add ability to change the player mapped to a connected controller

This commit is contained in:
Daryl Borth 2020-09-28 16:49:49 -06:00
parent c6bfed392b
commit ed8b54b721
3 changed files with 119 additions and 3 deletions

View File

@ -63,6 +63,9 @@ static GuiTrigger * trigA = NULL;
static GuiTrigger * trig2 = NULL;
static GuiButton * btnLogo = NULL;
#ifdef HW_RVL
static GuiButton * batteryBtn[4];
#endif
static GuiImageData * gameScreen = NULL;
static GuiImage * gameScreenImg = NULL;
static GuiImage * bgTopImg = NULL;
@ -1261,6 +1264,95 @@ static void ControllerWindow()
delete(settingText);
}
#ifdef HW_RVL
static int playerMappingChan = 0;
static void PlayerMappingWindowUpdate(void * ptr, int dir)
{
GuiButton * b = (GuiButton *)ptr;
if(b->GetState() == STATE_CLICKED)
{
playerMapping[playerMappingChan] += dir;
if(playerMapping[playerMappingChan] > 3)
playerMapping[playerMappingChan] = 0;
if(playerMapping[playerMappingChan] < 0)
playerMapping[playerMappingChan] = 3;
char playerNumber[20];
sprintf(playerNumber, "Player %d", playerMapping[playerMappingChan]+1);
settingText->SetText(playerNumber);
b->ResetState();
}
}
static void PlayerMappingWindowLeftClick(void * ptr) { PlayerMappingWindowUpdate(ptr, -1); }
static void PlayerMappingWindowRightClick(void * ptr) { PlayerMappingWindowUpdate(ptr, +1); }
static void PlayerMappingWindow(int chan)
{
playerMappingChan = chan;
GuiWindow * w = new GuiWindow(300,250);
w->SetAlignment(ALIGN_CENTRE, ALIGN_MIDDLE);
GuiTrigger trigLeft;
trigLeft.SetButtonOnlyInFocusTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT, WIIDRC_BUTTON_LEFT);
GuiTrigger trigRight;
trigRight.SetButtonOnlyInFocusTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT, WIIDRC_BUTTON_RIGHT);
GuiImageData arrowLeft(button_arrow_left_png);
GuiImage arrowLeftImg(&arrowLeft);
GuiImageData arrowLeftOver(button_arrow_left_over_png);
GuiImage arrowLeftOverImg(&arrowLeftOver);
GuiButton arrowLeftBtn(arrowLeft.GetWidth(), arrowLeft.GetHeight());
arrowLeftBtn.SetImage(&arrowLeftImg);
arrowLeftBtn.SetImageOver(&arrowLeftOverImg);
arrowLeftBtn.SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
arrowLeftBtn.SetTrigger(trigA);
arrowLeftBtn.SetTrigger(trig2);
arrowLeftBtn.SetTrigger(&trigLeft);
arrowLeftBtn.SetSelectable(false);
arrowLeftBtn.SetUpdateCallback(PlayerMappingWindowLeftClick);
GuiImageData arrowRight(button_arrow_right_png);
GuiImage arrowRightImg(&arrowRight);
GuiImageData arrowRightOver(button_arrow_right_over_png);
GuiImage arrowRightOverImg(&arrowRightOver);
GuiButton arrowRightBtn(arrowRight.GetWidth(), arrowRight.GetHeight());
arrowRightBtn.SetImage(&arrowRightImg);
arrowRightBtn.SetImageOver(&arrowRightOverImg);
arrowRightBtn.SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
arrowRightBtn.SetTrigger(trigA);
arrowRightBtn.SetTrigger(trig2);
arrowRightBtn.SetTrigger(&trigRight);
arrowRightBtn.SetSelectable(false);
arrowRightBtn.SetUpdateCallback(PlayerMappingWindowRightClick);
char playerNumber[20];
sprintf(playerNumber, "Player %d", playerMapping[playerMappingChan]+1);
settingText = new GuiText(playerNumber, 22, (GXColor){0, 0, 0, 255});
w->Append(&arrowLeftBtn);
w->Append(&arrowRightBtn);
w->Append(settingText);
char title[50];
sprintf(title, "Player Mapping - Controller %d", chan+1);
int previousPlayerMapping = playerMapping[playerMappingChan];
if(!SettingWindow(title,w))
playerMapping[playerMappingChan] = previousPlayerMapping; // undo changes
delete(w);
delete(settingText);
}
#endif
/****************************************************************************
* MenuGame
*
@ -1425,7 +1517,6 @@ static int MenuGame()
GuiText * batteryTxt[4];
GuiImage * batteryImg[4];
GuiImage * batteryBarImg[4];
GuiButton * batteryBtn[4];
for(i=0; i < 4; i++)
{
@ -1446,8 +1537,11 @@ static int MenuGame()
batteryBtn[i]->SetImage(batteryImg[i]);
batteryBtn[i]->SetIcon(batteryBarImg[i]);
batteryBtn[i]->SetAlignment(ALIGN_LEFT, ALIGN_BOTTOM);
batteryBtn[i]->SetRumble(false);
batteryBtn[i]->SetTrigger(trigA);
batteryBtn[i]->SetSoundOver(&btnSoundOver);
batteryBtn[i]->SetSoundClick(&btnSoundClick);
batteryBtn[i]->SetSelectable(false);
batteryBtn[i]->SetState(STATE_DISABLED);
batteryBtn[i]->SetAlpha(150);
}
@ -1528,6 +1622,7 @@ static int MenuGame()
if(newStatus == true) // controller connected
{
batteryBtn[i]->SetAlpha(255);
batteryBtn[i]->SetState(STATE_DEFAULT);
batteryBarImg[i]->SetTile(newLevel);
if(newLevel == 0)
@ -1538,6 +1633,7 @@ static int MenuGame()
else // controller not connected
{
batteryBtn[i]->SetAlpha(150);
batteryBtn[i]->SetState(STATE_DISABLED);
batteryBarImg[i]->SetTile(0);
batteryImg[i]->SetImage(&battery);
}
@ -1571,6 +1667,24 @@ static int MenuGame()
{
menu = MENU_GAMESETTINGS;
}
#ifdef HW_RVL
else if(batteryBtn[0]->GetState() == STATE_CLICKED)
{
PlayerMappingWindow(0);
}
else if(batteryBtn[1]->GetState() == STATE_CLICKED)
{
PlayerMappingWindow(1);
}
else if(batteryBtn[2]->GetState() == STATE_CLICKED)
{
PlayerMappingWindow(2);
}
else if(batteryBtn[3]->GetState() == STATE_CLICKED)
{
PlayerMappingWindow(3);
}
#endif
else if(mainmenuBtn.GetState() == STATE_CLICKED)
{
if (WindowPrompt("Quit Game", "Quit this game? Any unsaved progress will be lost.", "OK", "Cancel"))

View File

@ -26,6 +26,7 @@
#define ANALOG_SENSITIVITY 30
int rumbleRequest[4] = {0,0,0,0};
int playerMapping[4] = {0,1,2,3};
GuiTrigger userInput[4];
#ifdef HW_RVL
@ -637,7 +638,7 @@ void GetJoy()
ScreenshotRequested = 1; // go to the menu
for (i = 0; i < 4; i++)
pad[i] = DecodeJoy(i);
pad[playerMapping[i]] = DecodeJoy(i);
JSReturn = pad[0] | pad[1] << 8 | pad[2] << 16 | pad[3] << 24;
}

View File

@ -25,6 +25,7 @@
#define RAPID_B 512
extern int rumbleRequest[4];
extern int playerMapping[4];
extern u32 btnmap[2][6][12];
void SetControllers();