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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-05-23 06:54:33 -04:00
feat: allow configuring menu toggle button (#181)
* feat: allow configuring menu toggle button * fix: hide toggle menu binding config for keyboard * fix: assign defaults for inputs that don't exist in `controls.json`
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+11
-1
@@ -172,7 +172,11 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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break;
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case SDL_EventType::SDL_CONTROLLERBUTTONDOWN:
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if (scanning_device != recomp::InputDevice::COUNT) {
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if (event->cbutton.button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK) {
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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 && event->cbutton.button == menuToggleBinding0.input_id) ||
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(menuToggleBinding1.input_type != 0 && event->cbutton.button == menuToggleBinding1.input_id)) {
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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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@@ -325,6 +329,9 @@ const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = {
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.analog_down = {
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{.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_S}
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},
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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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};
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const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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@@ -386,6 +393,9 @@ const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = {
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.analog_down = {
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{.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1},
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},
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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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};
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void recomp::poll_inputs() {
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