val)
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#define GET_NEXT_SCALED_RO_DATA(values) CAM_RODATA_UNSCALE(GET_NEXT_RO_DATA(values))
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/**
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* Used for many fixed-based camera settings i.e. camera is fixed in rotation, and often position (but not always)
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230
patches/input.c
230
patches/input.c
@ -13,12 +13,44 @@ s32 func_8082EF20(Player* this);
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s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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s32 pad;
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s16 var_s0;
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// @recomp Get the aiming camera inversion state.
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s32 inverted_x, inverted_y;
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recomp_get_inverted_axes(&inverted_x, &inverted_y);
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// @recomp Get the analog camera input values if analog cam is enabled.
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s32 analog_x = 0;
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s32 analog_y = 0;
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if (recomp_analog_cam_enabled()) {
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float analog_x_float = 0.0f;
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float analog_y_float = 0.0f;
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recomp_get_camera_inputs(&analog_x_float, &analog_y_float);
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// Scale by 127 to match what ultramodern does, then clamp to 60 to match the game's handling.
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analog_x = (s32)(analog_x_float * 127.0f);
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analog_x = CLAMP(analog_x, -60, 60);
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analog_y = (s32)(analog_y_float * -127.0f);
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analog_y = CLAMP(analog_y, -60, 60);
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}
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// recomp_printf("stick_x: %d stick_y: %d analog_x: %d analog_y: %d\n",
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// play->state.input[0].rel.stick_x, play->state.input[0].rel.stick_y,
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// analog_x, analog_y);
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if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
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var_s0 = play->state.input[0].rel.stick_y * 0xF0;
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// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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var_s0 = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61) * 0xF0;
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// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
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if (!inverted_y) {
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var_s0 = -var_s0;
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}
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Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E);
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var_s0 = play->state.input[0].rel.stick_x * -0x10;
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// @recomp Add in the analog camera X input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
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// @recomp Invert the X axis accordingly
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if (inverted_x) {
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var_s0 = -var_s0;
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}
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var_s0 = CLAMP(var_s0, -0xBB8, 0xBB8);
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this->actor.focus.rot.y += var_s0;
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}
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@ -62,8 +94,15 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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s16 temp3;
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temp3 = ((play->state.input[0].rel.stick_y >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_y * 0xC8)) * 1500.0f);
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// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
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// Also add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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s32 stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
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if (!inverted_y) {
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stick_y = -stick_y;
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}
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temp3 = ((stick_y >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(stick_y * 0xC8)) * 1500.0f);
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this->actor.focus.rot.x += temp3 + (s32)(target_aim_x - applied_aim_x);
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applied_aim_x = target_aim_x;
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@ -75,8 +114,15 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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}
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var_s0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
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temp3 = ((play->state.input[0].rel.stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_x * 0xC8)) * -1500.0f);
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// @recomp Invert the X axis accordingly. Also add in the analog camera Y input.
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// Clamp to prevent moving the camera twice as fast if both sticks are held.
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s32 stick_x = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61);
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if (inverted_x) {
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stick_x = -stick_x;
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}
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temp3 = ((stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(stick_x * 0xC8)) * -1500.0f);
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var_s0 += temp3 + (s32)(target_aim_y - applied_aim_y);
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applied_aim_y = target_aim_y;
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@ -88,6 +134,133 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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return func_80832754(this, (play->unk_1887C != 0) || func_800B7128(this) || func_8082EF20(this));
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}
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||||
extern Input* sPlayerControlInput;
|
||||
|
||||
/**
|
||||
* Update for using telescopes. SCENE_AYASHIISHOP acts quite differently: it has a different camera mode and cannot use
|
||||
* zooming.
|
||||
*
|
||||
* - Stick inputs move the view; shape.rot.y is used as a base position which cannot be looked too far away from. (This
|
||||
* is not necessarily the same as the original angle of the spawn.)
|
||||
* - A can be used to zoom (except in SCENE_AYASHIISHOP)
|
||||
* - B exits, using the RESPAWN_MODE_DOWN entrance
|
||||
*/
|
||||
// @recomp Patched for aiming inversion and supporting the right stick in dual analog.
|
||||
void func_8083A98C(Actor* thisx, PlayState* play2) {
|
||||
PlayState* play = play2;
|
||||
Player* this = (Player*)thisx;
|
||||
s32 camMode;
|
||||
|
||||
if (play->csCtx.state != CS_STATE_IDLE) {
|
||||
return;
|
||||
}
|
||||
|
||||
// @recomp Get the aiming camera inversion state.
|
||||
s32 inverted_x, inverted_y;
|
||||
recomp_get_inverted_axes(&inverted_x, &inverted_y);
|
||||
// @recomp Get the analog camera input values if analog cam is enabled.
|
||||
s32 analog_x = 0;
|
||||
s32 analog_y = 0;
|
||||
if (recomp_analog_cam_enabled()) {
|
||||
float analog_x_float = 0.0f;
|
||||
float analog_y_float = 0.0f;
|
||||
recomp_get_camera_inputs(&analog_x_float, &analog_y_float);
|
||||
// Scale by 127 to match what ultramodern does, then clamp to 60 to match the game's handling.
|
||||
analog_x = (s32)(analog_x_float * 127.0f);
|
||||
analog_x = CLAMP(analog_x, -60, 60);
|
||||
analog_y = (s32)(analog_y_float * -127.0f);
|
||||
analog_y = CLAMP(analog_y, -60, 60);
|
||||
}
|
||||
|
||||
if (DECR(this->av2.actionVar2) != 0) {
|
||||
camMode = (play->sceneId != SCENE_AYASHIISHOP) ? CAM_MODE_FIRSTPERSON : CAM_MODE_DEKUHIDE;
|
||||
|
||||
// Show controls overlay. SCENE_AYASHIISHOP does not have Zoom, so has a different one.
|
||||
if (this->av2.actionVar2 == 1) {
|
||||
Message_StartTextbox(play, (play->sceneId == SCENE_AYASHIISHOP) ? 0x2A00 : 0x5E6, NULL);
|
||||
}
|
||||
} else {
|
||||
// @recomp Manual relocation, TODO remove when automated.
|
||||
Input* player_control_input = play->state.input;
|
||||
*(Input**)KaleidoManager_GetRamAddr(&sPlayerControlInput) = player_control_input;
|
||||
if (play->view.fovy >= 25.0f) {
|
||||
s16 prevFocusX = thisx->focus.rot.x;
|
||||
s16 prevFocusY = thisx->focus.rot.y;
|
||||
s16 inputY;
|
||||
s16 inputX;
|
||||
s16 newYaw; // from base position shape.rot.y
|
||||
|
||||
// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
|
||||
// Pitch:
|
||||
inputY = CLAMP(player_control_input->rel.stick_y + analog_y, -60, 60) * 4;
|
||||
// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
|
||||
if (!inverted_y) {
|
||||
inputY = -inputY;
|
||||
}
|
||||
// Add input, clamped to prevent turning too fast
|
||||
thisx->focus.rot.x += CLAMP(inputY, -0x12C, 0x12C);
|
||||
// Prevent looking too far up or down
|
||||
thisx->focus.rot.x = CLAMP(thisx->focus.rot.x, -0x2EE0, 0x2EE0);
|
||||
|
||||
// @recomp Add in the analog camera X input. Clamp to prevent moving the camera twice as fast if both sticks are held.
|
||||
// Yaw: shape.rot.y is used as a fixed starting position
|
||||
inputX = CLAMP(player_control_input->rel.stick_x + analog_x, -60, 60) * -4;
|
||||
// @recomp Invert the X axis accordingly.
|
||||
if (inverted_x) {
|
||||
inputX = -inputX;
|
||||
}
|
||||
// Start from current position: no input -> no change
|
||||
newYaw = thisx->focus.rot.y - thisx->shape.rot.y;
|
||||
// Add input, clamped to prevent turning too fast
|
||||
newYaw += CLAMP(inputX, -0x12C, 0x12C);
|
||||
// Prevent looking too far left or right of base position
|
||||
newYaw = CLAMP(newYaw, -0x3E80, 0x3E80);
|
||||
thisx->focus.rot.y = thisx->shape.rot.y + newYaw;
|
||||
|
||||
if (play->sceneId == SCENE_00KEIKOKU) {
|
||||
f32 focusDeltaX = (s16)(thisx->focus.rot.x - prevFocusX);
|
||||
f32 focusDeltaY = (s16)(thisx->focus.rot.y - prevFocusY);
|
||||
|
||||
Audio_PlaySfx_AtPosWithFreq(&gSfxDefaultPos, NA_SE_PL_TELESCOPE_MOVEMENT - SFX_FLAG,
|
||||
sqrtf(SQ(focusDeltaX) + SQ(focusDeltaY)) / 300.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (play->sceneId == SCENE_AYASHIISHOP) {
|
||||
camMode = CAM_MODE_DEKUHIDE;
|
||||
} else if (CHECK_BTN_ALL(player_control_input->cur.button, BTN_A)) { // Zoom
|
||||
camMode = CAM_MODE_TARGET;
|
||||
} else {
|
||||
camMode = CAM_MODE_NORMAL;
|
||||
}
|
||||
|
||||
// Exit
|
||||
if (CHECK_BTN_ALL(player_control_input->press.button, BTN_B)) {
|
||||
Message_CloseTextbox(play);
|
||||
|
||||
if (play->sceneId == SCENE_00KEIKOKU) {
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = ENTRANCE(ASTRAL_OBSERVATORY, 2);
|
||||
} else {
|
||||
u16 entrance;
|
||||
|
||||
if (play->sceneId == SCENE_AYASHIISHOP) {
|
||||
entrance = ENTRANCE(CURIOSITY_SHOP, 3);
|
||||
} else {
|
||||
entrance = ENTRANCE(PIRATES_FORTRESS_INTERIOR, 8);
|
||||
}
|
||||
gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = entrance;
|
||||
}
|
||||
|
||||
func_80169EFC(&play->state);
|
||||
gSaveContext.respawnFlag = -2;
|
||||
play->transitionType = TRANS_TYPE_CIRCLE;
|
||||
}
|
||||
}
|
||||
|
||||
Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_TELESCOPE);
|
||||
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), camMode);
|
||||
}
|
||||
|
||||
u32 sPlayerItemButtons[] = {
|
||||
BTN_B,
|
||||
BTN_CLEFT,
|
||||
@ -95,18 +268,6 @@ u32 sPlayerItemButtons[] = {
|
||||
BTN_CRIGHT,
|
||||
};
|
||||
|
||||
// u32 sPlayerItemButtonsDualAnalog[] = {
|
||||
// BTN_B,
|
||||
// BTN_DLEFT,
|
||||
// BTN_DDOWN,
|
||||
// BTN_DRIGHT
|
||||
// };
|
||||
|
||||
// u32 prev_item_buttons = 0;
|
||||
// u32 cur_item_buttons = 0;
|
||||
// u32 pressed_item_buttons = 0;
|
||||
// u32 released_item_buttons = 0;
|
||||
|
||||
// D-Pad items
|
||||
|
||||
#define EXTRA_ITEM_SLOT_COUNT 4
|
||||
@ -129,31 +290,6 @@ typedef enum {
|
||||
EQUIP_SLOT_EX_DDOWN,
|
||||
} EquipSlotEx;
|
||||
|
||||
// static inline void dup_to_cup(u16* button) {
|
||||
// if (*button & BTN_DUP) {
|
||||
// *button |= BTN_CUP;
|
||||
// }
|
||||
// }
|
||||
|
||||
void GameState_GetInput(GameState* gameState) {
|
||||
PadMgr_GetInput(gameState->input, true);
|
||||
|
||||
// if (recomp_camera_mode == RECOMP_CAMERA_DUALANALOG) {
|
||||
// gameState->input[0].cur.button &= ~BTN_CUP;
|
||||
// gameState->input[0].press.button &= ~BTN_CUP;
|
||||
// gameState->input[0].rel.button &= ~BTN_CUP;
|
||||
// dup_to_cup(&gameState->input[0].cur.button);
|
||||
// dup_to_cup(&gameState->input[0].press.button);
|
||||
// dup_to_cup(&gameState->input[0].rel.button);
|
||||
// }
|
||||
|
||||
// prev_item_buttons = cur_item_buttons;
|
||||
// recomp_get_item_inputs(&cur_item_buttons);
|
||||
// u32 button_diff = prev_item_buttons ^ cur_item_buttons;
|
||||
// pressed_item_buttons = cur_item_buttons & button_diff;
|
||||
// released_item_buttons = prev_item_buttons & button_diff;
|
||||
}
|
||||
|
||||
struct ExButtonMapping {
|
||||
u32 button;
|
||||
EquipSlotEx slot;
|
||||
@ -215,9 +351,6 @@ u8* get_button_item_equip_ptr(u32 form, u32 button) {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
extern Input* sPlayerControlInput;
|
||||
|
||||
// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
|
||||
EquipSlot func_8082FDC4(void) {
|
||||
EquipSlot i;
|
||||
@ -320,7 +453,8 @@ void Player_Action_86(Player *this, PlayState *play) {
|
||||
s32 sp48 = false;
|
||||
|
||||
func_808323C0(this, play->playerCsIds[PLAYER_CS_ID_MASK_TRANSFORMATION]);
|
||||
sPlayerControlInput = play->state.input;
|
||||
// @recomp Manual relocation, TODO remove when automated.
|
||||
*(Input**)KaleidoManager_GetRamAddr(&sPlayerControlInput) = play->state.input;
|
||||
|
||||
Camera_ChangeMode(GET_ACTIVE_CAM(play),
|
||||
(this->transformation == PLAYER_FORM_HUMAN) ? CAM_MODE_NORMAL : CAM_MODE_JUMP);
|
||||
@ -349,7 +483,7 @@ void Player_Action_86(Player *this, PlayState *play) {
|
||||
(sp48 =
|
||||
((this->transformation != PLAYER_FORM_HUMAN) || CHECK_WEEKEVENTREG(D_8085D908[GET_PLAYER_FORM])) &&
|
||||
// @recomp Patched to also check for d-pad buttons for skipping the transformation cutscene.
|
||||
CHECK_BTN_ANY(sPlayerControlInput->press.button,
|
||||
CHECK_BTN_ANY(play->state.input[0].press.button,
|
||||
BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_B | BTN_A | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP)))) {
|
||||
R_PLAY_FILL_SCREEN_ON = 45;
|
||||
R_PLAY_FILL_SCREEN_R = 220;
|
||||
|
@ -12,6 +12,11 @@ extern RecompCameraMode recomp_camera_mode;
|
||||
|
||||
DECLARE_FUNC(void, recomp_get_gyro_deltas, float* x, float* y);
|
||||
DECLARE_FUNC(void, recomp_get_mouse_deltas, float* x, float* y);
|
||||
DECLARE_FUNC(int, recomp_get_targeting_mode);
|
||||
DECLARE_FUNC(s32, recomp_get_targeting_mode);
|
||||
DECLARE_FUNC(void, recomp_get_inverted_axes, s32* x, s32* y);
|
||||
DECLARE_FUNC(s32, recomp_analog_cam_enabled);
|
||||
DECLARE_FUNC(void, recomp_get_analog_inverted_axes, s32* x, s32* y);
|
||||
DECLARE_FUNC(void, recomp_get_camera_inputs, float* x, float* y);
|
||||
DECLARE_FUNC(void, recomp_set_right_analog_suppressed, s32 suppressed);
|
||||
|
||||
#endif
|
||||
|
@ -8,6 +8,7 @@
|
||||
#include "z64viscvg.h"
|
||||
#include "z64vismono.h"
|
||||
#include "z64viszbuf.h"
|
||||
#include "input.h"
|
||||
|
||||
void recomp_set_current_frame_poll_id();
|
||||
void PadMgr_HandleRetrace(void);
|
||||
@ -62,11 +63,16 @@ void PadMgr_HandleRetrace(void) {
|
||||
}
|
||||
}
|
||||
|
||||
extern u8 sOcarinaInstrumentId;
|
||||
|
||||
void poll_inputs(void) {
|
||||
OSMesgQueue* serialEventQueue = PadMgr_AcquireSerialEventQueue();
|
||||
// Begin reading controller data
|
||||
osContStartReadData(serialEventQueue);
|
||||
|
||||
// Suppress the right analog stick if analog camera is active unless the ocarina is in use.
|
||||
recomp_set_right_analog_suppressed(recomp_analog_cam_enabled() && sOcarinaInstrumentId == OCARINA_INSTRUMENT_OFF);
|
||||
|
||||
// Wait for controller data
|
||||
osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
|
||||
osContGetReadData(sPadMgrInstance->pads);
|
||||
|
@ -16,6 +16,7 @@ void Play_Main(GameState* thisx) {
|
||||
// @recomp
|
||||
debug_play_update(this);
|
||||
controls_play_update(this);
|
||||
analog_cam_pre_play_update(this);
|
||||
matrix_play_update(this);
|
||||
|
||||
// @recomp avoid unused variable warning
|
||||
@ -33,6 +34,7 @@ void Play_Main(GameState* thisx) {
|
||||
camera_pre_play_update(this);
|
||||
Play_Update(this);
|
||||
camera_post_play_update(this);
|
||||
analog_cam_post_play_update(this);
|
||||
autosave_post_play_update(this);
|
||||
this->state.gfxCtx = gfxCtx;
|
||||
}
|
||||
|
@ -6,6 +6,8 @@
|
||||
void debug_play_update(PlayState* play);
|
||||
void camera_pre_play_update(PlayState* play);
|
||||
void camera_post_play_update(PlayState* play);
|
||||
void analog_cam_pre_play_update(PlayState* play);
|
||||
void analog_cam_post_play_update(PlayState* play);
|
||||
void matrix_play_update(PlayState* play);
|
||||
void autosave_post_play_update(PlayState* play);
|
||||
|
||||
|
@ -52,5 +52,10 @@ osGetTime_recomp = 0x8F000088;
|
||||
recomp_autosave_enabled = 0x8F00008C;
|
||||
recomp_load_overlays = 0x8F000090;
|
||||
osInvalICache_recomp = 0x8F000094;
|
||||
recomp_analog_cam_enabled = 0x8F000098;
|
||||
recomp_get_camera_inputs = 0x8F00009C;
|
||||
recomp_set_right_analog_suppressed = 0x8F0000A0;
|
||||
recomp_get_inverted_axes = 0x8F0000A4;
|
||||
recomp_high_precision_fb_enabled = 0x8F0000A8;
|
||||
recomp_get_resolution_scale = 0x8F0000AC;
|
||||
recomp_get_analog_inverted_axes = 0x8F0000B0;
|
||||
|
@ -165,6 +165,9 @@ void save_general_config(const std::filesystem::path& path) {
|
||||
config_json["mouse_sensitivity"] = recomp::get_mouse_sensitivity();
|
||||
config_json["joystick_deadzone"] = recomp::get_joystick_deadzone();
|
||||
config_json["autosave_mode"] = recomp::get_autosave_mode();
|
||||
config_json["camera_invert_mode"] = recomp::get_camera_invert_mode();
|
||||
config_json["analog_cam_mode"] = recomp::get_analog_cam_mode();
|
||||
config_json["analog_camera_invert_mode"] = recomp::get_analog_camera_invert_mode();
|
||||
config_json["debug_mode"] = recomp::get_debug_mode_enabled();
|
||||
config_file << std::setw(4) << config_json;
|
||||
}
|
||||
@ -177,6 +180,9 @@ void set_general_settings_from_json(const nlohmann::json& config_json) {
|
||||
recomp::set_mouse_sensitivity(from_or_default(config_json, "mouse_sensitivity", is_steam_deck ? 50 : 0));
|
||||
recomp::set_joystick_deadzone(from_or_default(config_json, "joystick_deadzone", 5));
|
||||
recomp::set_autosave_mode(from_or_default(config_json, "autosave_mode", recomp::AutosaveMode::On));
|
||||
recomp::set_camera_invert_mode(from_or_default(config_json, "camera_invert_mode", recomp::CameraInvertMode::InvertY));
|
||||
recomp::set_analog_cam_mode(from_or_default(config_json, "analog_cam_mode", recomp::AnalogCamMode::Off));
|
||||
recomp::set_analog_camera_invert_mode(from_or_default(config_json, "analog_camera_invert_mode", recomp::CameraInvertMode::InvertNone));
|
||||
recomp::set_debug_mode_enabled(from_or_default(config_json, "debug_mode", false));
|
||||
}
|
||||
|
||||
|
@ -95,33 +95,7 @@ void recomp::get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out) {
|
||||
float joystick_y = recomp::get_input_analog(controller_input_mappings[(size_t)GameInput::Y_AXIS_POS])
|
||||
- recomp::get_input_analog(controller_input_mappings[(size_t)GameInput::Y_AXIS_NEG]);
|
||||
|
||||
if(fabsf(joystick_x) < joystick_deadzone) {
|
||||
joystick_x = 0.0f;
|
||||
}
|
||||
else {
|
||||
if(joystick_x > 0.0f) {
|
||||
joystick_x -= joystick_deadzone;
|
||||
}
|
||||
else {
|
||||
joystick_x += joystick_deadzone;
|
||||
}
|
||||
|
||||
joystick_x /= (1.0f - joystick_deadzone);
|
||||
}
|
||||
|
||||
if(fabsf(joystick_y) < joystick_deadzone) {
|
||||
joystick_y = 0.0f;
|
||||
}
|
||||
else {
|
||||
if(joystick_y > 0.0f) {
|
||||
joystick_y -= joystick_deadzone;
|
||||
}
|
||||
else {
|
||||
joystick_y += joystick_deadzone;
|
||||
}
|
||||
|
||||
joystick_y /= (1.0f - joystick_deadzone);
|
||||
}
|
||||
recomp::apply_joystick_deadzone(joystick_x, joystick_y, &joystick_x, &joystick_y);
|
||||
|
||||
cur_x = recomp::get_input_analog(keyboard_input_mappings[(size_t)GameInput::X_AXIS_POS])
|
||||
- recomp::get_input_analog(keyboard_input_mappings[(size_t)GameInput::X_AXIS_NEG]) + joystick_x;
|
||||
|
@ -483,7 +483,9 @@ bool controller_button_state(int32_t input_id) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float controller_axis_state(int32_t input_id) {
|
||||
static std::atomic_bool right_analog_suppressed = false;
|
||||
|
||||
float controller_axis_state(int32_t input_id, bool allow_suppression) {
|
||||
if (abs(input_id) - 1 < SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_MAX) {
|
||||
SDL_GameControllerAxis axis = (SDL_GameControllerAxis)(abs(input_id) - 1);
|
||||
bool negative_range = input_id < 0;
|
||||
@ -496,6 +498,12 @@ float controller_axis_state(int32_t input_id) {
|
||||
if (negative_range) {
|
||||
cur_val = -cur_val;
|
||||
}
|
||||
|
||||
// Check if this input is a right analog axis and suppress it accordingly.
|
||||
if (allow_suppression && right_analog_suppressed.load() &&
|
||||
(axis == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX || axis == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY)) {
|
||||
cur_val = 0;
|
||||
}
|
||||
ret += std::clamp(cur_val, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
@ -518,7 +526,7 @@ float recomp::get_input_analog(const recomp::InputField& field) {
|
||||
case InputType::ControllerDigital:
|
||||
return controller_button_state(field.input_id) ? 1.0f : 0.0f;
|
||||
case InputType::ControllerAnalog:
|
||||
return controller_axis_state(field.input_id);
|
||||
return controller_axis_state(field.input_id, true);
|
||||
case InputType::Mouse:
|
||||
// TODO mouse support
|
||||
return 0.0f;
|
||||
@ -549,7 +557,7 @@ bool recomp::get_input_digital(const recomp::InputField& field) {
|
||||
return controller_button_state(field.input_id);
|
||||
case InputType::ControllerAnalog:
|
||||
// TODO adjustable threshold
|
||||
return controller_axis_state(field.input_id) >= axis_threshold;
|
||||
return controller_axis_state(field.input_id, true) >= axis_threshold;
|
||||
case InputType::Mouse:
|
||||
// TODO mouse support
|
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return false;
|
||||
@ -580,6 +588,55 @@ void recomp::get_mouse_deltas(float* x, float* y) {
|
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*y = cur_mouse_delta[1] * sensitivity;
|
||||
}
|
||||
|
||||
void recomp::apply_joystick_deadzone(float x_in, float y_in, float* x_out, float* y_out) {
|
||||
float joystick_deadzone = (float)recomp::get_joystick_deadzone() / 100.0f;
|
||||
|
||||
if(fabsf(x_in) < joystick_deadzone) {
|
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x_in = 0.0f;
|
||||
}
|
||||
else {
|
||||
if(x_in > 0.0f) {
|
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x_in -= joystick_deadzone;
|
||||
}
|
||||
else {
|
||||
x_in += joystick_deadzone;
|
||||
}
|
||||
|
||||
x_in /= (1.0f - joystick_deadzone);
|
||||
}
|
||||
|
||||
if(fabsf(y_in) < joystick_deadzone) {
|
||||
y_in = 0.0f;
|
||||
}
|
||||
else {
|
||||
if(y_in > 0.0f) {
|
||||
y_in -= joystick_deadzone;
|
||||
}
|
||||
else {
|
||||
y_in += joystick_deadzone;
|
||||
}
|
||||
|
||||
y_in /= (1.0f - joystick_deadzone);
|
||||
}
|
||||
|
||||
*x_out = x_in;
|
||||
*y_out = y_in;
|
||||
}
|
||||
|
||||
void recomp::get_right_analog(float* x, float* y) {
|
||||
float x_val =
|
||||
controller_axis_state((SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX + 1), false) -
|
||||
controller_axis_state(-(SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX + 1), false);
|
||||
float y_val =
|
||||
controller_axis_state((SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY + 1), false) -
|
||||
controller_axis_state(-(SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY + 1), false);
|
||||
recomp::apply_joystick_deadzone(x_val, y_val, x, y);
|
||||
}
|
||||
|
||||
void recomp::set_right_analog_suppressed(bool suppressed) {
|
||||
right_analog_suppressed.store(suppressed);
|
||||
}
|
||||
|
||||
bool recomp::game_input_disabled() {
|
||||
// Disable input if any menu is open.
|
||||
return recomp::get_current_menu() != recomp::Menu::None;
|
||||
|
@ -110,3 +110,59 @@ extern "C" void recomp_high_precision_fb_enabled(uint8_t * rdram, recomp_context
|
||||
extern "C" void recomp_get_resolution_scale(uint8_t* rdram, recomp_context* ctx) {
|
||||
_return(ctx, ultramodern::get_resolution_scale());
|
||||
}
|
||||
|
||||
extern "C" void recomp_get_inverted_axes(uint8_t* rdram, recomp_context* ctx) {
|
||||
s32* x_out = _arg<0, s32*>(rdram, ctx);
|
||||
s32* y_out = _arg<1, s32*>(rdram, ctx);
|
||||
|
||||
recomp::CameraInvertMode mode = recomp::get_camera_invert_mode();
|
||||
|
||||
*x_out = (mode == recomp::CameraInvertMode::InvertX || mode == recomp::CameraInvertMode::InvertBoth);
|
||||
*y_out = (mode == recomp::CameraInvertMode::InvertY || mode == recomp::CameraInvertMode::InvertBoth);
|
||||
}
|
||||
|
||||
extern "C" void recomp_get_analog_inverted_axes(uint8_t* rdram, recomp_context* ctx) {
|
||||
s32* x_out = _arg<0, s32*>(rdram, ctx);
|
||||
s32* y_out = _arg<1, s32*>(rdram, ctx);
|
||||
|
||||
recomp::CameraInvertMode mode = recomp::get_analog_camera_invert_mode();
|
||||
|
||||
*x_out = (mode == recomp::CameraInvertMode::InvertX || mode == recomp::CameraInvertMode::InvertBoth);
|
||||
*y_out = (mode == recomp::CameraInvertMode::InvertY || mode == recomp::CameraInvertMode::InvertBoth);
|
||||
}
|
||||
|
||||
extern "C" void recomp_analog_cam_enabled(uint8_t* rdram, recomp_context* ctx) {
|
||||
_return<s32>(ctx, recomp::get_analog_cam_mode() == recomp::AnalogCamMode::On);
|
||||
}
|
||||
|
||||
extern "C" void recomp_get_camera_inputs(uint8_t* rdram, recomp_context* ctx) {
|
||||
float* x_out = _arg<0, float*>(rdram, ctx);
|
||||
float* y_out = _arg<1, float*>(rdram, ctx);
|
||||
|
||||
// TODO expose this in the menu
|
||||
constexpr float radial_deadzone = 0.05f;
|
||||
|
||||
float x, y;
|
||||
|
||||
recomp::get_right_analog(&x, &y);
|
||||
|
||||
float magnitude = sqrtf(x * x + y * y);
|
||||
|
||||
if (magnitude < radial_deadzone) {
|
||||
*x_out = 0.0f;
|
||||
*y_out = 0.0f;
|
||||
}
|
||||
else {
|
||||
float x_normalized = x / magnitude;
|
||||
float y_normalized = y / magnitude;
|
||||
|
||||
*x_out = x_normalized * ((magnitude - radial_deadzone) / (1 - radial_deadzone));
|
||||
*y_out = y_normalized * ((magnitude - radial_deadzone) / (1 - radial_deadzone));
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" void recomp_set_right_analog_suppressed(uint8_t* rdram, recomp_context* ctx) {
|
||||
s32 suppressed = _arg<0, s32>(rdram, ctx);
|
||||
|
||||
recomp::set_right_analog_suppressed(suppressed);
|
||||
}
|
||||
|
@ -278,6 +278,9 @@ struct ControlOptionsContext {
|
||||
recomp::TargetingMode targeting_mode;
|
||||
recomp::BackgroundInputMode background_input_mode;
|
||||
recomp::AutosaveMode autosave_mode;
|
||||
recomp::CameraInvertMode camera_invert_mode;
|
||||
recomp::AnalogCamMode analog_cam_mode;
|
||||
recomp::CameraInvertMode analog_camera_invert_mode;
|
||||
};
|
||||
|
||||
ControlOptionsContext control_options_context;
|
||||
@ -365,6 +368,39 @@ void recomp::set_autosave_mode(recomp::AutosaveMode mode) {
|
||||
}
|
||||
}
|
||||
|
||||
recomp::CameraInvertMode recomp::get_camera_invert_mode() {
|
||||
return control_options_context.camera_invert_mode;
|
||||
}
|
||||
|
||||
void recomp::set_camera_invert_mode(recomp::CameraInvertMode mode) {
|
||||
control_options_context.camera_invert_mode = mode;
|
||||
if (general_model_handle) {
|
||||
general_model_handle.DirtyVariable("camera_invert_mode");
|
||||
}
|
||||
}
|
||||
|
||||
recomp::AnalogCamMode recomp::get_analog_cam_mode() {
|
||||
return control_options_context.analog_cam_mode;
|
||||
}
|
||||
|
||||
void recomp::set_analog_cam_mode(recomp::AnalogCamMode mode) {
|
||||
control_options_context.analog_cam_mode = mode;
|
||||
if (general_model_handle) {
|
||||
general_model_handle.DirtyVariable("analog_cam_mode");
|
||||
}
|
||||
}
|
||||
|
||||
recomp::CameraInvertMode recomp::get_analog_camera_invert_mode() {
|
||||
return control_options_context.analog_camera_invert_mode;
|
||||
}
|
||||
|
||||
void recomp::set_analog_camera_invert_mode(recomp::CameraInvertMode mode) {
|
||||
control_options_context.analog_camera_invert_mode = mode;
|
||||
if (general_model_handle) {
|
||||
general_model_handle.DirtyVariable("analog_camera_invert_mode");
|
||||
}
|
||||
}
|
||||
|
||||
struct SoundOptionsContext {
|
||||
std::atomic<int> main_volume; // Option to control the volume of all sound
|
||||
std::atomic<int> bgm_volume;
|
||||
@ -864,6 +900,9 @@ public:
|
||||
bind_option(constructor, "targeting_mode", &control_options_context.targeting_mode);
|
||||
bind_option(constructor, "background_input_mode", &control_options_context.background_input_mode);
|
||||
bind_option(constructor, "autosave_mode", &control_options_context.autosave_mode);
|
||||
bind_option(constructor, "camera_invert_mode", &control_options_context.camera_invert_mode);
|
||||
bind_option(constructor, "analog_cam_mode", &control_options_context.analog_cam_mode);
|
||||
bind_option(constructor, "analog_camera_invert_mode", &control_options_context.analog_camera_invert_mode);
|
||||
|
||||
general_model_handle = constructor.GetModelHandle();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user