mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-05 22:35:06 +01:00
controller input in ui
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parent
fbe8ef8571
commit
e19e72ea62
@ -77,9 +77,10 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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}
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if (scanning_device == recomp::InputDevice::Keyboard) {
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set_scanned_input({(uint32_t)InputType::Keyboard, keyevent->keysym.scancode});
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} else {
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queue_if_enabled(event);
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}
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}
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queue_if_enabled(event);
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break;
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case SDL_EventType::SDL_CONTROLLERDEVICEADDED:
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{
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@ -119,8 +120,9 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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if (scanning_device == recomp::InputDevice::Controller) {
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SDL_ControllerButtonEvent* button_event = &event->cbutton;
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set_scanned_input({(uint32_t)InputType::ControllerDigital, button_event->button});
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} else {
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queue_if_enabled(event);
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}
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queue_if_enabled(event);
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break;
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case SDL_EventType::SDL_CONTROLLERAXISMOTION:
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if (scanning_device == recomp::InputDevice::Controller) {
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@ -132,8 +134,9 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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else if (axis_value < -axis_threshold) {
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set_scanned_input({(uint32_t)InputType::ControllerAnalog, -axis_event->axis - 1});
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}
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} else {
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queue_if_enabled(event);
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}
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queue_if_enabled(event);
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break;
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case SDL_EventType::SDL_CONTROLLERSENSORUPDATE:
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if (event->csensor.sensor == SDL_SensorType::SDL_SENSOR_ACCEL) {
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@ -775,6 +775,8 @@ struct UIContext {
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public:
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bool mouse_is_active_initialized = false;
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bool mouse_is_active = false;
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bool await_stick_return_x = false;
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bool await_stick_return_y = false;
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std::unique_ptr<SystemInterface_SDL> system_interface;
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std::unique_ptr<RmlRenderInterface_RT64> render_interface;
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std::unique_ptr<Rml::FontEngineInterface> font_interface;
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@ -1044,6 +1046,36 @@ bool recomp::try_deque_event(SDL_Event& out) {
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std::atomic<recomp::Menu> open_menu = recomp::Menu::Launcher;
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std::atomic<recomp::ConfigSubmenu> open_config_submenu = recomp::ConfigSubmenu::Count;
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int cont_button_to_key(SDL_ControllerButtonEvent& button) {
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switch (button.button) {
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
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return SDLK_UP;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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return SDLK_DOWN;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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return SDLK_LEFT;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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return SDLK_RIGHT;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
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return SDLK_RETURN;
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}
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return 0;
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}
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int cont_axis_to_key(SDL_ControllerAxisEvent& axis, float value) {
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switch (axis.axis) {
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case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY:
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if (value < 0) return SDLK_UP;
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return SDLK_DOWN;
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case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX:
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if (value >= 0) return SDLK_RIGHT;
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return SDLK_LEFT;
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}
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return 0;
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}
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void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* swap_chain_framebuffer) {
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std::lock_guard lock {ui_context_mutex};
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@ -1111,8 +1143,7 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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break;
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}
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// Send events to RmlUi if a menu is open.
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if (cur_menu != recomp::Menu::None) {
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if (cur_menu != recomp::Menu::None && !recomp::all_input_disabled()) {
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// Implement some additional behavior for specific events on top of what RmlUi normally does with them.
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switch (cur_event.type) {
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case SDL_EventType::SDL_MOUSEMOTION:
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@ -1124,16 +1155,40 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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mouse_moved = true;
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break;
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case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
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case SDL_EventType::SDL_CONTROLLERBUTTONDOWN: {
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int rml_key = cont_button_to_key(cur_event.cbutton);
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if (rml_key) {
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ui_context->rml.context->ProcessKeyDown(RmlSDL::ConvertKey(rml_key), 0);
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}
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}
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// fallthrough
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case SDL_EventType::SDL_KEYDOWN:
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non_mouse_interacted = true;
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break;
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case SDL_EventType::SDL_CONTROLLERAXISMOTION:
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SDL_ControllerAxisEvent* axis_event = &cur_event.caxis;
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if (axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY && axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
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break;
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}
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float axis_value = axis_event->value * (1 / 32768.0f);
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if (fabsf(axis_value) > 0.2f) {
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bool* await_stick_return = axis_event->axis == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY
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? &ui_context->rml.await_stick_return_y
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: &ui_context->rml.await_stick_return_x;
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if (fabsf(axis_value) > 0.5f) {
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if (!*await_stick_return) {
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*await_stick_return = true;
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non_mouse_interacted = true;
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int rml_key = cont_axis_to_key(cur_event.caxis, axis_value);
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if (rml_key) {
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ui_context->rml.context->ProcessKeyDown(RmlSDL::ConvertKey(rml_key), 0);
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}
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}
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non_mouse_interacted = true;
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}
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else if (*await_stick_return && fabsf(axis_value) < 0.15f) {
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*await_stick_return = false;
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}
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break;
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}
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