Touch controls (#2053)

* WIP touch controls

* Action icons

* Updates

* Don't mutate freeCamera config; allow switching between touch and controller cam

* Wow

* Fix build & add Skip button

* Fix build & add settings

* RCSS cleanup

* Dpad and fishing, might redo

* Add menu mouse controls

* More pointer & fix icons

* Optimizations & introduce layout system

* Update aurora

* Implement touch controls layout editor

* Cleanup & fixes

* Allow disabling mouse/touch in menus

* More fixes
This commit is contained in:
Luke Street
2026-06-15 12:48:04 -06:00
committed by GitHub
parent a6e5160c71
commit ad53af5c78
66 changed files with 6372 additions and 136 deletions
+61 -20
View File
@@ -8,10 +8,19 @@ namespace dusk {
static std::array<std::array<ActionBindPressData, static_cast<int>(ActionBinds::COUNT)>, PAD_CHANMAX> actionPressData{};
struct VirtualActionBindData {
bool pressed = false;
bool available = false;
};
static std::array<std::array<VirtualActionBindData, static_cast<int>(ActionBinds::COUNT)>, PAD_CHANMAX> virtualActionData{};
ActionBindsMap& getActionBinds() {
static ActionBindsMap actionBinds = {
{ActionBinds::FIRST_PERSON_CAMERA, {&getSettings().actionBindings.firstPersonCamera, "First Person Camera"}},
{ActionBinds::CALL_MIDNA, {&getSettings().actionBindings.callMidna, "Call Midna"}},
{ActionBinds::OPEN_MAP_SCREEN, {&getSettings().actionBindings.openMapScreen, "Open Map Screen"}},
{ActionBinds::TOGGLE_MINIMAP, {&getSettings().actionBindings.toggleMinimap, "Toggle Minimap"}},
{ActionBinds::OPEN_DUSKLIGHT_MENU, {&getSettings().actionBindings.openDusklightMenu, "Open Dusklight Menu"}},
{ActionBinds::TURBO_SPEED_BUTTON, {&getSettings().actionBindings.turboSpeedButton, "Turbo Speed Button"}},
};
@@ -25,6 +34,10 @@ bool isActionBound(ActionBinds action, u32 port) {
return false;
}
if (port < PAD_CHANMAX && virtualActionData[port][static_cast<int>(action)].available) {
return true;
}
return getActionBindButton(action, port) != PAD_NATIVE_BUTTON_INVALID;
}
@@ -41,43 +54,71 @@ void updateActionBindings() {
// If the action isn't bound, or if documents are visible and the action isn't
// opening the dusklight menu, don't update. Otherwise, we may accidentally
// perform actions while the dusklight menu is open.
if (!isActionBound(action, port) ||
const int button = boundAction.configVars->at(port);
const bool virtualAvailable = virtualActionData[port][static_cast<int>(action)].available;
if ((button == PAD_NATIVE_BUTTON_INVALID && !virtualAvailable) ||
(ui::any_document_visible() && action != ActionBinds::OPEN_DUSKLIGHT_MENU)) {
continue;
}
int button = boundAction.configVars->at(port);
// If keyboard is active for this port
u32 count = 0;
if (PADGetKeyButtonBindings(port, &count) != nullptr) {
int numKeys = 0;
const bool* kbState = SDL_GetKeyboardState(&numKeys);
if (kbState[button]) {
actionPressData[port][static_cast<int>(action)].pressedCurFrame = true;
}
} else {
// If controller is active
auto controller = aurora::input::get_controller_for_player(port);
if (controller) {
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(button))) {
if (button != PAD_NATIVE_BUTTON_INVALID) {
// If keyboard is active for this port
u32 count = 0;
if (PADGetKeyButtonBindings(port, &count) != nullptr) {
int numKeys = 0;
const bool* kbState = SDL_GetKeyboardState(&numKeys);
if (kbState[button]) {
actionPressData[port][static_cast<int>(action)].pressedCurFrame = true;
}
} else {
// If controller is active
auto controller = aurora::input::get_controller_for_player(port);
if (controller) {
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(button))) {
actionPressData[port][static_cast<int>(action)].pressedCurFrame = true;
}
}
}
}
}
for (auto& [action, _] : getActionBinds()) {
const auto& virtualAction = virtualActionData[port][static_cast<int>(action)];
if (virtualAction.available && virtualAction.pressed && !ui::any_document_visible()) {
actionPressData[port][static_cast<int>(action)].pressedCurFrame = true;
}
}
}
}
void setVirtualActionBind(ActionBinds action, u32 port, bool pressed, bool available) {
if (port >= PAD_CHANMAX) {
return;
}
virtualActionData[port][static_cast<int>(action)] = {
.pressed = pressed,
.available = available,
};
}
void clearVirtualActionBind(ActionBinds action, u32 port) {
if (port >= PAD_CHANMAX) {
return;
}
virtualActionData[port][static_cast<int>(action)] = {};
}
void clearAllVirtualActionBinds() {
virtualActionData = {};
}
bool getActionBindTrig(ActionBinds action, u32 port) {
return isActionBound(action, port) &&
actionPressData[port][static_cast<int>(action)].pressedCurFrame &&
return actionPressData[port][static_cast<int>(action)].pressedCurFrame &&
!actionPressData[port][static_cast<int>(action)].pressedPrevFrame;
}
bool getActionBindHold(ActionBinds action, u32 port) {
return isActionBound(action, port) &&
actionPressData[port][static_cast<int>(action)].pressedCurFrame &&
return actionPressData[port][static_cast<int>(action)].pressedCurFrame &&
actionPressData[port][static_cast<int>(action)].pressedPrevFrame;
}