mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-12-22 19:11:54 +01:00
feat: allow configuring menu toggle button (#181)
* feat: allow configuring menu toggle button * fix: hide toggle menu binding config for keyboard * fix: assign defaults for inputs that don't exist in `controls.json`
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@ -41,6 +41,7 @@
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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"
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data-if="!input_device_is_keyboard || get_input_enum_name(i) != 'TOGGLE_MENU'"
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>
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<label
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class="control-option__label"
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@ -36,9 +36,13 @@ namespace recomp {
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DEFINE_INPUT(X_AXIS_NEG, 0, "Left") \
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DEFINE_INPUT(X_AXIS_POS, 0, "Right") \
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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 DEFINE_ALL_INPUTS() \
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DEFINE_N64_BUTTON_INPUTS() \
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DEFINE_N64_AXIS_INPUTS()
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DEFINE_N64_AXIS_INPUTS() \
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DEFINE_RECOMP_UI_INPUTS()
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// Enum containing every recomp input.
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#define DEFINE_INPUT(name, value, readable) name,
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@ -104,8 +108,35 @@ namespace recomp {
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std::vector<InputField> analog_right;
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std::vector<InputField> analog_up;
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std::vector<InputField> analog_down;
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std::vector<InputField> toggle_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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switch (input) {
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case GameInput::A: return defaults.a;
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case GameInput::B: return defaults.b;
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case GameInput::L: return defaults.l;
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case GameInput::R: return defaults.r;
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case GameInput::Z: return defaults.z;
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case GameInput::START: return defaults.start;
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case GameInput::C_LEFT: return defaults.c_left;
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case GameInput::C_RIGHT: return defaults.c_right;
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case GameInput::C_UP: return defaults.c_up;
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case GameInput::C_DOWN: return defaults.c_down;
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case GameInput::DPAD_LEFT: return defaults.dpad_left;
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case GameInput::DPAD_RIGHT: return defaults.dpad_right;
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case GameInput::DPAD_UP: return defaults.dpad_up;
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case GameInput::DPAD_DOWN: return defaults.dpad_down;
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case GameInput::X_AXIS_NEG: return defaults.analog_left;
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case GameInput::X_AXIS_POS: return defaults.analog_right;
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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;
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default: return std::vector<InputField>();
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}
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}
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extern const DefaultN64Mappings default_n64_keyboard_mappings;
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extern const DefaultN64Mappings default_n64_controller_mappings;
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@ -232,6 +232,7 @@ 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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assign_mapping_complete(device, recomp::GameInput::TOGGLE_MENU, values.toggle_menu);
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};
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void recomp::reset_input_bindings() {
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@ -323,6 +324,16 @@ bool load_input_device_from_json(const nlohmann::json& config_json, recomp::Inpu
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// Check if the json object for the given input exists and that it's an array.
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auto find_input_it = mappings_json.find(input_name);
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if (find_input_it == mappings_json.end() || !find_input_it->is_array()) {
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assign_mapping(
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device,
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cur_input,
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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,
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cur_input
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)
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);
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continue;
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}
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const nlohmann::json& input_json = *find_input_it;
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@ -172,7 +172,11 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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break;
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case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
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if (scanning_device != recomp::InputDevice::COUNT) {
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if (event->cbutton.button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK) {
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auto menuToggleBinding0 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller);
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auto menuToggleBinding1 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller);
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// note - magic number: 0 is InputType::None
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if ((menuToggleBinding0.input_type != 0 && event->cbutton.button == menuToggleBinding0.input_id) ||
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(menuToggleBinding1.input_type != 0 && event->cbutton.button == menuToggleBinding1.input_id)) {
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recomp::cancel_scanning_input();
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} else if (scanning_device == recomp::InputDevice::Controller) {
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SDL_ControllerButtonEvent* button_event = &event->cbutton;
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@ -325,6 +329,9 @@ const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
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.analog_down = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_S}
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},
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.toggle_menu = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_ESCAPE}
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},
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};
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const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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@ -386,6 +393,9 @@ const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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.analog_down = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1},
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},
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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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};
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void recomp::poll_inputs() {
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@ -1193,10 +1193,17 @@ int cont_button_to_key(SDL_ControllerButtonEvent& button) {
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
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return SDLK_f;
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// Allows closing the menu
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK:
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return SDLK_ESCAPE;
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}
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// Allows closing the menu
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auto menuToggleBinding0 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller);
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auto menuToggleBinding1 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller);
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// note - magic number: 0 is InputType::None
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if ((menuToggleBinding0.input_type != 0 && button.button == menuToggleBinding0.input_id) ||
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(menuToggleBinding1.input_type != 0 && button.button == menuToggleBinding1.input_id)) {
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return SDLK_ESCAPE;
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}
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return 0;
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}
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@ -1383,7 +1390,11 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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}
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break;
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case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
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if (cur_event.cbutton.button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK) {
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auto menuToggleBinding0 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller);
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auto menuToggleBinding1 = recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller);
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// note - magic number: 0 is InputType::None
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if ((menuToggleBinding0.input_type != 0 && cur_event.cbutton.button == menuToggleBinding0.input_id) ||
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(menuToggleBinding1.input_type != 0 && cur_event.cbutton.button == menuToggleBinding1.input_id)) {
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open_config = true;
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}
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break;
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