mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-18 15:45:16 -04:00
Allow configuring menu accept/apply buttons (#385)
* feat: allow configuring menu accept/apply buttons * Update assets/icons/Reset.svg Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> --------- Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>
This commit is contained in:
@@ -286,7 +286,10 @@ 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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assign_mapping_complete(device, recomp::GameInput::ACCEPT_MENU, values.accept_menu);
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assign_mapping_complete(device, recomp::GameInput::APPLY_MENU, values.apply_menu);
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};
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void zelda64::reset_input_bindings() {
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@@ -302,6 +305,19 @@ void zelda64::reset_kb_input_bindings() {
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assign_all_mappings(recomp::InputDevice::Keyboard, recomp::default_n64_keyboard_mappings);
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}
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void zelda64::reset_single_input_binding(recomp::InputDevice device, recomp::GameInput input) {
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assign_mapping_complete(
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device,
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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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input
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)
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);
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}
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void reset_graphics_options() {
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ultramodern::renderer::GraphicsConfig new_config{};
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new_config.res_option = res_default;
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+50
-17
@@ -181,6 +181,17 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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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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auto scanned_input_index = recomp::get_scanned_input_index();
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if ((scanned_input_index == static_cast<int>(recomp::GameInput::TOGGLE_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::ACCEPT_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::APPLY_MENU)) && (
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP ||
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
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button_event->button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
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break;
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}
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set_scanned_input({(uint32_t)InputType::ControllerDigital, button_event->button});
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}
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} else {
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@@ -189,6 +200,13 @@ bool sdl_event_filter(void* userdata, SDL_Event* 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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auto scanned_input_index = recomp::get_scanned_input_index();
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if (scanned_input_index == static_cast<int>(recomp::GameInput::TOGGLE_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::ACCEPT_MENU) ||
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scanned_input_index == static_cast<int>(recomp::GameInput::APPLY_MENU)) {
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break;
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}
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SDL_ControllerAxisEvent* axis_event = &event->caxis;
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float axis_value = axis_event->value * (1/32768.0f);
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if (axis_value > axis_threshold) {
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@@ -347,6 +365,12 @@ const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
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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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.accept_menu = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RETURN}
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},
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.apply_menu = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_F}
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}
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};
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const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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@@ -411,6 +435,13 @@ const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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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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.accept_menu = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH},
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},
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.apply_menu = {
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST},
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{.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START}
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}
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};
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void recomp::poll_inputs() {
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@@ -692,35 +723,35 @@ bool recomp::all_input_disabled() {
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std::string controller_button_to_string(SDL_GameControllerButton button) {
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switch (button) {
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A:
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return "\u21A7";
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return PF_GAMEPAD_A;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B:
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return "\u21A6";
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return PF_GAMEPAD_B;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X:
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return "\u21A4";
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return PF_GAMEPAD_X;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y:
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return "\u21A5";
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return PF_GAMEPAD_Y;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK:
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return "\u21FA";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
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// return "";
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return PF_XBOX_VIEW;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE:
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return PF_GAMEPAD_HOME;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START:
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return "\u21FB";
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return PF_XBOX_MENU;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK:
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return "\u21BA";
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return PF_ANALOG_L_CLICK;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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return "\u21BB";
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return PF_ANALOG_R_CLICK;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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return "\u2198";
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return PF_XBOX_LEFT_SHOULDER;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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return "\u2199";
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return PF_XBOX_RIGHT_SHOULDER;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP:
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return "\u219F";
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return PF_DPAD_UP;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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return "\u21A1";
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return PF_DPAD_DOWN;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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return "\u219E";
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return PF_DPAD_LEFT;
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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return "\u21A0";
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return PF_DPAD_RIGHT;
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MISC1:
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// return "";
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE1:
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@@ -732,7 +763,7 @@ std::string controller_button_to_string(SDL_GameControllerButton button) {
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// case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE4:
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// return "";
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case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_TOUCHPAD:
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return "\u21E7";
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return PF_SONY_TOUCHPAD;
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default:
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return "Button " + std::to_string(button);
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}
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@@ -808,6 +839,8 @@ std::unordered_map<SDL_Scancode, std::string> scancode_codepoints {
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{SDL_SCANCODE_RETURN, PF_KEYBOARD_ENTER},
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{SDL_SCANCODE_CAPSLOCK, PF_KEYBOARD_CAPS},
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{SDL_SCANCODE_NUMLOCKCLEAR, PF_KEYBOARD_NUM_LOCK},
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{SDL_SCANCODE_LSHIFT, "L" PF_KEYBOARD_SHIFT},
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{SDL_SCANCODE_RSHIFT, "R" PF_KEYBOARD_SHIFT},
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};
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std::string keyboard_input_to_string(SDL_Scancode key) {
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+39
-4
@@ -163,6 +163,10 @@ static bool cont_active = true;
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static recomp::InputDevice cur_device = recomp::InputDevice::Controller;
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int recomp::get_scanned_input_index() {
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return scanned_input_index;
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}
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void recomp::finish_scanning_input(recomp::InputField scanned_field) {
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recomp::set_input_binding(static_cast<recomp::GameInput>(scanned_input_index), scanned_binding_index, cur_device, scanned_field);
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scanned_input_index = -1;
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@@ -170,6 +174,9 @@ void recomp::finish_scanning_input(recomp::InputField scanned_field) {
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controls_model_handle.DirtyVariable("inputs");
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controls_model_handle.DirtyVariable("active_binding_input");
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controls_model_handle.DirtyVariable("active_binding_slot");
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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}
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void recomp::cancel_scanning_input() {
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@@ -179,6 +186,9 @@ void recomp::cancel_scanning_input() {
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controls_model_handle.DirtyVariable("inputs");
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controls_model_handle.DirtyVariable("active_binding_input");
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controls_model_handle.DirtyVariable("active_binding_slot");
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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}
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void recomp::config_menu_set_cont_or_kb(bool cont_interacted) {
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@@ -687,9 +697,17 @@ public:
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constructor.BindFunc("gfx_help__apply", [](Rml::Variant& out) {
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if (cont_active) {
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out = PF_GAMEPAD_X " " PF_GAMEPAD_START;
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out = \
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(recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller).to_string() != "" ?
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" " + recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller).to_string() :
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""
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) + \
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(recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller).to_string() != "" ?
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" " + recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller).to_string() :
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""
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);
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} else {
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out = PF_KEYBOARD_F;
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out = " " PF_KEYBOARD_F;
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}
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});
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@@ -735,6 +753,9 @@ public:
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zelda64::reset_kb_input_bindings();
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}
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model_handle.DirtyAllVariables();
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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});
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constructor.BindEventCallback("clear_input_bindings",
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@@ -744,6 +765,16 @@ public:
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recomp::set_input_binding(input, binding_index, cur_device, recomp::InputField{});
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}
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model_handle.DirtyVariable("inputs");
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graphics_model_handle.DirtyVariable("gfx_help__apply");
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});
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constructor.BindEventCallback("reset_single_input_binding_to_default",
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[](Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs) {
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recomp::GameInput input = static_cast<recomp::GameInput>(inputs.at(0).Get<size_t>());
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zelda64::reset_single_input_binding(cur_device, input);
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model_handle.DirtyVariable("inputs");
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nav_help_model_handle.DirtyVariable("nav_help__accept");
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nav_help_model_handle.DirtyVariable("nav_help__exit");
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});
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constructor.BindEventCallback("set_input_row_focus",
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@@ -868,7 +899,9 @@ public:
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constructor.BindFunc("nav_help__accept", [](Rml::Variant& out) {
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if (cont_active) {
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out = PF_GAMEPAD_A;
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out = \
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recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 0, recomp::InputDevice::Controller).to_string() + \
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recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 1, recomp::InputDevice::Controller).to_string();
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} else {
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out = PF_KEYBOARD_ENTER;
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}
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@@ -876,7 +909,9 @@ public:
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constructor.BindFunc("nav_help__exit", [](Rml::Variant& out) {
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if (cont_active) {
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out = PF_XBOX_VIEW;
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out = \
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recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 0, recomp::InputDevice::Controller).to_string() + \
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recomp::get_input_binding(recomp::GameInput::TOGGLE_MENU, 1, recomp::InputDevice::Controller).to_string();
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} else {
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out = PF_KEYBOARD_ESCAPE;
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}
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+27
-14
@@ -1183,6 +1183,33 @@ std::atomic<recompui::Menu> open_menu = recompui::Menu::Launcher;
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std::atomic<recompui::ConfigSubmenu> open_config_submenu = recompui::ConfigSubmenu::Count;
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int cont_button_to_key(SDL_ControllerButtonEvent& button) {
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// Configurable accept button in menu
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auto menuAcceptBinding0 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 0, recomp::InputDevice::Controller);
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auto menuAcceptBinding1 = recomp::get_input_binding(recomp::GameInput::ACCEPT_MENU, 1, recomp::InputDevice::Controller);
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// note - magic number: 0 is InputType::None
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if ((menuAcceptBinding0.input_type != 0 && button.button == menuAcceptBinding0.input_id) ||
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(menuAcceptBinding1.input_type != 0 && button.button == menuAcceptBinding1.input_id)) {
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return SDLK_RETURN;
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}
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// Configurable apply button in menu
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auto menuApplyBinding0 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 0, recomp::InputDevice::Controller);
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auto menuApplyBinding1 = recomp::get_input_binding(recomp::GameInput::APPLY_MENU, 1, recomp::InputDevice::Controller);
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// note - magic number: 0 is InputType::None
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if ((menuApplyBinding0.input_type != 0 && button.button == menuApplyBinding0.input_id) ||
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(menuApplyBinding1.input_type != 0 && button.button == menuApplyBinding1.input_id)) {
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return SDLK_f;
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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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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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@@ -1192,20 +1219,6 @@ int cont_button_to_key(SDL_ControllerButtonEvent& button) {
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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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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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}
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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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