button press anims & temp reassignment state when opening assignment modal

This commit is contained in:
thecozies
2025-07-22 08:20:38 -05:00
parent b887dd99e7
commit 447d282eed
5 changed files with 243 additions and 52 deletions
+16
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@@ -0,0 +1,16 @@
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After

Width:  |  Height:  |  Size: 1.1 KiB

+22 -2
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@@ -13,6 +13,9 @@
#include "json/json.hpp"
#include "SDL.h"
#include "chrono"
namespace recomp {
// x-macros to build input enums and arrays.
// First parameter is the enum name, second parameter is the bit field for the input (or 0 if there is no associated one), third is the readable name.
@@ -250,16 +253,33 @@ namespace recompinput {
BindingState& get_binding_state();
int get_num_players();
bool get_player_is_assigned(int player_index);
struct AssignedPlayer {
SDL_GameController* controller = nullptr;
bool is_assigned = false;
bool keyboard_enabled = false;
std::chrono::high_resolution_clock::duration last_button_press_timestamp = std::chrono::high_resolution_clock::duration::zero();
AssignedPlayer() : controller(nullptr), is_assigned(false), keyboard_enabled(false), last_button_press_timestamp(std::chrono::high_resolution_clock::duration::zero()) {};
};
constexpr size_t temp_max_players = 4;
struct PlayerAssignmentState {
bool is_assigning = false;
int player_index = 0;
std::array<AssignedPlayer, temp_max_players> temp_assigned_players;
PlayerAssignmentState() : is_assigning(false), player_index(0), temp_assigned_players{} {};
};
bool get_player_is_assigned(int player_index);
void start_player_assignment(void);
void stop_player_assignment(void);
void stop_player_assignment_and_close_modal(void);
void commit_player_assignment(void);
bool is_player_assignment_active();
std::chrono::steady_clock::duration get_player_time_since_last_button_press(int player_index);
bool does_player_have_controller(int player_index);
}
+49 -20
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@@ -24,12 +24,6 @@ struct ControllerState {
};
};
struct AssignedPlayer {
SDL_GameController* controller = nullptr;
bool is_assigned = false;
bool keyboard_enabled = false;
};
static struct {
const Uint8* keys = nullptr;
SDL_Keymod keymod = SDL_Keymod::KMOD_NONE;
@@ -38,7 +32,7 @@ static struct {
std::mutex controllers_mutex;
std::vector<SDL_GameController*> detected_controllers{};
std::vector<recomp::ControllerOption> detected_controller_options{};
std::array<AssignedPlayer, 4> assigned_controllers{}; // Only used when Multiplayer is enabled.
std::array<recompinput::AssignedPlayer, recompinput::temp_max_players> assigned_controllers{}; // Only used when Multiplayer is enabled.
std::unordered_map<SDL_JoystickID, ControllerState> controller_states;
bool single_controller = false;
@@ -60,7 +54,7 @@ std::atomic<recomp::InputDevice> scanning_device = recomp::InputDevice::COUNT;
std::atomic<recomp::InputField> scanned_input;
static recompinput::BindingState binding_state;
static recompinput::PlayerAssignmentState player_assignment_state;
static recompinput::PlayerAssignmentState player_assignment_state{};
void recompinput::start_scanning_for_binding(int player_index, recomp::GameInput game_input, int binding_index) {
binding_state.is_scanning = true;
@@ -91,24 +85,36 @@ bool recompinput::get_player_is_assigned(int player_index) {
return false;
}
return InputState.assigned_controllers[player_index].is_assigned;
return player_assignment_state.temp_assigned_players[player_index].is_assigned;
}
void recompinput::start_player_assignment() {
player_assignment_state.is_assigning = true;
player_assignment_state.player_index = 0;
for (auto& player : InputState.assigned_controllers) {
player.controller = nullptr;
player.is_assigned = false;
player.keyboard_enabled = false;
for (auto& player : player_assignment_state.temp_assigned_players) {
player = AssignedPlayer{};
}
}
static bool queue_close_player_assignment_modal = false;
void recompinput::stop_player_assignment() {
player_assignment_state.is_assigning = false;
player_assignment_state.player_index = -1;
recompui::assign_players_modal->close();
}
void recompinput::stop_player_assignment_and_close_modal() {
recompinput::stop_player_assignment();
queue_close_player_assignment_modal = true;
}
void recompinput::commit_player_assignment() {
recompinput::stop_player_assignment_and_close_modal();
for (int i = 0; i < recompinput::get_num_players(); i++) {
InputState.assigned_controllers[i] = player_assignment_state.temp_assigned_players[i];
}
}
bool recompinput::is_player_assignment_active() {
@@ -119,10 +125,22 @@ bool recompinput::does_player_have_controller(int player_index) {
if (player_index < 0 || player_index >= recompinput::get_num_players()) {
return false;
}
return InputState.assigned_controllers[player_index].controller != nullptr;
return player_assignment_state.temp_assigned_players[player_index].controller != nullptr;
}
std::chrono::steady_clock::duration recompinput::get_player_time_since_last_button_press(int player_index) {
if (player_index < 0 || player_index >= recompinput::get_num_players()) {
return std::chrono::steady_clock::duration::zero();
}
return ultramodern::time_since_start() - player_assignment_state.temp_assigned_players[player_index].last_button_press_timestamp;
}
void process_player_assignment(SDL_Event* event) {
if (queue_close_player_assignment_modal) {
recompui::assign_players_modal->close();
queue_close_player_assignment_modal = false;
}
if (!player_assignment_state.is_assigning) {
return;
}
@@ -139,11 +157,18 @@ void process_player_assignment(SDL_Event* event) {
recompinput::stop_player_assignment();
return;
case SDL_Scancode::SDL_SCANCODE_SPACE:
InputState.assigned_controllers[player_assignment_state.player_index].is_assigned = true;
InputState.assigned_controllers[player_assignment_state.player_index].keyboard_enabled = true;
player_assignment_state.temp_assigned_players[player_assignment_state.player_index].is_assigned = true;
player_assignment_state.temp_assigned_players[player_assignment_state.player_index].keyboard_enabled = true;
player_assignment_state.player_index++;
printf("Assigned keyboard to player %d\n", player_assignment_state.player_index - 1);
break;
default:
for (int i = 0; i < player_assignment_state.player_index; i++) {
if (player_assignment_state.temp_assigned_players[i].keyboard_enabled && player_assignment_state.temp_assigned_players[i].controller == nullptr) {
player_assignment_state.temp_assigned_players[i].last_button_press_timestamp = ultramodern::time_since_start();
}
}
break;
}
break;
}
@@ -154,14 +179,18 @@ void process_player_assignment(SDL_Event* event) {
bool can_be_mapped = true;
for (int i = 0; i < player_assignment_state.player_index; i++) {
if (InputState.assigned_controllers[i].controller == controller_state.controller) {
if (player_assignment_state.temp_assigned_players[i].controller == controller_state.controller) {
can_be_mapped = false;
player_assignment_state.temp_assigned_players[i].last_button_press_timestamp = ultramodern::time_since_start();
break;
}
}
if (can_be_mapped) {
InputState.assigned_controllers[player_assignment_state.player_index].is_assigned = true;
InputState.assigned_controllers[player_assignment_state.player_index].controller = controller_state.controller;
recompinput::AssignedPlayer& assigned_player = player_assignment_state.temp_assigned_players[player_assignment_state.player_index];
assigned_player.is_assigned = true;
assigned_player.controller = controller_state.controller;
assigned_player.last_button_press_timestamp = ultramodern::time_since_start();
player_assignment_state.player_index++;
printf("Assigned controller %d to player %d\n", joystick_id, player_assignment_state.player_index - 1);
}
+135 -29
View File
@@ -1,11 +1,84 @@
#include "ui_assign_players_modal.h"
#include "elements/ui_label.h"
#include "elements/ui_container.h"
#include "recomp_ui.h"
namespace recompui {
recompui::ContextId assign_players_modal_context;
static constexpr float assign_player_card_size = 128.0f;
static constexpr float assign_player_card_icon_size = 64.0f;
AssignPlayerCard::AssignPlayerCard(Element *parent) : Element(parent, 0, "div", false) {
set_display(Display::Flex);
set_flex_direction(FlexDirection::Column);
set_align_items(AlignItems::Center);
set_justify_content(JustifyContent::Center);
set_width(assign_player_card_size);
set_height(assign_player_card_size);
set_border_color(theme::color::BorderSoft);
set_border_width(theme::border::width, Unit::Dp);
set_border_radius(theme::border::radius_sm, Unit::Dp);
set_background_color(theme::color::Transparent);
recompui::ContextId context = get_current_context();
icon = context.create_element<Svg>(this, "assets/icons/RecordBorder.svg");
icon->set_width(assign_player_card_icon_size, Unit::Dp);
icon->set_height(assign_player_card_icon_size, Unit::Dp);
icon->set_color(theme::color::TextDim);
}
AssignPlayerCard::~AssignPlayerCard() {
}
void AssignPlayerCard::update_player_card(int player_index) {
static const float scale_anim_duration = 0.25f;
bool is_assigned = recompinput::get_player_is_assigned(player_index);
if (!is_assigned) {
icon->set_scale_2D(1.0f, 1.0f);
set_background_color(theme::color::Transparent);
icon->set_color(theme::color::TextDim);
icon->set_src("assets/icons/RecordBorder.svg");
return;
}
set_background_color(theme::color::PrimaryA20);
bool has_controller =recompinput::does_player_have_controller(player_index);
std::chrono::steady_clock::duration time_since_last_button_press = recompinput::get_player_time_since_last_button_press(player_index);
auto millis = static_cast<float>(std::chrono::duration_cast<std::chrono::milliseconds>(time_since_last_button_press).count());
float seconds = millis / 1000.0f;
if (seconds > 0 && seconds < scale_anim_duration) {
float t = 1.0f - (seconds / scale_anim_duration);
float scale = 1.0f + t * 0.15f;
icon->set_scale_2D(scale, scale);
icon->set_color(theme::color::Text, 200 + static_cast<int>(t * 55.0f));
} else {
icon->set_scale_2D(1.0f, 1.0f);
icon->set_color(theme::color::Text, 200);
}
if (has_controller) {
icon->set_src("assets/icons/Cont.svg");
} else {
icon->set_src("assets/icons/Keyboard.svg");
}
}
static const float assignPlayersHFPaddingVert = 20.0f;
static const float assignPlayersHFPaddingHorz = 20.0f;
static void set_button_side_styles(Element *el) {
el->set_align_items(AlignItems::Center);
el->set_width_auto();
el->set_height_auto();
el->set_flex_basis_auto();
el->set_gap(8.0f);
}
AssignPlayersModal::AssignPlayersModal(Element *parent) : Element(parent, 0, "div", false) {
recompui::ContextId context = get_current_context();
@@ -47,6 +120,12 @@ AssignPlayersModal::AssignPlayersModal(Element *parent) : Element(parent, 0, "di
modal->set_border_color(theme::color::WhiteA20);
modal->set_background_color(theme::color::ModalOverlay);
fake_focus_button = context.create_element<Element>(modal, 0, "button", false);
fake_focus_button->set_position(Position::Absolute);
fake_focus_button->set_width(0, Unit::Dp);
fake_focus_button->set_height(0, Unit::Dp);
fake_focus_button->set_opacity(0);
context.create_element<Label>(modal, "Assign Players", LabelStyle::Large);
player_elements_wrapper = context.create_element<Element>(modal, 0, "div", false);
@@ -56,38 +135,76 @@ AssignPlayersModal::AssignPlayersModal(Element *parent) : Element(parent, 0, "di
player_elements_wrapper->set_align_items(AlignItems::Center);
player_elements_wrapper->set_width(100, Unit::Percent);
player_elements_wrapper->set_padding(24, Unit::Dp);
Element* footer = context.create_element<Element>(modal, 0, "div", false);
footer->set_display(Display::Flex);
footer->set_position(Position::Relative);
footer->set_flex_direction(FlexDirection::Row);
footer->set_align_items(AlignItems::Center);
footer->set_justify_content(JustifyContent::SpaceBetween);
footer->set_width(100.0f, Unit::Percent);
footer->set_height_auto();
footer->set_padding_top(assignPlayersHFPaddingVert);
footer->set_padding_bottom(assignPlayersHFPaddingVert);
footer->set_padding_left(assignPlayersHFPaddingHorz);
footer->set_padding_right(assignPlayersHFPaddingHorz);
auto left = context.create_element<Container>(footer, FlexDirection::Row, JustifyContent::FlexStart, 0);
set_button_side_styles(left);
close_button = context.create_element<Button>(left, "Cancel", ButtonStyle::Tertiary);
close_button->add_pressed_callback(recompinput::stop_player_assignment_and_close_modal);
auto right = context.create_element<Container>(footer, FlexDirection::Row, JustifyContent::FlexEnd, 0);
retry_button = context.create_element<Button>(right, "Retry", ButtonStyle::Warning);
retry_button->set_enabled(false);
retry_button->add_pressed_callback(recompinput::start_player_assignment);
confirm_button = context.create_element<Button>(right, "Confirm", ButtonStyle::Primary);
confirm_button->set_enabled(false);
confirm_button->add_pressed_callback(recompinput::commit_player_assignment);
set_button_side_styles(right);
}
AssignPlayersModal::~AssignPlayersModal() {
}
static void set_player_element_assigned(Element* player_element, bool assigned, bool as_controller) {
if (assigned) {
if (as_controller) {
player_element->set_background_color(theme::color::PrimaryA50);
} else {
player_element->set_background_color(theme::color::SecondaryA50);
}
} else {
player_element->set_background_color(theme::color::Transparent);
}
}
void AssignPlayersModal::process_event(const Event &e) {
if (!is_open) {
return;
}
if (e.type == EventType::Update) {
if (!recompinput::is_player_assignment_active()) {
return;
}
if (player_elements.empty() || player_elements.size() != recompinput::get_num_players()) {
create_player_elements();
}
for (int i = 0; i < recompinput::get_num_players(); i++) {
set_player_element_assigned(player_elements[i], recompinput::get_player_is_assigned(i), recompinput::does_player_have_controller(i));
player_elements[i]->update_player_card(i);
}
if (!recompinput::is_player_assignment_active()) {
if (recompinput::get_player_is_assigned(0)) {
confirm_button->set_enabled(true);
retry_button->set_enabled(true);
if (was_assigning) {
confirm_button->focus();
}
}
was_assigning = false;
} else {
fake_focus_button->focus();
was_assigning = true;
}
if (recompinput::get_player_is_assigned(0)) {
confirm_button->set_enabled(true);
retry_button->set_enabled(true);
} else {
confirm_button->set_enabled(false);
retry_button->set_enabled(false);
}
queue_update();
}
}
@@ -98,18 +215,7 @@ void AssignPlayersModal::create_player_elements() {
recompui::ContextId context = get_current_context();
for (int i = 0; i < recompinput::get_num_players(); i++) {
Element* player_element = context.create_element<Element>(player_elements_wrapper, 0, "div", false);
player_element->set_display(Display::Flex);
player_element->set_flex_direction(FlexDirection::Column);
player_element->set_align_items(AlignItems::Center);
player_element->set_justify_content(JustifyContent::Center);
player_element->set_width(100);
player_element->set_height(100);
player_element->set_border_color(theme::color::BorderSoft);
player_element->set_border_width(theme::border::width, Unit::Dp);
player_element->set_border_radius(theme::border::radius_sm, Unit::Dp);
player_element->set_background_color(theme::color::Transparent);
AssignPlayerCard* player_element = context.create_element<AssignPlayerCard>(player_elements_wrapper);
player_elements.push_back(player_element);
}
}
+21 -1
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@@ -2,14 +2,34 @@
#include "recomp_input.h"
#include "elements/ui_element.h"
#include "elements/ui_svg.h"
#include "elements/ui_button.h"
namespace recompui {
class AssignPlayerCard : public Element {
protected:
bool is_open = false;
Svg* icon = nullptr;
std::string_view get_type_name() override { return "AssignPlayerCard"; }
public:
AssignPlayerCard(Element *parent);
virtual ~AssignPlayerCard();
void update_player_card(int player_index);
};
class AssignPlayersModal : public Element {
protected:
bool is_open = false;
bool was_assigning = false;
Element* player_elements_wrapper = nullptr;
std::vector<Element*> player_elements = {};
Element* fake_focus_button = nullptr;
std::vector<AssignPlayerCard*> player_elements = {};
Button* close_button = nullptr;
Button* retry_button = nullptr;
Button* confirm_button = nullptr;
virtual void process_event(const Event &e) override;
std::string_view get_type_name() override { return "AssignPlayersModal"; }