mirror of
https://github.com/dborth/fceugx.git
synced 2024-11-01 06:55:05 +01:00
add ability to change the player mapped to a connected controller
This commit is contained in:
parent
c6bfed392b
commit
ed8b54b721
118
source/menu.cpp
118
source/menu.cpp
@ -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"))
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -25,6 +25,7 @@
|
||||
#define RAPID_B 512
|
||||
|
||||
extern int rumbleRequest[4];
|
||||
extern int playerMapping[4];
|
||||
extern u32 btnmap[2][6][12];
|
||||
|
||||
void SetControllers();
|
||||
|
Loading…
Reference in New Issue
Block a user