mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-16 19:09:15 +01:00
Merge cae2102017
into 208e3044fc
This commit is contained in:
commit
a58f74100e
@ -41,7 +41,7 @@
|
||||
data-for="input_bindings, i : inputs.array"
|
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data-event-mouseover="set_input_row_focus(i)"
|
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data-class-control-option--active="get_input_enum_name(i)==cur_input_row"
|
||||
data-if="!input_device_is_keyboard || get_input_enum_name(i) != 'TOGGLE_MENU'"
|
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data-if="!input_device_is_keyboard || (get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU' && get_input_enum_name(i) != 'APPLY_MENU')"
|
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>
|
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<label
|
||||
class="control-option__label"
|
||||
@ -67,6 +67,7 @@
|
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</button>
|
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</div>
|
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<button
|
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data-if="get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU'"
|
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data-event-blur="set_input_row_focus(-1)"
|
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data-event-focus="set_input_row_focus(i)"
|
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data-event-click="clear_input_bindings(i)"
|
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@ -75,6 +76,16 @@
|
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>
|
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<svg src="icons/Trash.svg" />
|
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</button>
|
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<button
|
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data-if="get_input_enum_name(i) == 'TOGGLE_MENU' || get_input_enum_name(i) == 'ACCEPT_MENU'"
|
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data-event-blur="set_input_row_focus(-1)"
|
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data-event-focus="set_input_row_focus(i)"
|
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data-event-click="reset_single_input_binding_to_default(i)"
|
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class="icon-button icon-button--danger"
|
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data-attr-style="i == 0 ? 'nav-up:#cont_kb_toggle' : 'nav-up:auto'"
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>
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<svg src="icons/Reset.svg" />
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</button>
|
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</div>
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</div>
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</div>
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|
@ -316,7 +316,7 @@
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id="apply_button"
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style="nav-up:#hr_original"
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>
|
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<div class="button__label">Apply <span class="prompt-font-sm">{{gfx_help__apply}}</span></div>
|
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<div class="button__label">Apply<span class="prompt-font-sm">{{gfx_help__apply}}</span></div>
|
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</button>
|
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</div>
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</div>
|
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|
1
assets/icons/Reset.svg
Normal file
1
assets/icons/Reset.svg
Normal file
@ -0,0 +1 @@
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<svg xmlns="http://www.w3.org/2000/svg" height="40px" viewBox="0 -960 960 960" width="40px" fill="#e8eaed"><path d="M480-160q-133.33 0-226.67-93.33Q160-346.67 160-480q0-133.33 93.33-226.67Q346.67-800 480-800q79.67 0 143.33 32.5 63.67 32.5 110 90.17V-800H800v262.67H537.33V-604h168q-36-58.67-93.83-94T480-733.33q-106 0-179.67 73.66Q226.67-586 226.67-480q0 106 73.66 179.67Q374-226.67 480-226.67q81 0 147.67-46.33 66.66-46.33 93-122.33H790Q761.33-290 675.33-225q-86 65-195.33 65Z"/></svg>
|
After Width: | Height: | Size: 486 B |
@ -40,7 +40,9 @@ namespace recomp {
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DEFINE_INPUT(X_AXIS_POS, 0, "Right") \
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|
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#define DEFINE_RECOMP_UI_INPUTS() \
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DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu")
|
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DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu") \
|
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DEFINE_INPUT(ACCEPT_MENU, 0, "Accept (Menu)") \
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DEFINE_INPUT(APPLY_MENU, 0, "Apply (Menu)")
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|
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#define DEFINE_ALL_INPUTS() \
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DEFINE_N64_BUTTON_INPUTS() \
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@ -88,6 +90,7 @@ namespace recomp {
|
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void cancel_scanning_input();
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void config_menu_set_cont_or_kb(bool cont_interacted);
|
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InputField get_scanned_input();
|
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int get_scanned_input_index();
|
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|
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struct DefaultN64Mappings {
|
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std::vector<InputField> a;
|
||||
@ -113,6 +116,8 @@ namespace recomp {
|
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std::vector<InputField> analog_down;
|
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|
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std::vector<InputField> toggle_menu;
|
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std::vector<InputField> accept_menu;
|
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std::vector<InputField> apply_menu;
|
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};
|
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|
||||
constexpr const std::vector<InputField>& get_default_mapping_for_input(const DefaultN64Mappings& defaults, const GameInput input) {
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@ -136,6 +141,8 @@ namespace recomp {
|
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case GameInput::Y_AXIS_POS: return defaults.analog_up;
|
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case GameInput::Y_AXIS_NEG: return defaults.analog_down;
|
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case GameInput::TOGGLE_MENU: return defaults.toggle_menu;
|
||||
case GameInput::ACCEPT_MENU: return defaults.accept_menu;
|
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case GameInput::APPLY_MENU: return defaults.apply_menu;
|
||||
default: return std::vector<InputField>();
|
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}
|
||||
}
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include <filesystem>
|
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#include <string_view>
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#include "ultramodern/config.hpp"
|
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#include "recomp_input.h"
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|
||||
namespace zelda64 {
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constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
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@ -16,6 +17,7 @@ namespace zelda64 {
|
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void reset_input_bindings();
|
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void reset_cont_input_bindings();
|
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void reset_kb_input_bindings();
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void reset_single_input_binding(recomp::InputDevice device, recomp::GameInput input);
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|
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std::filesystem::path get_app_folder_path();
|
||||
|
||||
|
@ -286,7 +286,10 @@ void assign_all_mappings(recomp::InputDevice device, const recomp::DefaultN64Map
|
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assign_mapping_complete(device, recomp::GameInput::X_AXIS_POS, values.analog_right);
|
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assign_mapping_complete(device, recomp::GameInput::Y_AXIS_NEG, values.analog_down);
|
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assign_mapping_complete(device, recomp::GameInput::Y_AXIS_POS, values.analog_up);
|
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|
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assign_mapping_complete(device, recomp::GameInput::TOGGLE_MENU, values.toggle_menu);
|
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assign_mapping_complete(device, recomp::GameInput::ACCEPT_MENU, values.accept_menu);
|
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assign_mapping_complete(device, recomp::GameInput::APPLY_MENU, values.apply_menu);
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};
|
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|
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void zelda64::reset_input_bindings() {
|
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@ -302,6 +305,19 @@ void zelda64::reset_kb_input_bindings() {
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assign_all_mappings(recomp::InputDevice::Keyboard, recomp::default_n64_keyboard_mappings);
|
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}
|
||||
|
||||
void zelda64::reset_single_input_binding(recomp::InputDevice device, recomp::GameInput input) {
|
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assign_mapping_complete(
|
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device,
|
||||
input,
|
||||
recomp::get_default_mapping_for_input(
|
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device == recomp::InputDevice::Keyboard ?
|
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recomp::default_n64_keyboard_mappings :
|
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recomp::default_n64_controller_mappings,
|
||||
input
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
void reset_graphics_options() {
|
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ultramodern::renderer::GraphicsConfig new_config{};
|
||||
new_config.res_option = res_default;
|
||||
|
@ -181,6 +181,17 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
|
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recomp::cancel_scanning_input();
|
||||
} else if (scanning_device == recomp::InputDevice::Controller) {
|
||||
SDL_ControllerButtonEvent* button_event = &event->cbutton;
|
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auto scanned_input_index = recomp::get_scanned_input_index();
|
||||
if ((scanned_input_index == static_cast<int>(recomp::GameInput::TOGGLE_MENU) ||
|
||||
scanned_input_index == static_cast<int>(recomp::GameInput::ACCEPT_MENU) ||
|
||||
scanned_input_index == static_cast<int>(recomp::GameInput::APPLY_MENU)) && (
|
||||
button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP ||
|
||||
button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
|
||||
button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
|
||||
button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
|
||||
break;
|
||||
}
|
||||
|
||||
set_scanned_input({(uint32_t)InputType::ControllerDigital, button_event->button});
|
||||
}
|
||||
} else {
|
||||
@ -189,6 +200,13 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
|
||||
break;
|
||||
case SDL_EventType::SDL_CONTROLLERAXISMOTION:
|
||||
if (scanning_device == recomp::InputDevice::Controller) {
|
||||
auto scanned_input_index = recomp::get_scanned_input_index();
|
||||
if (scanned_input_index == static_cast<int>(recomp::GameInput::TOGGLE_MENU) ||
|
||||
scanned_input_index == static_cast<int>(recomp::GameInput::ACCEPT_MENU) ||
|
||||
scanned_input_index == static_cast<int>(recomp::GameInput::APPLY_MENU)) {
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_ControllerAxisEvent* axis_event = &event->caxis;
|
||||
float axis_value = axis_event->value * (1/32768.0f);
|
||||
if (axis_value > axis_threshold) {
|
||||
@ -347,6 +365,12 @@ const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
|
||||
.toggle_menu = {
|
||||
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_ESCAPE}
|
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},
|
||||
.accept_menu = {
|
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
|
||||
},
|
||||
.apply_menu = {
|
||||
{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_F}
|
||||
}
|
||||
};
|
||||
|
||||
const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
|
||||
@ -411,6 +435,13 @@ const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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.toggle_menu = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_BACK},
|
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},
|
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.accept_menu = {
|
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
|
||||
},
|
||||
.apply_menu = {
|
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
|
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START}
|
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}
|
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};
|
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|
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void recomp::poll_inputs() {
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@ -692,35 +723,35 @@ bool recomp::all_input_disabled() {
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std::string controller_button_to_string(SDL_GameControllerButton button) {
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switch (button) {
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
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return "\u21A7";
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return PF_GAMEPAD_A;
|
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B:
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return "\u21A6";
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return PF_GAMEPAD_B;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
|
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return "\u21A4";
|
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return PF_GAMEPAD_X;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y:
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return "\u21A5";
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return PF_GAMEPAD_Y;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK:
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return "\u21FA";
|
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
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// return "";
|
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return PF_XBOX_VIEW;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
|
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return PF_GAMEPAD_HOME;
|
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
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return "\u21FB";
|
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return PF_XBOX_MENU;
|
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK:
|
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return "\u21BA";
|
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return PF_ANALOG_L_CLICK;
|
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK:
|
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return "\u21BB";
|
||||
return PF_ANALOG_R_CLICK;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
|
||||
return "\u2198";
|
||||
return PF_XBOX_LEFT_SHOULDER;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
|
||||
return "\u2199";
|
||||
return PF_XBOX_RIGHT_SHOULDER;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
|
||||
return "\u219F";
|
||||
return PF_DPAD_UP;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
|
||||
return "\u21A1";
|
||||
return PF_DPAD_DOWN;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
|
||||
return "\u219E";
|
||||
return PF_DPAD_LEFT;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
|
||||
return "\u21A0";
|
||||
return PF_DPAD_RIGHT;
|
||||
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MISC1:
|
||||
// return "";
|
||||
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE1:
|
||||
@ -732,7 +763,7 @@ std::string controller_button_to_string(SDL_GameControllerButton button) {
|
||||
// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE4:
|
||||
// return "";
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_TOUCHPAD:
|
||||
return "\u21E7";
|
||||
return PF_SONY_TOUCHPAD;
|
||||
default:
|
||||
return "Button " + std::to_string(button);
|
||||
}
|
||||
@ -808,6 +839,8 @@ std::unordered_map<SDL_Scancode, std::string> scancode_codepoints {
|
||||
{SDL_SCANCODE_RETURN, PF_KEYBOARD_ENTER},
|
||||
{SDL_SCANCODE_CAPSLOCK, PF_KEYBOARD_CAPS},
|
||||
{SDL_SCANCODE_NUMLOCKCLEAR, PF_KEYBOARD_NUM_LOCK},
|
||||
{SDL_SCANCODE_LSHIFT, "L" PF_KEYBOARD_SHIFT},
|
||||
{SDL_SCANCODE_RSHIFT, "R" PF_KEYBOARD_SHIFT},
|
||||
};
|
||||
|
||||
std::string keyboard_input_to_string(SDL_Scancode key) {
|
||||
|
@ -163,6 +163,10 @@ static bool cont_active = true;
|
||||
|
||||
static recomp::InputDevice cur_device = recomp::InputDevice::Controller;
|
||||
|
||||
int recomp::get_scanned_input_index() {
|
||||
return scanned_input_index;
|
||||
}
|
||||
|
||||
void recomp::finish_scanning_input(recomp::InputField scanned_field) {
|
||||
recomp::set_input_binding(static_cast<recomp::GameInput>(scanned_input_index), scanned_binding_index, cur_device, scanned_field);
|
||||
scanned_input_index = -1;
|
||||
@ -170,6 +174,9 @@ void recomp::finish_scanning_input(recomp::InputField scanned_field) {
|
||||
controls_model_handle.DirtyVariable("inputs");
|
||||
controls_model_handle.DirtyVariable("active_binding_input");
|
||||
controls_model_handle.DirtyVariable("active_binding_slot");
|
||||
nav_help_model_handle.DirtyVariable("nav_help__accept");
|
||||
nav_help_model_handle.DirtyVariable("nav_help__exit");
|
||||
graphics_model_handle.DirtyVariable("gfx_help__apply");
|
||||
}
|
||||
|
||||
void recomp::cancel_scanning_input() {
|
||||
@ -179,6 +186,9 @@ void recomp::cancel_scanning_input() {
|
||||
controls_model_handle.DirtyVariable("inputs");
|
||||
controls_model_handle.DirtyVariable("active_binding_input");
|
||||
controls_model_handle.DirtyVariable("active_binding_slot");
|
||||
nav_help_model_handle.DirtyVariable("nav_help__accept");
|
||||
nav_help_model_handle.DirtyVariable("nav_help__exit");
|
||||
graphics_model_handle.DirtyVariable("gfx_help__apply");
|
||||
}
|
||||
|
||||
void recomp::config_menu_set_cont_or_kb(bool cont_interacted) {
|
||||
@ -687,9 +697,17 @@ public:
|
||||
|
||||
constructor.BindFunc("gfx_help__apply", [](Rml::Variant& out) {
|
||||
if (cont_active) {
|
||||
out = PF_GAMEPAD_X " " PF_GAMEPAD_START;
|
||||
out = \
|
||||
(recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller).to_string() != "" ?
|
||||
" " + recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller).to_string() :
|
||||
""
|
||||
) + \
|
||||
(recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller).to_string() != "" ?
|
||||
" " + recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller).to_string() :
|
||||
""
|
||||
);
|
||||
} else {
|
||||
out = PF_KEYBOARD_F;
|
||||
out = " " PF_KEYBOARD_F;
|
||||
}
|
||||
});
|
||||
|
||||
@ -735,6 +753,9 @@ public:
|
||||
zelda64::reset_kb_input_bindings();
|
||||
}
|
||||
model_handle.DirtyAllVariables();
|
||||
nav_help_model_handle.DirtyVariable("nav_help__accept");
|
||||
nav_help_model_handle.DirtyVariable("nav_help__exit");
|
||||
graphics_model_handle.DirtyVariable("gfx_help__apply");
|
||||
});
|
||||
|
||||
constructor.BindEventCallback("clear_input_bindings",
|
||||
@ -744,6 +765,16 @@ public:
|
||||
recomp::set_input_binding(input, binding_index, cur_device, recomp::InputField{});
|
||||
}
|
||||
model_handle.DirtyVariable("inputs");
|
||||
graphics_model_handle.DirtyVariable("gfx_help__apply");
|
||||
});
|
||||
|
||||
constructor.BindEventCallback("reset_single_input_binding_to_default",
|
||||
[](Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs) {
|
||||
recomp::GameInput input = static_cast<recomp::GameInput>(inputs.at(0).Get<size_t>());
|
||||
zelda64::reset_single_input_binding(cur_device, input);
|
||||
model_handle.DirtyVariable("inputs");
|
||||
nav_help_model_handle.DirtyVariable("nav_help__accept");
|
||||
nav_help_model_handle.DirtyVariable("nav_help__exit");
|
||||
});
|
||||
|
||||
constructor.BindEventCallback("set_input_row_focus",
|
||||
@ -868,7 +899,9 @@ public:
|
||||
|
||||
constructor.BindFunc("nav_help__accept", [](Rml::Variant& out) {
|
||||
if (cont_active) {
|
||||
out = PF_GAMEPAD_A;
|
||||
out = \
|
||||
recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 0, recomp::InputDevice::Controller).to_string() + \
|
||||
recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 1, recomp::InputDevice::Controller).to_string();
|
||||
} else {
|
||||
out = PF_KEYBOARD_ENTER;
|
||||
}
|
||||
@ -876,7 +909,9 @@ public:
|
||||
|
||||
constructor.BindFunc("nav_help__exit", [](Rml::Variant& out) {
|
||||
if (cont_active) {
|
||||
out = PF_XBOX_VIEW;
|
||||
out = \
|
||||
recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller).to_string() + \
|
||||
recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller).to_string();
|
||||
} else {
|
||||
out = PF_KEYBOARD_ESCAPE;
|
||||
}
|
||||
|
@ -1183,6 +1183,33 @@ std::atomic<recompui::Menu> open_menu = recompui::Menu::Launcher;
|
||||
std::atomic<recompui::ConfigSubmenu> open_config_submenu = recompui::ConfigSubmenu::Count;
|
||||
|
||||
int cont_button_to_key(SDL_ControllerButtonEvent& button) {
|
||||
// Configurable accept button in menu
|
||||
auto menuAcceptBinding0 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 0, recomp::InputDevice::Controller);
|
||||
auto menuAcceptBinding1 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 1, recomp::InputDevice::Controller);
|
||||
// note - magic number: 0 is InputType::None
|
||||
if ((menuAcceptBinding0.input_type != 0 && button.button == menuAcceptBinding0.input_id) ||
|
||||
(menuAcceptBinding1.input_type != 0 && button.button == menuAcceptBinding1.input_id)) {
|
||||
return SDLK_RETURN;
|
||||
}
|
||||
|
||||
// Configurable apply button in menu
|
||||
auto menuApplyBinding0 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller);
|
||||
auto menuApplyBinding1 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller);
|
||||
// note - magic number: 0 is InputType::None
|
||||
if ((menuApplyBinding0.input_type != 0 && button.button == menuApplyBinding0.input_id) ||
|
||||
(menuApplyBinding1.input_type != 0 && button.button == menuApplyBinding1.input_id)) {
|
||||
return SDLK_f;
|
||||
}
|
||||
|
||||
// Allows closing the menu
|
||||
auto menuToggleBinding0 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller);
|
||||
auto menuToggleBinding1 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller);
|
||||
// note - magic number: 0 is InputType::None
|
||||
if ((menuToggleBinding0.input_type != 0 && button.button == menuToggleBinding0.input_id) ||
|
||||
(menuToggleBinding1.input_type != 0 && button.button == menuToggleBinding1.input_id)) {
|
||||
return SDLK_ESCAPE;
|
||||
}
|
||||
|
||||
switch (button.button) {
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
|
||||
return SDLK_UP;
|
||||
@ -1192,20 +1219,6 @@ int cont_button_to_key(SDL_ControllerButtonEvent& button) {
|
||||
return SDLK_LEFT;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
|
||||
return SDLK_RIGHT;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
|
||||
return SDLK_RETURN;
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
|
||||
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
|
||||
return SDLK_f;
|
||||
}
|
||||
|
||||
// Allows closing the menu
|
||||
auto menuToggleBinding0 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller);
|
||||
auto menuToggleBinding1 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller);
|
||||
// note - magic number: 0 is InputType::None
|
||||
if ((menuToggleBinding0.input_type != 0 && button.button == menuToggleBinding0.input_id) ||
|
||||
(menuToggleBinding1.input_type != 0 && button.button == menuToggleBinding1.input_id)) {
|
||||
return SDLK_ESCAPE;
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
Loading…
Reference in New Issue
Block a user