Implemented rebinding inputs from UI (controller only so far) and built minimal UI for doing so

This commit is contained in:
Mr-Wiseguy 2024-01-15 21:06:52 -05:00
parent 457bc878e9
commit 6ebc7256eb
7 changed files with 426 additions and 116 deletions

View File

@ -123,7 +123,14 @@
<div>Controls</div>
<div class="tab__indicator"></div>
</tab>
<panel class="config" >
<panel class="config" data-model="controls_model">
<form class="config__form" style="display:block">
<div id="input_row" data-for="input_bindings, i : inputs" style="display:block">
<label class="config-option__title" style="display:inline-block;width:250dp">{{get_input_name(i)}}</label>
<button data-for="cur_binding, j : input_bindings" data-event-click="set_input_binding(i,j)" class="button button--secondary label-md" style="font-family:promptfont;font-size:40dp;display:inline-block;height:50dp;width:150dp;padding:0dp;text-align:center">{{cur_binding}}</button>
<button data-event-click="clear_input_bindings(i)" class="button button--secondary label-md" style="display:inline-block;height:50dp;width:150dp;padding:0dp;text-align:center">Delete</button>
</div>
</form>
</panel>
<tab class="tab">
<div>Sound</div>

View File

@ -6,11 +6,14 @@
#include <vector>
#include <type_traits>
#include <span>
#include <string>
namespace recomp {
struct InputField {
uint32_t device_type;
uint32_t input_type;
int32_t input_id;
std::string to_string() const;
auto operator<=>(const InputField& rhs) const = default;
};
void poll_inputs();
@ -18,6 +21,16 @@ namespace recomp {
float get_input_analog(const std::span<const recomp::InputField> fields);
bool get_input_digital(const InputField& field);
bool get_input_digital(const std::span<const recomp::InputField> fields);
enum class InputDevice {
Controller,
Keyboard,
COUNT
};
void start_scanning_input(InputDevice device);
void finish_scanning_input(InputField scanned_field);
InputField get_scanned_input();
struct DefaultN64Mappings {
std::vector<InputField> a;
@ -46,13 +59,20 @@ namespace recomp {
extern const DefaultN64Mappings default_n64_keyboard_mappings;
extern const DefaultN64Mappings default_n64_controller_mappings;
constexpr size_t bindings_per_input = 2;
// Loads the user's saved controller mapping if one exists, loads the default mappings if no saved mapping exists.
void init_control_mappings();
size_t get_num_inputs();
const std::vector<std::string>& get_input_names();
InputField& get_input_binding(size_t input_index, size_t binding_index, InputDevice device);
void set_input_binding(size_t input_index, size_t binding_index, InputDevice device, InputField value);
void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
void handle_events();
bool game_input_disabled();
bool all_input_disabled();
// TODO move these
void quicksave_save();

View File

@ -5,34 +5,38 @@
#include "../ultramodern/ultramodern.hpp"
#include "../patches/input.h"
// x-macros to build input enums and arrays. First parameter is the name, second parameter is the bit field for the input (or 0 if there is no associated one)
// x-macros to build input enums and arrays.
// First parameter is the enum name, second parameter is the bit field for the input (or 0 if there is no associated one), third is the readable name.
#define DEFINE_N64_BUTTON_INPUTS() \
DEFINE_INPUT(A, 0x8000) \
DEFINE_INPUT(B, 0x4000) \
DEFINE_INPUT(Z, 0x2000) \
DEFINE_INPUT(START, 0x1000) \
DEFINE_INPUT(DPAD_UP, 0x0800) \
DEFINE_INPUT(DPAD_DOWN, 0x0400) \
DEFINE_INPUT(DPAD_LEFT, 0x0200) \
DEFINE_INPUT(DPAD_RIGHT, 0x0100) \
DEFINE_INPUT(L, 0x0020) \
DEFINE_INPUT(R, 0x0010) \
DEFINE_INPUT(C_UP, 0x0008) \
DEFINE_INPUT(C_DOWN, 0x0004) \
DEFINE_INPUT(C_LEFT, 0x0002) \
DEFINE_INPUT(C_RIGHT, 0x0001)
DEFINE_INPUT(A, 0x8000, "[A Button]") \
DEFINE_INPUT(B, 0x4000, "[B Button]") \
DEFINE_INPUT(Z, 0x2000, "[Z Button]") \
DEFINE_INPUT(START, 0x1000, "[Start Button]") \
DEFINE_INPUT(DPAD_UP, 0x0800, "[Dpad Up]") \
DEFINE_INPUT(DPAD_DOWN, 0x0400, "[Dpad Down]") \
DEFINE_INPUT(DPAD_LEFT, 0x0200, "[Dpad Left]") \
DEFINE_INPUT(DPAD_RIGHT, 0x0100, "[Dpad Right]") \
DEFINE_INPUT(L, 0x0020, "[L Button]") \
DEFINE_INPUT(R, 0x0010, "[R Button]") \
DEFINE_INPUT(C_UP, 0x0008, "[C Up]") \
DEFINE_INPUT(C_DOWN, 0x0004, "[C Down]") \
DEFINE_INPUT(C_LEFT, 0x0002, "[C Left]") \
DEFINE_INPUT(C_RIGHT, 0x0001, "[C Right]")
#define DEFINE_N64_AXIS_INPUTS() \
DEFINE_INPUT(X_AXIS_NEG, 0) \
DEFINE_INPUT(X_AXIS_POS, 0) \
DEFINE_INPUT(Y_AXIS_NEG, 0) \
DEFINE_INPUT(Y_AXIS_POS, 0) \
DEFINE_INPUT(X_AXIS_NEG, 0, "[Analog Left]") \
DEFINE_INPUT(X_AXIS_POS, 0, "[Analog Right]") \
DEFINE_INPUT(Y_AXIS_NEG, 0, "[Analog Down]") \
DEFINE_INPUT(Y_AXIS_POS, 0, "[Analog Up]") \
#define DEFINE_ALL_INPUTS() \
DEFINE_N64_BUTTON_INPUTS() \
DEFINE_N64_AXIS_INPUTS()
// Make the input enum.
#define DEFINE_INPUT(name, value) name,
#define DEFINE_INPUT(name, value, readable) name,
enum class GameInput {
DEFINE_N64_BUTTON_INPUTS()
DEFINE_N64_AXIS_INPUTS()
DEFINE_ALL_INPUTS()
COUNT,
N64_BUTTON_START = A,
@ -43,22 +47,30 @@ enum class GameInput {
#undef DEFINE_INPUT
// Arrays that hold the mappings for every input for keyboard and controller respectively.
using input_mapping_array = std::array<std::vector<recomp::InputField>, (size_t)GameInput::COUNT>;
static std::array<std::vector<recomp::InputField>, (size_t)GameInput::COUNT> keyboard_input_mappings{};
static std::array<std::vector<recomp::InputField>, (size_t)GameInput::COUNT> controller_input_mappings{};
using input_mapping = std::array<recomp::InputField, recomp::bindings_per_input>;
using input_mapping_array = std::array<input_mapping, (size_t)GameInput::COUNT>;
static input_mapping_array keyboard_input_mappings{};
static input_mapping_array controller_input_mappings{};
// Make the button value array, which maps a button index to its bit field.
#define DEFINE_INPUT(name, value) uint16_t(value##u),
#define DEFINE_INPUT(name, value, readable) uint16_t(value##u),
static const std::array n64_button_values = {
DEFINE_N64_BUTTON_INPUTS()
};
#undef DEFINE_INPUT
// Make the input name array.
#define DEFINE_INPUT(name, value, readable) readable,
static const std::vector<std::string> input_names = {
DEFINE_ALL_INPUTS()
};
void recomp::init_control_mappings() {
// TODO load from a file if one exists.
auto assign_mapping = [](input_mapping_array& mapping, GameInput input, const std::vector<recomp::InputField>& value) {
mapping[(size_t)input] = value;
input_mapping& cur_mapping = mapping.at((size_t)input);
std::copy_n(value.begin(), std::min(value.size(), cur_mapping.size()), cur_mapping.begin());
};
auto assign_all_mappings = [&](input_mapping_array& mapping, const recomp::DefaultN64Mappings& values) {
@ -88,6 +100,37 @@ void recomp::init_control_mappings() {
assign_all_mappings(controller_input_mappings, recomp::default_n64_controller_mappings);
}
size_t recomp::get_num_inputs() {
return (size_t)GameInput::COUNT;
}
const std::vector<std::string>& recomp::get_input_names() {
return input_names;
}
// Due to an RmlUi limitation this can't be const. Ideally it would return a const reference or even just a straight up copy.
recomp::InputField& recomp::get_input_binding(size_t input_index, size_t binding_index, recomp::InputDevice device) {
input_mapping_array& device_mappings = (device == recomp::InputDevice::Controller) ? controller_input_mappings : keyboard_input_mappings;
input_mapping& cur_input_mapping = device_mappings.at(input_index);
if (binding_index < cur_input_mapping.size()) {
return cur_input_mapping[binding_index];
}
else {
static recomp::InputField dummy_field = {};
return dummy_field;
}
}
void recomp::set_input_binding(size_t input_index, size_t binding_index, recomp::InputDevice device, recomp::InputField value) {
input_mapping_array& device_mappings = (device == recomp::InputDevice::Controller) ? controller_input_mappings : keyboard_input_mappings;
input_mapping& cur_input_mapping = device_mappings.at(input_index);
if (binding_index < cur_input_mapping.size()) {
cur_input_mapping[binding_index] = value;
}
}
void recomp::get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out) {
uint16_t cur_buttons = 0;
float cur_x = 0.0f;

View File

@ -7,6 +7,7 @@
#include "SDL.h"
#include "rt64_layer.h"
constexpr float axis_threshold = 0.5f;
static struct {
const Uint8* keys = nullptr;
@ -16,21 +17,57 @@ static struct {
std::vector<SDL_GameController*> cur_controllers{};
} InputState;
std::atomic<recomp::InputDevice> scanning_device = recomp::InputDevice::COUNT;
std::atomic<recomp::InputField> scanned_input;
enum class InputType {
None = 0, // Using zero for None ensures that default initialized InputFields are unbound.
Keyboard,
Mouse,
ControllerDigital,
ControllerAnalog // Axis input_id values are the SDL value + 1
};
void set_scanned_input(recomp::InputField value) {
scanning_device.store(recomp::InputDevice::COUNT);
scanned_input.store(value);
}
recomp::InputField recomp::get_scanned_input() {
recomp::InputField ret = scanned_input.load();
scanned_input.store({});
return ret;
}
void recomp::start_scanning_input(recomp::InputDevice device) {
scanned_input.store({});
scanning_device.store(device);
}
void queue_if_enabled(SDL_Event* event) {
if (!recomp::all_input_disabled()) {
recomp::queue_event(*event);
}
}
bool sdl_event_filter(void* userdata, SDL_Event* event) {
switch (event->type) {
case SDL_EventType::SDL_KEYDOWN:
{
SDL_KeyboardEvent* keyevent = (SDL_KeyboardEvent*)event;
SDL_KeyboardEvent* keyevent = &event->key;
if (keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) {
RT64ChangeWindow();
}
if (scanning_device == recomp::InputDevice::Keyboard) {
set_scanned_input({(uint32_t)InputType::Keyboard, keyevent->keysym.scancode});
}
}
recomp::queue_event(*event);
queue_if_enabled(event);
break;
case SDL_EventType::SDL_CONTROLLERDEVICEADDED:
{
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
SDL_ControllerDeviceEvent* controller_event = &event->cdevice;
SDL_GameController* controller = SDL_GameControllerOpen(controller_event->which);
printf("Controller added: %d\n", controller_event->which);
if (controller != nullptr) {
@ -41,7 +78,7 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
break;
case SDL_EventType::SDL_CONTROLLERDEVICEREMOVED:
{
SDL_ControllerDeviceEvent* controller_event = (SDL_ControllerDeviceEvent*)event;
SDL_ControllerDeviceEvent* controller_event = &event->cdevice;
printf("Controller removed: %d\n", controller_event->which);
std::erase(InputState.controller_ids, controller_event->which);
}
@ -51,13 +88,33 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
return true;
case SDL_EventType::SDL_MOUSEWHEEL:
{
SDL_MouseWheelEvent* wheel_event = (SDL_MouseWheelEvent*)event;
SDL_MouseWheelEvent* wheel_event = &event->wheel;
InputState.mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1));
}
recomp::queue_event(*event);
queue_if_enabled(event);
break;
case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
if (scanning_device == recomp::InputDevice::Controller) {
SDL_ControllerButtonEvent* button_event = &event->cbutton;
set_scanned_input({(uint32_t)InputType::ControllerDigital, button_event->button});
}
queue_if_enabled(event);
break;
case SDL_EventType::SDL_CONTROLLERAXISMOTION:
if (scanning_device == recomp::InputDevice::Controller) {
SDL_ControllerAxisEvent* axis_event = &event->caxis;
float axis_value = axis_event->value * (1/32768.0f);
if (axis_value > axis_threshold) {
set_scanned_input({(uint32_t)InputType::ControllerAnalog, axis_event->axis + 1});
}
else if (axis_value < -axis_threshold) {
set_scanned_input({(uint32_t)InputType::ControllerAnalog, -axis_event->axis - 1});
}
}
queue_if_enabled(event);
break;
default:
recomp::queue_event(*event);
queue_if_enabled(event);
break;
}
return false;
@ -71,13 +128,6 @@ void recomp::handle_events() {
}
}
enum class DeviceType {
Keyboard,
Mouse,
ControllerDigital,
ControllerAnalog // Axis input_id values are the SDL value + 1
};
constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_SOUTH = SDL_CONTROLLER_BUTTON_A;
constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_EAST = SDL_CONTROLLER_BUTTON_B;
constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_WEST = SDL_CONTROLLER_BUTTON_X;
@ -85,117 +135,117 @@ constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_NORTH = SDL_CONTROLLER_
const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
.a = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_SPACE}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_SPACE}
},
.b = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LSHIFT}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_LSHIFT}
},
.l = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_E}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_E}
},
.r = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_R}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_R}
},
.z = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_Q}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_Q}
},
.start = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
},
.c_left = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_LEFT}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_LEFT}
},
.c_right = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_RIGHT}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RIGHT}
},
.c_up = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_UP}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_UP}
},
.c_down = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_DOWN}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_DOWN}
},
.dpad_left = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_J}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_J}
},
.dpad_right = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_L}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_L}
},
.dpad_up = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_I}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_I}
},
.dpad_down = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_K}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_K}
},
.analog_left = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_A}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_A}
},
.analog_right = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_D}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_D}
},
.analog_up = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_W}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_W}
},
.analog_down = {
{.device_type = (uint32_t)DeviceType::Keyboard, .input_id = SDL_SCANCODE_S}
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_S}
},
};
const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
.a = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
},
.b = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_EAST},
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_EAST},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
},
.l = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
},
.r = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERRIGHT + 1},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERRIGHT + 1},
},
.z = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERLEFT + 1},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERLEFT + 1},
},
.start = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START},
},
.c_left = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTX + 1)},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTX + 1)},
},
.c_right = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTX + 1},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTX + 1},
},
.c_up = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTY + 1)},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTY + 1)},
},
.c_down = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTY + 1},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTY + 1},
},
.dpad_left = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_LEFT},
},
.dpad_right = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
},
.dpad_up = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_UP},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_UP},
},
.dpad_down = {
{.device_type = (uint32_t)DeviceType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_DOWN},
},
.analog_left = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTX + 1)},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTX + 1)},
},
.analog_right = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTX + 1},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTX + 1},
},
.analog_up = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTY + 1)},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTY + 1)},
},
.analog_down = {
{.device_type = (uint32_t)DeviceType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1},
{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1},
},
};
@ -264,27 +314,21 @@ float controller_axis_state(int32_t input_id) {
}
float recomp::get_input_analog(const recomp::InputField& field) {
switch ((DeviceType)field.device_type) {
case DeviceType::Keyboard:
{
switch ((InputType)field.input_type) {
case InputType::Keyboard:
if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
return InputState.keys[field.input_id] ? 1.0f : 0.0f;
}
return 0.0f;
}
case DeviceType::ControllerDigital:
{
case InputType::ControllerDigital:
return controller_button_state(field.input_id) ? 1.0f : 0.0f;
}
case DeviceType::ControllerAnalog:
{
case InputType::ControllerAnalog:
return controller_axis_state(field.input_id);
}
case DeviceType::Mouse:
{
case InputType::Mouse:
// TODO mouse support
return 0.0f;
}
case InputType::None:
return false;
}
}
@ -297,28 +341,22 @@ float recomp::get_input_analog(const std::span<const recomp::InputField> fields)
}
bool recomp::get_input_digital(const recomp::InputField& field) {
switch ((DeviceType)field.device_type) {
case DeviceType::Keyboard:
{
switch ((InputType)field.input_type) {
case InputType::Keyboard:
if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
return InputState.keys[field.input_id] != 0;
}
return false;
}
case DeviceType::ControllerDigital:
{
case InputType::ControllerDigital:
return controller_button_state(field.input_id);
}
case DeviceType::ControllerAnalog:
{
case InputType::ControllerAnalog:
// TODO adjustable threshold
return controller_axis_state(field.input_id) >= 0.5f;
}
case DeviceType::Mouse:
{
return controller_axis_state(field.input_id) >= axis_threshold;
case InputType::Mouse:
// TODO mouse support
return false;
}
case InputType::None:
return false;
}
}
@ -334,3 +372,88 @@ bool recomp::game_input_disabled() {
// Disable input if any menu is open.
return recomp::get_current_menu() != recomp::Menu::None;
}
bool recomp::all_input_disabled() {
// Disable all input if an input is being polled.
return scanning_device != recomp::InputDevice::COUNT;
}
std::string controller_button_to_string(SDL_GameControllerButton button) {
switch (button) {
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
return "\u21A7";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B:
return "\u21A6";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
return "\u21A4";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y:
return "\u21A5";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK:
return "\u21FA";
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
// return "";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
return "\u21FB";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK:
return "\u21BA";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return "\u21BB";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return "\u2198";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
return "\u2199";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
return "\u219F";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return "\u21A1";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return "\u219E";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return "\u21A0";
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MISC1:
// return "";
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE1:
// return "";
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE2:
// return "";
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE3:
// return "";
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE4:
// return "";
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_TOUCHPAD:
return "\u21E7";
}
return "Button " + std::to_string(button);
}
std::string controller_axis_to_string(int axis) {
bool positive = axis > 0;
SDL_GameControllerAxis actual_axis = SDL_GameControllerAxis(abs(axis) - 1);
switch (actual_axis) {
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX:
return positive ? "\u21C0" : "\u21BC";
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY:
return positive ? "\u21C2" : "\u21BE";
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX:
return positive ? "\u21C1" : "\u21BD";
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY:
return positive ? "\u21C3" : "\u21BF";
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT:
return positive ? "\u219A" : "\u21DC";
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
return positive ? "\u219B" : "\u21DD";
}
return "Axis " + std::to_string(actual_axis) + (positive ? '+' : '-');
}
std::string recomp::InputField::to_string() const {
switch ((InputType)input_type) {
case InputType::None:
return "";
case InputType::ControllerDigital:
return controller_button_to_string((SDL_GameControllerButton)input_id);
case InputType::ControllerAnalog:
return controller_axis_to_string(input_id);
}
return std::to_string(input_type) + "," + std::to_string(input_id);
}

View File

@ -49,7 +49,7 @@ ultramodern::gfx_callbacks_t::gfx_data_t create_gfx() {
SDL_Window* window;
ultramodern::WindowHandle create_window(ultramodern::gfx_callbacks_t::gfx_data_t) {
window = SDL_CreateWindow("Recomp", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE );
window = SDL_CreateWindow("Zelda 64: Recompiled", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE );
if (window == nullptr) {
exit_error("Failed to create window: %s\n", SDL_GetError());

View File

@ -1,11 +1,15 @@
#include "recomp_ui.h"
#include "recomp_input.h"
#include "../../ultramodern/config.hpp"
#include "../../ultramodern/ultramodern.hpp"
#include "RmlUi/Core.h"
ultramodern::GraphicsConfig cur_options;
ultramodern::GraphicsConfig new_options;
Rml::DataModelHandle options_handle;
Rml::DataModelHandle graphics_model_handle;
Rml::DataModelHandle controls_model_handle;
// True if controller config menu is open, false if keyboard config menu is open, undefined otherwise
bool configuring_controller = false;
NLOHMANN_JSON_SERIALIZE_ENUM(ultramodern::Resolution, {
{ultramodern::Resolution::Original, "Original"},
@ -46,10 +50,20 @@ template <typename T>
void bind_option(Rml::DataModelConstructor& constructor, const std::string& name, T* option) {
constructor.BindFunc(name,
[option](Rml::Variant& out) { get_option(*option, out); },
[option](const Rml::Variant& in) { set_option(*option, in); options_handle.DirtyVariable("options_changed"); }
[option](const Rml::Variant& in) { set_option(*option, in); graphics_model_handle.DirtyVariable("options_changed"); }
);
};
static size_t scanned_binding_index;
static size_t scanned_input_index;
constexpr recomp::InputDevice cur_device = recomp::InputDevice::Controller;
void recomp::finish_scanning_input(recomp::InputField scanned_field) {
recomp::set_input_binding(scanned_input_index, scanned_binding_index, cur_device, scanned_field);
controls_model_handle.DirtyVariable("inputs");
}
class ConfigMenu : public recomp::MenuController {
public:
ConfigMenu() {
@ -65,9 +79,18 @@ public:
recomp::register_event(listener, "apply_options",
[](const std::string& param, Rml::Event& event) {
cur_options = new_options;
options_handle.DirtyVariable("options_changed");
graphics_model_handle.DirtyVariable("options_changed");
update_graphics_config(new_options);
});
recomp::register_event(listener, "rebind_input_bindings",
[](const std::string& param, Rml::Event& event) {
});
recomp::register_event(listener, "clear_input_bindings",
[](const std::string& param, Rml::Event& event) {
});
recomp::register_event(listener, "add_input_binding",
[](const std::string& param, Rml::Event& event) {
});
recomp::register_event(listener, "config_keydown",
[](const std::string& param, Rml::Event& event) {
if (event.GetId() == Rml::EventId::Keydown) {
@ -82,10 +105,10 @@ public:
}
});
}
void make_bindings(Rml::Context* context) override {
void make_graphics_bindings(Rml::Context* context) {
Rml::DataModelConstructor constructor = context->CreateDataModel("graphics_model");
if (!constructor) {
throw std::runtime_error("Failed to make RmlUi data model for the config menu");
throw std::runtime_error("Failed to make RmlUi data model for the graphics config menu");
}
bind_option(constructor, "res_option", &new_options.res_option);
@ -99,7 +122,7 @@ public:
},
[](const Rml::Variant& in) {
new_options.rr_manual_value = in.Get<int>();
options_handle.DirtyVariable("options_changed");
graphics_model_handle.DirtyVariable("options_changed");
});
constructor.BindFunc("options_changed",
@ -107,7 +130,91 @@ public:
out = (cur_options != new_options);
});
options_handle = constructor.GetModelHandle();
graphics_model_handle = constructor.GetModelHandle();
}
void make_controls_bindings(Rml::Context* context) {
Rml::DataModelConstructor constructor = context->CreateDataModel("controls_model");
if (!constructor) {
throw std::runtime_error("Failed to make RmlUi data model for the controls config menu");
}
constructor.BindFunc("input_count", [](Rml::Variant& out) { out = recomp::get_num_inputs(); } );
constructor.RegisterTransformFunc("get_input_name", [](const Rml::VariantList& inputs) {
return Rml::Variant{recomp::get_input_names().at(inputs.at(0).Get<size_t>())};
});
constructor.BindEventCallback("set_input_binding",
[](Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs) {
scanned_input_index = inputs.at(0).Get<size_t>();
scanned_binding_index = inputs.at(1).Get<size_t>();
recomp::start_scanning_input(cur_device);
});
constructor.BindEventCallback("clear_input_bindings",
[](Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs) {
size_t input_index = inputs.at(0).Get<size_t>();
for (size_t binding_index = 0; binding_index < recomp::bindings_per_input; binding_index++) {
recomp::set_input_binding(input_index, binding_index, cur_device, recomp::InputField{});
}
model_handle.DirtyVariable("inputs");
});
// Rml variable definition for an individual InputField.
struct InputFieldVariableDefinition : public Rml::VariableDefinition {
InputFieldVariableDefinition() : Rml::VariableDefinition(Rml::DataVariableType::Scalar) {}
virtual bool Get(void* ptr, Rml::Variant& variant) override { variant = reinterpret_cast<recomp::InputField*>(ptr)->to_string(); return true; }
virtual bool Set(void* ptr, const Rml::Variant& variant) override { return false; }
};
// Static instance of the InputField variable definition to have a pointer to return to RmlUi.
static InputFieldVariableDefinition input_field_definition_instance{};
// Rml variable definition for an array of InputField values (e.g. all the bindings for a single input).
struct BindingContainerVariableDefinition : public Rml::VariableDefinition {
BindingContainerVariableDefinition() : Rml::VariableDefinition(Rml::DataVariableType::Array) {}
virtual bool Get(void* ptr, Rml::Variant& variant) override { return false; }
virtual bool Set(void* ptr, const Rml::Variant& variant) override { return false; }
virtual int Size(void* ptr) override { return recomp::bindings_per_input; }
virtual Rml::DataVariable Child(void* ptr, const Rml::DataAddressEntry& address) override {
uintptr_t input_index = (uintptr_t)ptr;
return Rml::DataVariable{&input_field_definition_instance, & recomp::get_input_binding(input_index, address.index, recomp::InputDevice::Controller)};
}
};
// Static instance of the InputField array variable definition to a fixed pointer to return to RmlUi.
static BindingContainerVariableDefinition binding_container_var_instance{};
// Rml variable definition for an array of an array of InputField values (e.g. all the bindings for all inputs).
struct InputContainerVariableDefinition : public Rml::VariableDefinition {
InputContainerVariableDefinition() : Rml::VariableDefinition(Rml::DataVariableType::Array) {}
virtual bool Get(void* ptr, Rml::Variant& variant) override { return false; }
virtual bool Set(void* ptr, const Rml::Variant& variant) override { return false; }
virtual int Size(void* ptr) override { return recomp::get_num_inputs(); }
virtual Rml::DataVariable Child(void* ptr, const Rml::DataAddressEntry& address) override {
// Encode the input index as the pointer to avoid needing to do any allocations.
return Rml::DataVariable(&binding_container_var_instance, (void*)(uintptr_t)address.index);
}
};
// Dummy type to associate with the variable definition.
struct InputContainer {};
constructor.RegisterCustomDataVariableDefinition<InputContainer>(Rml::MakeUnique<InputContainerVariableDefinition>());
// Dummy instance of the dummy type to bind to the variable.
static InputContainer dummy_container;
constructor.Bind("inputs", &dummy_container);
controls_model_handle = constructor.GetModelHandle();
}
void make_bindings(Rml::Context* context) override {
make_graphics_bindings(context);
make_controls_bindings(context);
}
};

View File

@ -6,6 +6,7 @@
#include <filesystem>
#include "recomp_ui.h"
#include "recomp_input.h"
#include "concurrentqueue.h"
@ -677,6 +678,7 @@ struct {
else {
current_document = nullptr;
}
prev_focused = nullptr;
}
void swap_config_menu(recomp::ConfigSubmenu submenu) {
@ -686,6 +688,7 @@ struct {
Rml::ElementTabSet* config_tabset = rmlui_dynamic_cast<Rml::ElementTabSet*>(config_tabset_base);
if (config_tabset != nullptr) {
config_tabset->SetActiveTab(static_cast<int>(submenu));
prev_focused = nullptr;
}
}
}
@ -714,6 +717,8 @@ struct {
for (auto& [menu, controller]: menus) {
documents.emplace(menu, controller->load_document(context));
}
prev_focused = nullptr;
}
void make_event_listeners() {
@ -917,6 +922,11 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderTexture* swap_
}
}
recomp::InputField scanned_field = recomp::get_scanned_input();
if (scanned_field != recomp::InputField{}) {
recomp::finish_scanning_input(scanned_field);
}
UIContext.rml.update_focus(mouse_moved);
if (cur_menu != recomp::Menu::None) {