mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-08-10 02:35:17 -04:00
Make RmlUi F1, ImGui Shift+F1
This commit is contained in:
Vendored
+1
-1
Submodule extern/aurora updated: 222545580e...1119435dd1
@@ -329,7 +329,10 @@ namespace dusk {
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}
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m_isHidden = !getSettings().backend.duskMenuOpen;
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bool showMenu = !dusk::IsGameLaunched || !CheckMenuViewToggle(ImGuiKey_F1, m_isHidden);
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if (ImGui::GetIO().KeyShift && ImGui::IsKeyPressed(ImGuiKey_F1)) {
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m_isHidden = !m_isHidden;
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}
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bool showMenu = !dusk::IsGameLaunched || !m_isHidden;
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if (dusk::IsGameLaunched) {
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const bool menuOpen = !m_isHidden;
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if (getSettings().backend.duskMenuOpen != menuOpen) {
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@@ -23,7 +23,7 @@ Document::Document(const Rml::String& source) : mDocument(load_document(source))
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[this](Rml::Event& event) {
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const auto cmd = map_nav_event(event);
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if (cmd != NavCommand::Menu && !visible()) {
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event.StopPropagation();
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event.StopImmediatePropagation();
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}
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},
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true);
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@@ -158,7 +158,7 @@ Rml::Input::KeyIdentifier map_raw_gamepad_button(SDL_GamepadButton button) noexc
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case SDL_GAMEPAD_BUTTON_SOUTH:
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return Rml::Input::KI_RETURN;
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case SDL_GAMEPAD_BUTTON_BACK:
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return Rml::Input::KI_PAUSE;
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return Rml::Input::KI_F1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
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return Rml::Input::KI_NEXT;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
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@@ -171,7 +171,7 @@ Rml::Input::KeyIdentifier map_raw_gamepad_button(SDL_GamepadButton button) noexc
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Rml::Input::KeyIdentifier map_raw_button_alias(SDL_GamepadButton button) noexcept {
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switch (button) {
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case SDL_GAMEPAD_BUTTON_BACK:
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return Rml::Input::KI_PAUSE;
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return Rml::Input::KI_F1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
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return Rml::Input::KI_NEXT;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
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@@ -274,7 +274,7 @@ bool find_event_pad_button(
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Rml::Input::KeyIdentifier map_gamepad_button(const SDL_GamepadButtonEvent& event) noexcept {
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const auto nativeButton = static_cast<SDL_GamepadButton>(event.button);
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if (nativeButton == SDL_GAMEPAD_BUTTON_BACK) {
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return Rml::Input::KI_PAUSE;
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return Rml::Input::KI_F1;
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}
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u32 port = 0;
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@@ -458,7 +458,7 @@ void process_axis_direction(
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if (chorded) {
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consume_menu_chord(port, context);
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}
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const auto key = chorded ? Rml::Input::KI_PAUSE : map_gamepad_axis(event, sign);
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const auto key = chorded ? Rml::Input::KI_F1 : map_gamepad_axis(event, sign);
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if (key == Rml::Input::KI_UNKNOWN) {
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return;
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}
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@@ -532,7 +532,7 @@ void handle_event(const SDL_Event& event) noexcept {
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if (chorded) {
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consume_menu_chord(port, *context);
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}
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const auto key = chorded ? Rml::Input::KI_PAUSE : map_gamepad_button(event.gbutton);
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const auto key = chorded ? Rml::Input::KI_F1 : map_gamepad_button(event.gbutton);
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if (key != Rml::Input::KI_UNKNOWN) {
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bool deferred = false;
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if (repeat != nullptr) {
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@@ -81,7 +81,7 @@ bool Popup::visible() const {
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bool Popup::handle_nav_command(Rml::Event& event, NavCommand cmd) {
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if (cmd == NavCommand::Cancel) {
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toggle();
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hide();
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return true;
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}
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return Document::handle_nav_command(event, cmd);
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+2
-2
@@ -167,8 +167,8 @@ NavCommand map_nav_event(const Rml::Event& event) noexcept {
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return NavCommand::Cancel;
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case Rml::Input::KeyIdentifier::KI_RETURN:
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return NavCommand::Confirm;
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case Rml::Input::KeyIdentifier::KI_PAUSE:
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return NavCommand::Menu;
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case Rml::Input::KeyIdentifier::KI_F1:
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return event.GetParameter<int>("shift_key", 0) ? NavCommand::None : NavCommand::Menu;
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case Rml::Input::KeyIdentifier::KI_NEXT:
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return NavCommand::Next;
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case Rml::Input::KeyIdentifier::KI_PRIOR:
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