Merge branch 'main' of https://github.com/TwilitRealm/dusk into randomizer

This commit is contained in:
gymnast86
2026-04-27 21:31:34 -07:00
5 changed files with 19 additions and 116 deletions
+1 -1
+2 -27
View File
@@ -56,21 +56,6 @@ ImGuiWindow* FindDragScrollWindow(ImGuiWindow* window) {
}
return nullptr;
}
void FocusLastMenuBarItem() {
ImGuiContext& g = *ImGui::GetCurrentContext();
ImGuiWindow* window = ImGui::GetCurrentWindow();
const ImGuiID itemId = g.LastItemData.ID;
if (window == nullptr || itemId == 0) {
return;
}
ImGui::FocusWindow(window);
ImGui::SetNavID(itemId, ImGuiNavLayer_Menu, g.CurrentFocusScopeId,
ImGui::WindowRectAbsToRel(window, g.LastItemData.NavRect));
ImGui::SetNavCursorVisibleAfterMove();
g.NavHighlightItemUnderNav = true;
}
} // namespace
namespace dusk {
@@ -344,17 +329,7 @@ namespace dusk {
}
m_isHidden = !getSettings().backend.duskMenuOpen;
if (dusk::IsGameLaunched) {
if (ImGui::IsKeyPressed(ImGuiKey_F1)) {
m_isHidden = !m_isHidden;
}
if (ImGui::IsKeyPressed(ImGuiKey_GamepadBack)) {
m_isHidden = !m_isHidden;
m_focusMenuBar = !m_isHidden;
}
}
bool showMenu = !dusk::IsGameLaunched || !m_isHidden;
bool showMenu = !dusk::IsGameLaunched || !CheckMenuViewToggle(ImGuiKey_F1, m_isHidden);
if (dusk::IsGameLaunched) {
const bool menuOpen = !m_isHidden;
if (getSettings().backend.duskMenuOpen != menuOpen) {
@@ -397,7 +372,7 @@ namespace dusk {
if (dusk::IsGameLaunched && !m_isLaunchInitialized) {
m_toasts.emplace_back(ImGui::GetIO().MouseSource == ImGuiMouseSource_TouchScreen ?
"Tap to toggle menu"s :
"Press F1 or Minus/Back to toggle menu"s,
"Press F1 to toggle menu"s,
2.5f);
m_isLaunchInitialized = true;
if (getSettings().game.liveSplitEnabled) {
-1
View File
@@ -42,7 +42,6 @@ private:
float mouseHideTimer = 0.0f;
bool m_isHidden = true;
bool m_focusMenuBar = false;
bool m_isLaunchInitialized = false;
bool m_touchTapActive = false;
bool m_touchTapMoved = false;
+16 -84
View File
@@ -23,15 +23,6 @@
namespace {
constexpr int kInternalResolutionScaleMax = 12;
bool is_controller_neutral(int port) {
if (port < 0) {
return true;
}
return PADGetNativeButtonPressed(port) == -1 &&
PADGetNativeAxisPulled(port).nativeAxis == -1;
}
} // namespace
namespace aurora::gx {
@@ -205,7 +196,7 @@ namespace dusk {
ImGui::SetTooltip("Restores patched glitches from Wii USA 1.0,\n"
"the first released version.");
}
config::ImGuiCheckbox("Enable Rotating Link Doll", getSettings().game.enableLinkDollRotation);
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Enables rotating Link in the collection menu with the C-Stick");
@@ -651,90 +642,39 @@ namespace dusk {
void ImGuiMenuGame::windowControllerConfig() {
if (!m_showControllerConfig) {
if (m_controllerConfig.m_isReading ||
m_controllerConfig.m_suppressRemapActivationUntilRelease)
{
m_controllerConfig.m_isReading = false;
m_controllerConfig.m_pendingButtonMapping = nullptr;
m_controllerConfig.m_pendingAxisMapping = nullptr;
m_controllerConfig.m_pendingPort = -1;
m_controllerConfig.m_waitForInputRelease = false;
m_controllerConfig.m_suppressRemapActivationUntilRelease = false;
m_controllerConfig.m_suppressRemapActivationPort = -1;
PADBlockInput(false);
}
return;
}
bool suppressRemapActivationThisFrame = m_controllerConfig.m_suppressRemapActivationUntilRelease;
if (m_controllerConfig.m_suppressRemapActivationUntilRelease &&
is_controller_neutral(m_controllerConfig.m_suppressRemapActivationPort))
{
m_controllerConfig.m_suppressRemapActivationUntilRelease = false;
m_controllerConfig.m_suppressRemapActivationPort = -1;
PADBlockInput(false);
}
if ((m_controllerConfig.m_pendingButtonMapping != nullptr ||
m_controllerConfig.m_pendingAxisMapping != nullptr) &&
m_controllerConfig.m_waitForInputRelease)
{
m_controllerConfig.m_waitForInputRelease =
!is_controller_neutral(m_controllerConfig.m_pendingPort);
}
// if pending for a button mapping, check to set new input
if (m_controllerConfig.m_pendingButtonMapping != nullptr &&
!m_controllerConfig.m_waitForInputRelease)
{
if (m_controllerConfig.m_pendingButtonMapping != nullptr) {
s32 nativeButton = PADGetNativeButtonPressed(m_controllerConfig.m_pendingPort);
if (nativeButton != -1) {
const int suppressPort = m_controllerConfig.m_pendingPort;
m_controllerConfig.m_pendingButtonMapping->nativeButton = nativeButton;
m_controllerConfig.m_pendingButtonMapping = nullptr;
m_controllerConfig.m_pendingPort = -1;
m_controllerConfig.m_isReading = false;
m_controllerConfig.m_waitForInputRelease = false;
m_controllerConfig.m_suppressRemapActivationUntilRelease = true;
m_controllerConfig.m_suppressRemapActivationPort = suppressPort;
suppressRemapActivationThisFrame = true;
PADBlockInput(true);
PADBlockInput(false);
PADSerializeMappings();
}
}
// if pending for an axis mapping, check to set new input
if (m_controllerConfig.m_pendingAxisMapping != nullptr &&
!m_controllerConfig.m_waitForInputRelease)
{
if (m_controllerConfig.m_pendingAxisMapping != nullptr) {
auto nativeAxis = PADGetNativeAxisPulled(m_controllerConfig.m_pendingPort);
if (nativeAxis.nativeAxis != -1) {
const int suppressPort = m_controllerConfig.m_pendingPort;
m_controllerConfig.m_pendingAxisMapping->nativeAxis = nativeAxis;
m_controllerConfig.m_pendingAxisMapping->nativeButton = -1;
m_controllerConfig.m_pendingAxisMapping = nullptr;
m_controllerConfig.m_pendingPort = -1;
m_controllerConfig.m_isReading = false;
m_controllerConfig.m_waitForInputRelease = false;
m_controllerConfig.m_suppressRemapActivationUntilRelease = true;
m_controllerConfig.m_suppressRemapActivationPort = suppressPort;
suppressRemapActivationThisFrame = true;
PADBlockInput(true);
PADBlockInput(false);
PADSerializeMappings();
} else {
auto nativeButton = PADGetNativeButtonPressed(m_controllerConfig.m_pendingPort);
if (nativeButton != -1) {
const int suppressPort = m_controllerConfig.m_pendingPort;
m_controllerConfig.m_pendingAxisMapping->nativeAxis = {-1, AXIS_SIGN_POSITIVE};
m_controllerConfig.m_pendingAxisMapping->nativeButton = nativeButton;
m_controllerConfig.m_pendingAxisMapping = nullptr;
m_controllerConfig.m_pendingPort = -1;
m_controllerConfig.m_isReading = false;
m_controllerConfig.m_waitForInputRelease = false;
m_controllerConfig.m_suppressRemapActivationUntilRelease = true;
m_controllerConfig.m_suppressRemapActivationPort = suppressPort;
suppressRemapActivationThisFrame = true;
PADBlockInput(true);
PADBlockInput(false);
PADSerializeMappings();
}
}
@@ -770,10 +710,6 @@ namespace dusk {
m_controllerConfig.m_pendingButtonMapping = nullptr;
m_controllerConfig.m_pendingAxisMapping = nullptr;
m_controllerConfig.m_pendingPort = -1;
m_controllerConfig.m_waitForInputRelease = false;
m_controllerConfig.m_isReading = false;
m_controllerConfig.m_suppressRemapActivationUntilRelease = false;
m_controllerConfig.m_suppressRemapActivationPort = -1;
PADBlockInput(false);
}
@@ -850,7 +786,7 @@ namespace dusk {
std::string dispName;
if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingButtonMapping == &btnMappingList[i]) {
dispName = fmt::format("{}##{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", btnName);
dispName = fmt::format("Press a Key...##{}", btnName);
} else {
const char* nativeName = GetNameForGamepadButton(gamepad, btnMappingList[i].nativeButton);
if (nativeName == nullptr) {
@@ -861,11 +797,10 @@ namespace dusk {
bool pressed = ImGui::Button(dispName.c_str(),
btnSize);
if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
if (pressed) {
m_controllerConfig.m_isReading = true;
m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
m_controllerConfig.m_pendingButtonMapping = &btnMappingList[i];
m_controllerConfig.m_waitForInputRelease = true;
PADBlockInput(true);
}
}
@@ -895,18 +830,17 @@ namespace dusk {
std::string dispName;
if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[trigger]) {
dispName = fmt::format("{}##{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", axisName);
dispName = fmt::format("Press a Key...##{}", axisName);
} else {
dispName = fmt::format("{0}##-{1}", PADGetNativeAxisName(axisMappingList[trigger].nativeAxis), trigger);
}
bool pressed = ImGui::Button(dispName.c_str(),
btnSize);
if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
if (pressed) {
m_controllerConfig.m_isReading = true;
m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
m_controllerConfig.m_pendingAxisMapping = &axisMappingList[trigger];
m_controllerConfig.m_waitForInputRelease = true;
PADBlockInput(true);
}
}
@@ -963,7 +897,7 @@ namespace dusk {
std::string dispName;
if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[axis]) {
dispName = fmt::format("{}##{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", label);
dispName = fmt::format("Press a Key...##{}", label);
} else {
if (axisMappingList[axis].nativeAxis.nativeAxis != -1) {
const char* signStr;
@@ -982,11 +916,10 @@ namespace dusk {
}
bool pressed = ImGui::Button(dispName.c_str(), btnSize);
if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
if (pressed) {
m_controllerConfig.m_isReading = true;
m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
m_controllerConfig.m_pendingAxisMapping = &axisMappingList[axis];
m_controllerConfig.m_waitForInputRelease = true;
PADBlockInput(true);
}
}
@@ -1027,7 +960,7 @@ namespace dusk {
std::string dispName;
if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[axis]) {
dispName = fmt::format("{}##sub{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", label);
dispName = fmt::format("Press a Key...##sub{}", label);
} else {
if (axisMappingList[axis].nativeAxis.nativeAxis != -1) {
const char* signStr;
@@ -1046,11 +979,10 @@ namespace dusk {
}
bool pressed = ImGui::Button(fmt::format("{0}##sub{1}", dispName, label).c_str(), btnSize);
if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
if (pressed) {
m_controllerConfig.m_isReading = true;
m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
m_controllerConfig.m_pendingAxisMapping = &axisMappingList[axis];
m_controllerConfig.m_waitForInputRelease = true;
PADBlockInput(true);
}
}
@@ -1081,7 +1013,7 @@ namespace dusk {
PADSerializeMappings();
}
}
if (PADSupportsRumbleIntensity(m_controllerConfig.m_selectedPort)) {
ImGuiBeginGroupPanel("Rumble Intensity", ImVec2(150 * scale, -1));
u16 low;
@@ -1100,7 +1032,7 @@ namespace dusk {
if (ImGui::Button(fmt::format("{0}...##rumbleTest", m_controllerConfig.m_isRumbling ? "Stop": "Test").c_str(), {-1, 0})) {
PADControlMotor(m_controllerConfig.m_selectedPort, !m_controllerConfig.m_isRumbling ? PAD_MOTOR_RUMBLE : PAD_MOTOR_STOP_HARD);
m_controllerConfig.m_isRumbling ^= 1;
}
}
ImGuiEndGroupPanel();
}
ImGuiEndGroupPanel();
-3
View File
@@ -68,9 +68,6 @@ namespace dusk {
PADButtonMapping* m_pendingButtonMapping = nullptr;
PADAxisMapping* m_pendingAxisMapping = nullptr;
int m_pendingPort = -1;
bool m_waitForInputRelease = false;
bool m_suppressRemapActivationUntilRelease = false;
int m_suppressRemapActivationPort = -1;
bool m_isRumbling = false;
} m_controllerConfig;