mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-05-24 06:50:43 -04:00
Merge branch 'main' of https://github.com/TwilitRealm/dusk into randomizer
This commit is contained in:
Vendored
+1
-1
Submodule extern/aurora updated: 7784b6fc95...a6a3d3a65a
@@ -56,21 +56,6 @@ ImGuiWindow* FindDragScrollWindow(ImGuiWindow* window) {
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}
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return nullptr;
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}
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void FocusLastMenuBarItem() {
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ImGuiContext& g = *ImGui::GetCurrentContext();
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ImGuiWindow* window = ImGui::GetCurrentWindow();
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const ImGuiID itemId = g.LastItemData.ID;
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if (window == nullptr || itemId == 0) {
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return;
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}
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ImGui::FocusWindow(window);
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ImGui::SetNavID(itemId, ImGuiNavLayer_Menu, g.CurrentFocusScopeId,
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ImGui::WindowRectAbsToRel(window, g.LastItemData.NavRect));
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ImGui::SetNavCursorVisibleAfterMove();
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g.NavHighlightItemUnderNav = true;
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}
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} // namespace
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namespace dusk {
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@@ -344,17 +329,7 @@ namespace dusk {
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}
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m_isHidden = !getSettings().backend.duskMenuOpen;
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if (dusk::IsGameLaunched) {
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if (ImGui::IsKeyPressed(ImGuiKey_F1)) {
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m_isHidden = !m_isHidden;
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}
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if (ImGui::IsKeyPressed(ImGuiKey_GamepadBack)) {
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m_isHidden = !m_isHidden;
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m_focusMenuBar = !m_isHidden;
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}
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}
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bool showMenu = !dusk::IsGameLaunched || !m_isHidden;
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bool showMenu = !dusk::IsGameLaunched || !CheckMenuViewToggle(ImGuiKey_F1, 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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@@ -397,7 +372,7 @@ namespace dusk {
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if (dusk::IsGameLaunched && !m_isLaunchInitialized) {
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m_toasts.emplace_back(ImGui::GetIO().MouseSource == ImGuiMouseSource_TouchScreen ?
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"Tap to toggle menu"s :
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"Press F1 or Minus/Back to toggle menu"s,
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"Press F1 to toggle menu"s,
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2.5f);
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m_isLaunchInitialized = true;
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if (getSettings().game.liveSplitEnabled) {
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@@ -42,7 +42,6 @@ private:
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float mouseHideTimer = 0.0f;
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bool m_isHidden = true;
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bool m_focusMenuBar = false;
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bool m_isLaunchInitialized = false;
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bool m_touchTapActive = false;
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bool m_touchTapMoved = false;
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@@ -23,15 +23,6 @@
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namespace {
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constexpr int kInternalResolutionScaleMax = 12;
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bool is_controller_neutral(int port) {
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if (port < 0) {
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return true;
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}
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return PADGetNativeButtonPressed(port) == -1 &&
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PADGetNativeAxisPulled(port).nativeAxis == -1;
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}
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} // namespace
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namespace aurora::gx {
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@@ -205,7 +196,7 @@ namespace dusk {
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ImGui::SetTooltip("Restores patched glitches from Wii USA 1.0,\n"
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"the first released version.");
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}
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config::ImGuiCheckbox("Enable Rotating Link Doll", getSettings().game.enableLinkDollRotation);
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if (ImGui::IsItemHovered()) {
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ImGui::SetTooltip("Enables rotating Link in the collection menu with the C-Stick");
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@@ -651,90 +642,39 @@ namespace dusk {
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void ImGuiMenuGame::windowControllerConfig() {
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if (!m_showControllerConfig) {
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if (m_controllerConfig.m_isReading ||
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m_controllerConfig.m_suppressRemapActivationUntilRelease)
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{
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m_controllerConfig.m_isReading = false;
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m_controllerConfig.m_pendingButtonMapping = nullptr;
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m_controllerConfig.m_pendingAxisMapping = nullptr;
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m_controllerConfig.m_pendingPort = -1;
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m_controllerConfig.m_waitForInputRelease = false;
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m_controllerConfig.m_suppressRemapActivationUntilRelease = false;
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m_controllerConfig.m_suppressRemapActivationPort = -1;
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PADBlockInput(false);
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}
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return;
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}
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bool suppressRemapActivationThisFrame = m_controllerConfig.m_suppressRemapActivationUntilRelease;
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if (m_controllerConfig.m_suppressRemapActivationUntilRelease &&
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is_controller_neutral(m_controllerConfig.m_suppressRemapActivationPort))
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{
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m_controllerConfig.m_suppressRemapActivationUntilRelease = false;
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m_controllerConfig.m_suppressRemapActivationPort = -1;
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PADBlockInput(false);
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}
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if ((m_controllerConfig.m_pendingButtonMapping != nullptr ||
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m_controllerConfig.m_pendingAxisMapping != nullptr) &&
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m_controllerConfig.m_waitForInputRelease)
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{
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m_controllerConfig.m_waitForInputRelease =
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!is_controller_neutral(m_controllerConfig.m_pendingPort);
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}
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// if pending for a button mapping, check to set new input
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if (m_controllerConfig.m_pendingButtonMapping != nullptr &&
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!m_controllerConfig.m_waitForInputRelease)
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{
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if (m_controllerConfig.m_pendingButtonMapping != nullptr) {
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s32 nativeButton = PADGetNativeButtonPressed(m_controllerConfig.m_pendingPort);
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if (nativeButton != -1) {
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const int suppressPort = m_controllerConfig.m_pendingPort;
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m_controllerConfig.m_pendingButtonMapping->nativeButton = nativeButton;
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m_controllerConfig.m_pendingButtonMapping = nullptr;
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m_controllerConfig.m_pendingPort = -1;
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m_controllerConfig.m_isReading = false;
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m_controllerConfig.m_waitForInputRelease = false;
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m_controllerConfig.m_suppressRemapActivationUntilRelease = true;
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m_controllerConfig.m_suppressRemapActivationPort = suppressPort;
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suppressRemapActivationThisFrame = true;
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PADBlockInput(true);
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PADBlockInput(false);
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PADSerializeMappings();
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}
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}
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// if pending for an axis mapping, check to set new input
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if (m_controllerConfig.m_pendingAxisMapping != nullptr &&
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!m_controllerConfig.m_waitForInputRelease)
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{
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if (m_controllerConfig.m_pendingAxisMapping != nullptr) {
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auto nativeAxis = PADGetNativeAxisPulled(m_controllerConfig.m_pendingPort);
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if (nativeAxis.nativeAxis != -1) {
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const int suppressPort = m_controllerConfig.m_pendingPort;
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m_controllerConfig.m_pendingAxisMapping->nativeAxis = nativeAxis;
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m_controllerConfig.m_pendingAxisMapping->nativeButton = -1;
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m_controllerConfig.m_pendingAxisMapping = nullptr;
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m_controllerConfig.m_pendingPort = -1;
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m_controllerConfig.m_isReading = false;
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m_controllerConfig.m_waitForInputRelease = false;
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m_controllerConfig.m_suppressRemapActivationUntilRelease = true;
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m_controllerConfig.m_suppressRemapActivationPort = suppressPort;
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suppressRemapActivationThisFrame = true;
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PADBlockInput(true);
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PADBlockInput(false);
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PADSerializeMappings();
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} else {
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auto nativeButton = PADGetNativeButtonPressed(m_controllerConfig.m_pendingPort);
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if (nativeButton != -1) {
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const int suppressPort = m_controllerConfig.m_pendingPort;
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m_controllerConfig.m_pendingAxisMapping->nativeAxis = {-1, AXIS_SIGN_POSITIVE};
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m_controllerConfig.m_pendingAxisMapping->nativeButton = nativeButton;
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m_controllerConfig.m_pendingAxisMapping = nullptr;
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m_controllerConfig.m_pendingPort = -1;
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m_controllerConfig.m_isReading = false;
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m_controllerConfig.m_waitForInputRelease = false;
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m_controllerConfig.m_suppressRemapActivationUntilRelease = true;
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m_controllerConfig.m_suppressRemapActivationPort = suppressPort;
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suppressRemapActivationThisFrame = true;
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PADBlockInput(true);
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PADBlockInput(false);
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PADSerializeMappings();
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}
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}
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@@ -770,10 +710,6 @@ namespace dusk {
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m_controllerConfig.m_pendingButtonMapping = nullptr;
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m_controllerConfig.m_pendingAxisMapping = nullptr;
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m_controllerConfig.m_pendingPort = -1;
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m_controllerConfig.m_waitForInputRelease = false;
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m_controllerConfig.m_isReading = false;
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m_controllerConfig.m_suppressRemapActivationUntilRelease = false;
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m_controllerConfig.m_suppressRemapActivationPort = -1;
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PADBlockInput(false);
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}
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@@ -850,7 +786,7 @@ namespace dusk {
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std::string dispName;
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if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingButtonMapping == &btnMappingList[i]) {
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dispName = fmt::format("{}##{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", btnName);
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dispName = fmt::format("Press a Key...##{}", btnName);
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} else {
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const char* nativeName = GetNameForGamepadButton(gamepad, btnMappingList[i].nativeButton);
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if (nativeName == nullptr) {
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@@ -861,11 +797,10 @@ namespace dusk {
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bool pressed = ImGui::Button(dispName.c_str(),
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btnSize);
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if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
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if (pressed) {
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m_controllerConfig.m_isReading = true;
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m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
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m_controllerConfig.m_pendingButtonMapping = &btnMappingList[i];
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m_controllerConfig.m_waitForInputRelease = true;
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PADBlockInput(true);
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}
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}
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@@ -895,18 +830,17 @@ namespace dusk {
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std::string dispName;
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if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[trigger]) {
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dispName = fmt::format("{}##{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", axisName);
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dispName = fmt::format("Press a Key...##{}", axisName);
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} else {
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dispName = fmt::format("{0}##-{1}", PADGetNativeAxisName(axisMappingList[trigger].nativeAxis), trigger);
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}
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bool pressed = ImGui::Button(dispName.c_str(),
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btnSize);
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if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
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if (pressed) {
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m_controllerConfig.m_isReading = true;
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m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
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m_controllerConfig.m_pendingAxisMapping = &axisMappingList[trigger];
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m_controllerConfig.m_waitForInputRelease = true;
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PADBlockInput(true);
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}
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}
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@@ -963,7 +897,7 @@ namespace dusk {
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std::string dispName;
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if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[axis]) {
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dispName = fmt::format("{}##{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", label);
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dispName = fmt::format("Press a Key...##{}", label);
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} else {
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if (axisMappingList[axis].nativeAxis.nativeAxis != -1) {
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const char* signStr;
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@@ -982,11 +916,10 @@ namespace dusk {
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}
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bool pressed = ImGui::Button(dispName.c_str(), btnSize);
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if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
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if (pressed) {
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m_controllerConfig.m_isReading = true;
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m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
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m_controllerConfig.m_pendingAxisMapping = &axisMappingList[axis];
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m_controllerConfig.m_waitForInputRelease = true;
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PADBlockInput(true);
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}
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}
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@@ -1027,7 +960,7 @@ namespace dusk {
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std::string dispName;
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if (m_controllerConfig.m_isReading && m_controllerConfig.m_pendingAxisMapping == &axisMappingList[axis]) {
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dispName = fmt::format("{}##sub{}", m_controllerConfig.m_waitForInputRelease ? "Release..." : "Press a Key...", label);
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dispName = fmt::format("Press a Key...##sub{}", label);
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} else {
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if (axisMappingList[axis].nativeAxis.nativeAxis != -1) {
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const char* signStr;
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@@ -1046,11 +979,10 @@ namespace dusk {
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}
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bool pressed = ImGui::Button(fmt::format("{0}##sub{1}", dispName, label).c_str(), btnSize);
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if (pressed && !m_controllerConfig.m_isReading && !suppressRemapActivationThisFrame) {
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if (pressed) {
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m_controllerConfig.m_isReading = true;
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m_controllerConfig.m_pendingPort = m_controllerConfig.m_selectedPort;
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m_controllerConfig.m_pendingAxisMapping = &axisMappingList[axis];
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m_controllerConfig.m_waitForInputRelease = true;
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PADBlockInput(true);
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}
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}
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@@ -1081,7 +1013,7 @@ namespace dusk {
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PADSerializeMappings();
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}
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}
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if (PADSupportsRumbleIntensity(m_controllerConfig.m_selectedPort)) {
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ImGuiBeginGroupPanel("Rumble Intensity", ImVec2(150 * scale, -1));
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u16 low;
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@@ -1100,7 +1032,7 @@ namespace dusk {
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if (ImGui::Button(fmt::format("{0}...##rumbleTest", m_controllerConfig.m_isRumbling ? "Stop": "Test").c_str(), {-1, 0})) {
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PADControlMotor(m_controllerConfig.m_selectedPort, !m_controllerConfig.m_isRumbling ? PAD_MOTOR_RUMBLE : PAD_MOTOR_STOP_HARD);
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m_controllerConfig.m_isRumbling ^= 1;
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}
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}
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ImGuiEndGroupPanel();
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}
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ImGuiEndGroupPanel();
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@@ -68,9 +68,6 @@ namespace dusk {
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PADButtonMapping* m_pendingButtonMapping = nullptr;
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PADAxisMapping* m_pendingAxisMapping = nullptr;
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int m_pendingPort = -1;
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bool m_waitForInputRelease = false;
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bool m_suppressRemapActivationUntilRelease = false;
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int m_suppressRemapActivationPort = -1;
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bool m_isRumbling = false;
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} m_controllerConfig;
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