mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-06-23 07:19:53 -04:00
Add options for binding custom buttons to specific actions (#1141)
* custom action framework and first person custom action * add bind for midna call * custom binding for opening dusklight menu * turbo speed button action * text descriptions * fix not stopping default GC controller menu combo * more explanation text * block bind actions when in the dusklight menu
This commit is contained in:
@@ -1411,6 +1411,7 @@ set(DOLPHIN_FILES
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)
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set(DUSK_FILES
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include/dusk/action_bindings.h
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include/dusk/endian_gx.hpp
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include/dusk/config.hpp
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include/dusk/dvd_asset.hpp
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@@ -1522,6 +1523,7 @@ set(DUSK_FILES
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src/dusk/discord.hpp
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src/dusk/discord_presence.cpp
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src/dusk/version.cpp
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src/dusk/action_bindings.cpp
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)
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set(DUSK_HTTP_BACKEND_FILES
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@@ -0,0 +1,43 @@
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#pragma once
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#include <unordered_map>
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#include "dusk/config_var.hpp"
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namespace dusk {
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enum class ActionBinds {
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FIRST_PERSON_CAMERA,
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CALL_MIDNA,
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OPEN_DUSKLIGHT_MENU,
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TURBO_SPEED_BUTTON,
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COUNT,
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};
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struct ActionBindData {
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std::array<config::ActionBindConfigVar, 4>* configVars{};
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std::string actionName{};
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};
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struct ActionBindPressData {
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bool pressedCurFrame{false};
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bool pressedPrevFrame{false};
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};
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using ActionBindsMap = std::unordered_map<ActionBinds, ActionBindData>;
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ActionBindsMap& getActionBinds();
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bool isActionBound(ActionBinds action, u32 port);
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void updateActionBindings();
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bool getActionBindTrig(ActionBinds action, u32 port);
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bool getActionBindHold(ActionBinds action, u32 port);
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bool getActionBindHoldAnyPort(ActionBinds action);
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int getActionBindButton(ActionBinds action, u32 port);
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}
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@@ -112,6 +112,13 @@ void Save();
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*/
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ConfigVarBase* GetConfigVar(std::string_view name);
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/**
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* \brief Resets all custom action bindings for a specific port to nothing
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*
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* @param port The port to be cleared of action bindings
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*/
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void ClearAllActionBindings(int port);
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/**
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* \brief Call a function on every registered CVar.
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*/
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@@ -287,6 +287,8 @@ public:
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}
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};
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using ActionBindConfigVar = ConfigVar<int>;
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}
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#endif // DUSK_CONFIG_VAR_HPP
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@@ -1,6 +1,8 @@
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#ifndef DUSK_CONFIG_H
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#define DUSK_CONFIG_H
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#include <array>
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#include "dusk/config_var.hpp"
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namespace dusk {
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@@ -197,6 +199,14 @@ struct UserSettings {
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ConfigVar<int> cardFileType;
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ConfigVar<bool> enableAdvancedSettings;
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} backend;
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// Arrays of size 4 for 4 ports
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struct {
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std::array<ActionBindConfigVar, 4> firstPersonCamera;
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std::array<ActionBindConfigVar, 4> callMidna;
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std::array<ActionBindConfigVar, 4> openDusklightMenu;
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std::array<ActionBindConfigVar, 4> turboSpeedButton;
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} actionBindings;
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};
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UserSettings& getSettings();
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@@ -4,6 +4,10 @@
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#include <cmath>
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#include "os_report.h"
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#if TARGET_PC
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#include "dusk/action_bindings.h"
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#endif
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u32 JUTGamePad::CRumble::sChannelMask[4] = {
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PAD_CHAN0_BIT,
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PAD_CHAN1_BIT,
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@@ -85,6 +89,9 @@ u32 JUTGamePad::sRumbleSupported;
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u32 JUTGamePad::read() {
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sRumbleSupported = PADRead(mPadStatus);
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#if TARGET_PC
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dusk::updateActionBindings();
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#endif
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switch (sClampMode) {
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case EClampStick:
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@@ -51,10 +51,13 @@
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#include "d/actor/d_a_ni.h"
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#include "d/d_s_play.h"
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#if TARGET_PC
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#include "dusk/action_bindings.h"
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#include "dusk/frame_interpolation.h"
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#include "dusk/settings.h"
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#include "res/Object/Alink.h"
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#include <cstring>
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#endif
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static int daAlink_Create(fopAc_ac_c* i_this);
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static int daAlink_Delete(daAlink_c* i_this);
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@@ -9363,6 +9366,12 @@ BOOL daAlink_c::spActionTrigger() {
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}
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BOOL daAlink_c::midnaTalkTrigger() const {
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#if TARGET_PC
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// If we have a custom bind for Midna, check that instead
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if (dusk::isActionBound(dusk::ActionBinds::CALL_MIDNA, 0)) {
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return dusk::getActionBindTrig(dusk::ActionBinds::CALL_MIDNA, 0);
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}
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#endif
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return mItemTrigger & BTN_Z;
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}
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@@ -12,6 +12,7 @@
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#if TARGET_PC
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#include "dusk/gyro.h"
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#include "dusk/action_bindings.h"
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#endif
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bool daAlink_c::checkNoSubjectModeCamera() {
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@@ -192,7 +193,9 @@ BOOL daAlink_c::subjectCancelTrigger() {
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BOOL daAlink_c::checkSubjectEnd(BOOL i_isPlaySe) {
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setDoStatus(BUTTON_STATUS_BACK);
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if (checkEventRun() || checkEquipAnime() || doTrigger() || checkSetItemTrigger(dItemNo_HAWK_EYE_e) || subjectCancelTrigger() || checkEndResetFlg0(ERFLG0_FORCE_SUBJECT_CANCEL) || dComIfGp_checkCameraAttentionStatus(field_0x317c, 0x2000)) {
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// Allow pressing the first person binding to also leave first person
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if (IF_DUSK(dusk::getActionBindTrig(dusk::ActionBinds::FIRST_PERSON_CAMERA, 0)) ||
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checkEventRun() || checkEquipAnime() || doTrigger() || checkSetItemTrigger(dItemNo_HAWK_EYE_e) || subjectCancelTrigger() || checkEndResetFlg0(ERFLG0_FORCE_SUBJECT_CANCEL) || dComIfGp_checkCameraAttentionStatus(field_0x317c, 0x2000)) {
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if (i_isPlaySe) {
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seStartSystem(Z2SE_SUBJ_VIEW_OUT);
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}
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+15
-5
@@ -31,6 +31,7 @@
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#if TARGET_PC
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#include "dusk/frame_interpolation.h"
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#include "dusk/logging.h"
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#include "dusk/action_bindings.h"
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#include "imgui.h"
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#endif
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@@ -838,6 +839,12 @@ void dCamera_c::updatePad() {
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mTrigB = mDoCPd_c::getTrigB(mPadID) ? true : false;
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#if TARGET_PC
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// If our custom action binding is triggered, and we're not already in first person, go into first person
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if (dusk::getActionBindTrig(dusk::ActionBinds::FIRST_PERSON_CAMERA, mPadID) && mGear != -1) {
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setComStat(0x1000);
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mGear = 0;
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}
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if (mCamParam.mManualMode) {
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return;
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}
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@@ -877,7 +884,8 @@ void dCamera_c::updatePad() {
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if (mPadInfo.mCStick.mLastPosY < -mCamSetup.mCStick.SwTHH()) {
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if (mCStickYState != -1) {
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if (mGear == -1 && mCurMode == 4) {
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// Don't use regular first person trigger if custom mapping is set
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if (mGear == -1 && mCurMode == 4 IF_DUSK(&& !dusk::isActionBound(dusk::ActionBinds::FIRST_PERSON_CAMERA, mPadID))) {
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mGear = 0;
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setComStat(0x2000);
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} else if (mGear == 0 && sp6C) {
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@@ -888,7 +896,8 @@ void dCamera_c::updatePad() {
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mCStickYState = -1;
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} else if (mPadInfo.mCStick.mLastPosY > mCamSetup.mCStick.SwTHH()) {
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if (mCStickYState != 1) {
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if (mGear == 0 && sp6B) {
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// Don't use regular first person trigger if custom mapping is set
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if (mGear == 0 && sp6B IF_DUSK(&& !dusk::isActionBound(dusk::ActionBinds::FIRST_PERSON_CAMERA, mPadID))) {
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setComStat(0x1000);
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} else if (mGear == 1) {
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mGear = 0;
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@@ -7649,9 +7658,10 @@ bool dCamera_c::freeCamera() {
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f32 magnitude = sqrt(mPadInfo.mCStick.mLastPosX * mPadInfo.mCStick.mLastPosX + mPadInfo.mCStick.mLastPosY * mPadInfo.mCStick.mLastPosY);
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// If we aren't in manual cam mode, don't trigger it if the player tries to hit C-up
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// for first person
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if (mPadInfo.mCStick.mLastPosX != 0 || mPadInfo.mCStick.mLastPosY < 0 ||
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(mCamParam.mManualMode == 1 && mPadInfo.mCStick.mLastPosY != 0)) {
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// for first person unless they have first person bound to a custom binding
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if ((dusk::isActionBound(dusk::ActionBinds::FIRST_PERSON_CAMERA, mPadID) && mPadInfo.mCStick.mLastPosY != 0) ||
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mPadInfo.mCStick.mLastPosX != 0 || mPadInfo.mCStick.mLastPosY < 0 || (mCamParam.mManualMode == 1 && mPadInfo.mCStick.mLastPosY != 0))
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{
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mCamParam.mManualMode = 1;
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camMovement = camMovement.normalize();
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camMovement.y *= dusk::getSettings().game.invertCameraYAxis ? 1.0f : -1.0f;
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@@ -0,0 +1,96 @@
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#include "dusk/action_bindings.h"
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#include "aurora/lib/input.hpp"
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#include "dusk/settings.h"
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#include "dusk/ui/ui.hpp"
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namespace dusk {
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static std::array<std::array<ActionBindPressData, static_cast<int>(ActionBinds::COUNT)>, PAD_CHANMAX> actionPressData{};
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ActionBindsMap& getActionBinds() {
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static ActionBindsMap actionBinds = {
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{ActionBinds::FIRST_PERSON_CAMERA, {&getSettings().actionBindings.firstPersonCamera, "First Person Camera"}},
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{ActionBinds::CALL_MIDNA, {&getSettings().actionBindings.callMidna, "Call Midna"}},
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{ActionBinds::OPEN_DUSKLIGHT_MENU, {&getSettings().actionBindings.openDusklightMenu, "Open Dusklight Menu"}},
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{ActionBinds::TURBO_SPEED_BUTTON, {&getSettings().actionBindings.turboSpeedButton, "Turbo Speed Button"}},
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};
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return actionBinds;
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}
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bool isActionBound(ActionBinds action, u32 port) {
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auto& actionBinds = getActionBinds();
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// Check to make sure action is properly bound
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if (!actionBinds.contains(action)) {
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return false;
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}
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return getActionBindButton(action, port) != PAD_NATIVE_BUTTON_INVALID;
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}
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void updateActionBindings() {
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for (u32 port = 0; port < PAD_CHANMAX; ++port) {
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// Move the current press to the previous frame
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for (auto& pressData : actionPressData[port]) {
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pressData.pressedPrevFrame = pressData.pressedCurFrame;
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pressData.pressedCurFrame = false;
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}
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// Update current frame with whether action button is pressed
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for (auto& [action, boundAction] : getActionBinds()) {
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// If the action isn't bound, or if documents are visible and the action isn't
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// opening the dusklight menu, don't update. Otherwise, we may accidentally
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// perform actions while the dusklight menu is open.
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if (!isActionBound(action, port) ||
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(ui::any_document_visible() && action != ActionBinds::OPEN_DUSKLIGHT_MENU)) {
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continue;
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}
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int button = boundAction.configVars->at(port);
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// If keyboard is active for this port
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u32 count = 0;
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if (PADGetKeyButtonBindings(port, &count) != nullptr) {
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int numKeys = 0;
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const bool* kbState = SDL_GetKeyboardState(&numKeys);
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if (kbState[button]) {
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actionPressData[port][static_cast<int>(action)].pressedCurFrame = true;
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}
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} else {
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// If controller is active
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auto controller = aurora::input::get_controller_for_player(port);
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if (controller) {
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if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(button))) {
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actionPressData[port][static_cast<int>(action)].pressedCurFrame = true;
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}
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}
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}
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}
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}
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}
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bool getActionBindTrig(ActionBinds action, u32 port) {
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return isActionBound(action, port) &&
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actionPressData[port][static_cast<int>(action)].pressedCurFrame &&
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!actionPressData[port][static_cast<int>(action)].pressedPrevFrame;
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}
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bool getActionBindHold(ActionBinds action, u32 port) {
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return isActionBound(action, port) &&
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actionPressData[port][static_cast<int>(action)].pressedCurFrame &&
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actionPressData[port][static_cast<int>(action)].pressedPrevFrame;
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}
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bool getActionBindHoldAnyPort(ActionBinds action) {
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for (u32 port = 0; port < PAD_CHANMAX; ++port) {
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if (getActionBindHold(action, port)) {
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return true;
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}
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}
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return false;
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}
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int getActionBindButton(ActionBinds action, u32 port) {
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return (*getActionBinds()[action].configVars)[port];
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}
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}
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@@ -11,6 +11,7 @@
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#include <string>
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#include "dusk/main.h"
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#include "dusk/action_bindings.h"
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using namespace dusk::config;
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@@ -256,6 +257,13 @@ void dusk::config::Save() {
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io::FileStream::WriteAllText(reinterpret_cast<const char*>(configJsonPath.c_str()), j.dump(4));
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}
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void dusk::config::ClearAllActionBindings(int port) {
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for (auto& actionBinding : getActionBinds() | std::views::values) {
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actionBinding.configVars->at(port).setValue(PAD_NATIVE_BUTTON_INVALID);
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}
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Save();
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}
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ConfigVarBase* dusk::config::GetConfigVar(std::string_view name) {
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const auto configVar = RegisteredConfigVars.find(name);
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if (configVar != RegisteredConfigVars.end()) {
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@@ -13,6 +13,7 @@
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#include "ImGuiEngine.hpp"
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#include "JSystem/JUtility/JUTGamePad.h"
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#include "SDL3/SDL_mouse.h"
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#include "dusk/action_bindings.h"
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#include "dusk/audio/DuskAudioSystem.h"
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#include "dusk/config.hpp"
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#include "dusk/data.hpp"
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@@ -239,7 +240,8 @@ namespace dusk {
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}
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void ImGuiConsole::UpdateSettings() {
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getTransientSettings().skipFrameRateLimit = getSettings().game.enableTurboKeybind && ImGui::IsKeyDown(ImGuiKey_Tab);
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getTransientSettings().skipFrameRateLimit = getSettings().game.enableTurboKeybind &&
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(ImGui::IsKeyDown(ImGuiKey_Tab) || getActionBindHoldAnyPort(ActionBinds::TURBO_SPEED_BUTTON));
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if (dusk::frame_interp::get_ui_tick_pending() && mDoMain::developmentMode == 1 && (mDoCPd_c::getHold(PAD_1) & (PAD_TRIGGER_R | PAD_TRIGGER_L)) == (PAD_TRIGGER_R | PAD_TRIGGER_L) && mDoCPd_c::getTrigY(PAD_1)) {
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getTransientSettings().moveLinkActive = !getTransientSettings().moveLinkActive;
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@@ -133,6 +133,34 @@ UserSettings g_userSettings = {
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.checkForUpdates {"backend.checkForUpdates", true},
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.cardFileType {"backend.cardFileType", static_cast<int>(CARD_GCIFOLDER)},
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.enableAdvancedSettings {"backend.enableAdvancedSettings", false},
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},
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// Not sure if there's a better way to declare this
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.actionBindings = {
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.firstPersonCamera {
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ActionBindConfigVar{"actionBindings.firstPersonCamera_port0", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.firstPersonCamera_port1", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.firstPersonCamera_port2", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.firstPersonCamera_port3", PAD_NATIVE_BUTTON_INVALID},
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},
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.callMidna {
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ActionBindConfigVar{"actionBindings.callMidna_port0", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.callMidna_port1", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.callMidna_port2", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.callMidna_port3", PAD_NATIVE_BUTTON_INVALID},
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},
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.openDusklightMenu {
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ActionBindConfigVar{"actionBindings.openDusklightMenu_port0", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.openDusklightMenu_port1", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.openDusklightMenu_port2", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.openDusklightMenu_port3", PAD_NATIVE_BUTTON_INVALID},
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},
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.turboSpeedButton {
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ActionBindConfigVar{"actionBindings.turboButton_port0", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.turboButton_port1", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.turboButton_port2", PAD_NATIVE_BUTTON_INVALID},
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ActionBindConfigVar{"actionBindings.turboButton_port3", PAD_NATIVE_BUTTON_INVALID},
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},
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}
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};
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@@ -248,6 +276,23 @@ void registerSettings() {
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Register(g_userSettings.backend.checkForUpdates);
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Register(g_userSettings.backend.cardFileType);
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Register(g_userSettings.backend.enableAdvancedSettings);
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Register(g_userSettings.actionBindings.firstPersonCamera[0]);
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Register(g_userSettings.actionBindings.firstPersonCamera[1]);
|
||||
Register(g_userSettings.actionBindings.firstPersonCamera[2]);
|
||||
Register(g_userSettings.actionBindings.firstPersonCamera[3]);
|
||||
Register(g_userSettings.actionBindings.callMidna[0]);
|
||||
Register(g_userSettings.actionBindings.callMidna[1]);
|
||||
Register(g_userSettings.actionBindings.callMidna[2]);
|
||||
Register(g_userSettings.actionBindings.callMidna[3]);
|
||||
Register(g_userSettings.actionBindings.openDusklightMenu[0]);
|
||||
Register(g_userSettings.actionBindings.openDusklightMenu[1]);
|
||||
Register(g_userSettings.actionBindings.openDusklightMenu[2]);
|
||||
Register(g_userSettings.actionBindings.openDusklightMenu[3]);
|
||||
Register(g_userSettings.actionBindings.turboSpeedButton[0]);
|
||||
Register(g_userSettings.actionBindings.turboSpeedButton[1]);
|
||||
Register(g_userSettings.actionBindings.turboSpeedButton[2]);
|
||||
Register(g_userSettings.actionBindings.turboSpeedButton[3]);
|
||||
}
|
||||
|
||||
// Transient settings
|
||||
|
||||
@@ -15,6 +15,9 @@
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "dusk/action_bindings.h"
|
||||
#include "dusk/config.hpp"
|
||||
|
||||
namespace dusk::ui {
|
||||
namespace {
|
||||
|
||||
@@ -108,68 +111,6 @@ const std::vector<ButtonNames> kGamepadButtonNames = {
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
Rml::String native_button_name(SDL_Gamepad* gamepad, u32 buttonUntyped) {
|
||||
if (buttonUntyped == PAD_NATIVE_BUTTON_INVALID) {
|
||||
return "Not bound";
|
||||
}
|
||||
|
||||
auto button = static_cast<SDL_GamepadButton>(buttonUntyped);
|
||||
if (gamepad != nullptr) {
|
||||
switch (SDL_GetGamepadButtonLabel(gamepad, button)) {
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_A:
|
||||
return "A";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_B:
|
||||
return "B";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_X:
|
||||
return "X";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_Y:
|
||||
return "Y";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_CROSS:
|
||||
return "Cross";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE:
|
||||
return "Circle";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE:
|
||||
return "Triangle";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_SQUARE:
|
||||
return "Square";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const SDL_GamepadType type =
|
||||
gamepad != nullptr ? SDL_GetGamepadType(gamepad) : SDL_GAMEPAD_TYPE_UNKNOWN;
|
||||
for (const auto& buttonNames : kGamepadButtonNames) {
|
||||
if (buttonNames.button != button) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (const auto& name : buttonNames.names) {
|
||||
if (name.type == type) {
|
||||
return name.name;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
switch (button) {
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
|
||||
return "D-pad left";
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
|
||||
return "D-pad right";
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_UP:
|
||||
return "D-pad up";
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
|
||||
return "D-pad down";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (const char* name = PADGetNativeButtonName(buttonUntyped)) {
|
||||
return name;
|
||||
}
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
Rml::String native_axis_name(const PADAxisMapping& mapping, SDL_Gamepad* gamepad) {
|
||||
if (mapping.nativeAxis.nativeAxis != -1) {
|
||||
Rml::String value = PADGetNativeAxisName(mapping.nativeAxis);
|
||||
@@ -367,6 +308,7 @@ void ControllerConfigWindow::build_port_tab(Rml::Element* content, int port) {
|
||||
addPageButton(Page::Triggers, "Triggers", [] { return Rml::String(">"); }, [] { return false; });
|
||||
addPageButton(Page::Sticks, "Sticks", [] { return Rml::String(">"); }, [] { return false; });
|
||||
addPageButton(Page::Rumble, "Rumble", [] { return Rml::String(">"); }, [port] { return !PADSupportsRumbleIntensity(static_cast<u32>(port)); });
|
||||
addPageButton(Page::Actions, "Custom Action Bindings", [] {return Rml::String(">"); }, [] { return false; });
|
||||
|
||||
leftPane.add_section("Options");
|
||||
leftPane.register_control(leftPane.add_child<BoolButton>(BoolButton::Props{
|
||||
@@ -428,6 +370,7 @@ void ControllerConfigWindow::render_page(Pane& pane, int port, Page page) {
|
||||
PADClearPort(port);
|
||||
PADSetKeyboardActive(static_cast<u32>(port), FALSE);
|
||||
PADSerializeMappings();
|
||||
ClearAllActionBindings(port);
|
||||
});
|
||||
|
||||
pane.add_button({
|
||||
@@ -440,6 +383,7 @@ void ControllerConfigWindow::render_page(Pane& pane, int port, Page page) {
|
||||
PADClearPort(port);
|
||||
PADSetKeyboardActive(static_cast<u32>(port), TRUE);
|
||||
PADSerializeMappings();
|
||||
ClearAllActionBindings(port);
|
||||
});
|
||||
|
||||
const u32 controllerCount = PADCount();
|
||||
@@ -461,6 +405,7 @@ void ControllerConfigWindow::render_page(Pane& pane, int port, Page page) {
|
||||
PADSetKeyboardActive(static_cast<u32>(port), FALSE);
|
||||
PADSetPortForIndex(i, port);
|
||||
PADSerializeMappings();
|
||||
ClearAllActionBindings(port);
|
||||
});
|
||||
}
|
||||
break;
|
||||
@@ -946,6 +891,77 @@ void ControllerConfigWindow::render_page(Pane& pane, int port, Page page) {
|
||||
pane.add_text("Configure your desired rumble intensities, then run a test to check how they feel.");
|
||||
break;
|
||||
}
|
||||
case Page::Actions: {
|
||||
if (keyboard_active(port)) {
|
||||
auto addActionBinding = [&](auto actionBind, const std::string& key) {
|
||||
pane.add_select_button(
|
||||
{
|
||||
.key = key,
|
||||
.getValue =
|
||||
[this, actionBind] {
|
||||
if (mPendingActionBinding == actionBind) {
|
||||
return pending_key_label();
|
||||
}
|
||||
|
||||
return keyboard_key_name(actionBind->getValue());
|
||||
},
|
||||
})
|
||||
.on_pressed([this, port, actionBind] {
|
||||
cancel_pending_binding();
|
||||
mPendingPort = port;
|
||||
mPendingBindingArmed = false;
|
||||
mPendingActionBinding = actionBind;
|
||||
});
|
||||
};
|
||||
|
||||
pane.add_section("Custom Action Bindings");
|
||||
pane.add_text("A key bound to any action here will REPLACE the default control for"
|
||||
" that action. Only bind buttons here that aren't used anywhere else.");
|
||||
for (auto& [configVars, actionName] : getActionBinds() | std::views::values) {
|
||||
addActionBinding(&configVars->at(port), actionName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
u32 buttonCount = 0;
|
||||
PADButtonMapping* mappings = PADGetButtonMappings(port, &buttonCount);
|
||||
if (mappings == nullptr) {
|
||||
pane.add_text("No controller selected");
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_Gamepad* gamepad = gamepad_for_port(port);
|
||||
pane.add_section("Custom Action Bindings");
|
||||
pane.add_text("A button bound to any action here will REPLACE the default control for"
|
||||
" that action. Only bind buttons here that aren't used anywhere else. The glyphs"
|
||||
" shown for in game actions will not change. This is not recommended for "
|
||||
" regular Gamecube controllers.");
|
||||
auto addActionBinding = [&](auto actionBind, const std::string& key) {
|
||||
pane.add_select_button({
|
||||
.key = key,
|
||||
.getValue =
|
||||
[this, gamepad, actionBind] {
|
||||
if (mPendingActionBinding == actionBind) {
|
||||
return pending_button_label();
|
||||
}
|
||||
|
||||
return native_button_name(
|
||||
gamepad, actionBind->getValue());
|
||||
},
|
||||
})
|
||||
.on_pressed([this, port, actionBind] {
|
||||
cancel_pending_binding();
|
||||
mPendingPort = port;
|
||||
mPendingBindingArmed = false;
|
||||
mPendingActionBinding = actionBind;
|
||||
});
|
||||
};
|
||||
|
||||
for (auto& [configVars, actionName] : getActionBinds() | std::views::values) {
|
||||
addActionBinding(&configVars->at(port), actionName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1020,12 +1036,31 @@ void ControllerConfigWindow::poll_pending_binding() {
|
||||
mPendingAxisMapping->nativeButton = nativeButton;
|
||||
finish_pending_binding(completedPort);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (mPendingActionBinding != nullptr) {
|
||||
int button{};
|
||||
if (keyboard_active(mPendingPort)) {
|
||||
button = keyboard_key_pressed();
|
||||
} else {
|
||||
button = PADGetNativeButtonPressed(mPendingPort);
|
||||
}
|
||||
|
||||
if (button != -1) {
|
||||
const int completedPort = mPendingPort;
|
||||
mPendingActionBinding->setValue(button);
|
||||
config::Save();
|
||||
finish_pending_binding(completedPort);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void ControllerConfigWindow::finish_pending_binding(int completedPort) {
|
||||
mPendingButtonMapping = nullptr;
|
||||
mPendingAxisMapping = nullptr;
|
||||
mPendingActionBinding = nullptr;
|
||||
mPendingPort = -1;
|
||||
mPendingBindingArmed = false;
|
||||
mSuppressNavigationUntilNeutral = true;
|
||||
@@ -1035,7 +1070,7 @@ void ControllerConfigWindow::finish_pending_binding(int completedPort) {
|
||||
|
||||
void ControllerConfigWindow::unmap_pending_binding() {
|
||||
if (mPendingButtonMapping == nullptr && mPendingAxisMapping == nullptr &&
|
||||
mPendingKeyButton < 0 && mPendingKeyAxis < 0)
|
||||
mPendingActionBinding == nullptr && mPendingKeyButton < 0 && mPendingKeyAxis < 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1048,6 +1083,9 @@ void ControllerConfigWindow::unmap_pending_binding() {
|
||||
mPendingAxisMapping->nativeAxis = {-1, AXIS_SIGN_POSITIVE};
|
||||
mPendingAxisMapping->nativeButton = -1;
|
||||
finish_pending_binding(completedPort);
|
||||
} else if (mPendingActionBinding != nullptr) {
|
||||
mPendingActionBinding->setValue(PAD_NATIVE_BUTTON_INVALID);
|
||||
finish_pending_binding(completedPort);
|
||||
} else if (mPendingKeyButton >= 0) {
|
||||
PADSetKeyButtonBinding(static_cast<u32>(completedPort),
|
||||
{PAD_KEY_INVALID, static_cast<PADButton>(mPendingKeyButton)});
|
||||
@@ -1061,7 +1099,7 @@ void ControllerConfigWindow::unmap_pending_binding() {
|
||||
|
||||
bool ControllerConfigWindow::capture_active() const {
|
||||
return mPendingButtonMapping != nullptr || mPendingAxisMapping != nullptr ||
|
||||
mPendingKeyButton >= 0 || mPendingKeyAxis >= 0;
|
||||
mPendingActionBinding != nullptr || mPendingKeyButton >= 0 || mPendingKeyAxis >= 0;
|
||||
}
|
||||
|
||||
bool ControllerConfigWindow::pending_input_neutral() const {
|
||||
@@ -1080,13 +1118,14 @@ Rml::String ControllerConfigWindow::pending_axis_label() const {
|
||||
}
|
||||
|
||||
void ControllerConfigWindow::cancel_pending_binding() {
|
||||
if (mPendingButtonMapping == nullptr && mPendingAxisMapping == nullptr &&
|
||||
if (mPendingButtonMapping == nullptr && mPendingAxisMapping == nullptr && mPendingActionBinding == nullptr &&
|
||||
!mSuppressNavigationUntilNeutral && mPendingKeyButton < 0 && mPendingKeyAxis < 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
mPendingButtonMapping = nullptr;
|
||||
mPendingAxisMapping = nullptr;
|
||||
mPendingActionBinding = nullptr;
|
||||
mPendingKeyButton = -1;
|
||||
mPendingKeyAxis = -1;
|
||||
mPendingPort = -1;
|
||||
@@ -1118,4 +1157,66 @@ void ControllerConfigWindow::stop_rumble_test() {
|
||||
mRumbleTestPort = -1;
|
||||
}
|
||||
|
||||
Rml::String native_button_name(SDL_Gamepad* gamepad, u32 buttonUntyped) {
|
||||
if (buttonUntyped == PAD_NATIVE_BUTTON_INVALID) {
|
||||
return "Not bound";
|
||||
}
|
||||
|
||||
auto button = static_cast<SDL_GamepadButton>(buttonUntyped);
|
||||
if (gamepad != nullptr) {
|
||||
switch (SDL_GetGamepadButtonLabel(gamepad, button)) {
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_A:
|
||||
return "A";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_B:
|
||||
return "B";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_X:
|
||||
return "X";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_Y:
|
||||
return "Y";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_CROSS:
|
||||
return "Cross";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_CIRCLE:
|
||||
return "Circle";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE:
|
||||
return "Triangle";
|
||||
case SDL_GAMEPAD_BUTTON_LABEL_SQUARE:
|
||||
return "Square";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const SDL_GamepadType type =
|
||||
gamepad != nullptr ? SDL_GetGamepadType(gamepad) : SDL_GAMEPAD_TYPE_UNKNOWN;
|
||||
for (const auto& buttonNames : kGamepadButtonNames) {
|
||||
if (buttonNames.button != button) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (const auto& name : buttonNames.names) {
|
||||
if (name.type == type) {
|
||||
return name.name;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
switch (button) {
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
|
||||
return "D-pad left";
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
|
||||
return "D-pad right";
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_UP:
|
||||
return "D-pad up";
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
|
||||
return "D-pad down";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (const char* name = PADGetNativeButtonName(buttonUntyped)) {
|
||||
return name;
|
||||
}
|
||||
return "Unknown";
|
||||
}
|
||||
|
||||
} // namespace dusk::ui
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "window.hpp"
|
||||
#include "dusk/config_var.hpp"
|
||||
|
||||
#include <pad.h>
|
||||
|
||||
@@ -20,6 +21,7 @@ private:
|
||||
Triggers,
|
||||
Sticks,
|
||||
Rumble,
|
||||
Actions,
|
||||
};
|
||||
|
||||
void build_port_tab(Rml::Element* content, int port);
|
||||
@@ -50,6 +52,9 @@ private:
|
||||
int mPendingKeyAxis = -1;
|
||||
bool mRumbleTestActive = false;
|
||||
int mRumbleTestPort = -1;
|
||||
ActionBindConfigVar* mPendingActionBinding = nullptr;
|
||||
};
|
||||
|
||||
Rml::String native_button_name(SDL_Gamepad* gamepad, u32 buttonUntyped);
|
||||
|
||||
} // namespace dusk::ui
|
||||
|
||||
+21
-5
@@ -12,6 +12,8 @@
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
|
||||
#include "dusk/action_bindings.h"
|
||||
|
||||
namespace dusk::ui::input {
|
||||
namespace {
|
||||
|
||||
@@ -203,6 +205,9 @@ Rml::Input::KeyIdentifier map_raw_gamepad_button(SDL_GamepadButton button) noexc
|
||||
case SDL_GAMEPAD_BUTTON_SOUTH:
|
||||
return Rml::Input::KI_RETURN;
|
||||
case SDL_GAMEPAD_BUTTON_BACK:
|
||||
if (isActionBound(ActionBinds::OPEN_DUSKLIGHT_MENU, PAD_CHAN0)) {
|
||||
return Rml::Input::KI_UNKNOWN;
|
||||
}
|
||||
return Rml::Input::KI_F1;
|
||||
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
|
||||
return Rml::Input::KI_NEXT;
|
||||
@@ -216,6 +221,9 @@ Rml::Input::KeyIdentifier map_raw_gamepad_button(SDL_GamepadButton button) noexc
|
||||
Rml::Input::KeyIdentifier map_raw_button_alias(SDL_GamepadButton button) noexcept {
|
||||
switch (button) {
|
||||
case SDL_GAMEPAD_BUTTON_BACK:
|
||||
if (isActionBound(ActionBinds::OPEN_DUSKLIGHT_MENU, PAD_CHAN0)) {
|
||||
return Rml::Input::KI_UNKNOWN;
|
||||
}
|
||||
return Rml::Input::KI_F1;
|
||||
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
|
||||
return Rml::Input::KI_NEXT;
|
||||
@@ -318,12 +326,20 @@ bool find_event_pad_button(
|
||||
|
||||
Rml::Input::KeyIdentifier map_gamepad_button(const SDL_GamepadButtonEvent& event) noexcept {
|
||||
const auto nativeButton = static_cast<SDL_GamepadButton>(event.button);
|
||||
if (nativeButton == SDL_GAMEPAD_BUTTON_BACK) {
|
||||
u32 port = 0;
|
||||
bool foundEventPort = find_event_port(event.which, port);
|
||||
if (foundEventPort) {
|
||||
int openMenuButton = getActionBindButton(ActionBinds::OPEN_DUSKLIGHT_MENU, port);
|
||||
if (openMenuButton != PAD_NATIVE_BUTTON_INVALID && openMenuButton == nativeButton) {
|
||||
return Rml::Input::KI_F1;
|
||||
}
|
||||
}
|
||||
|
||||
if (nativeButton == SDL_GAMEPAD_BUTTON_BACK && !isActionBound(ActionBinds::OPEN_DUSKLIGHT_MENU, port)) {
|
||||
return Rml::Input::KI_F1;
|
||||
}
|
||||
|
||||
u32 port = 0;
|
||||
if (!find_event_port(event.which, port)) {
|
||||
if (!foundEventPort) {
|
||||
return map_raw_gamepad_button(nativeButton);
|
||||
}
|
||||
|
||||
@@ -631,7 +647,7 @@ void process_axis_direction(
|
||||
if (chorded) {
|
||||
consume_menu_chord(port, context);
|
||||
}
|
||||
const auto key = chorded ? Rml::Input::KI_F1 : map_gamepad_axis(event, sign);
|
||||
const auto key = chorded && !isActionBound(ActionBinds::OPEN_DUSKLIGHT_MENU, port) ? Rml::Input::KI_F1 : map_gamepad_axis(event, sign);
|
||||
if (key == Rml::Input::KI_UNKNOWN) {
|
||||
return;
|
||||
}
|
||||
@@ -719,7 +735,7 @@ void handle_event(const SDL_Event& event) noexcept {
|
||||
if (chorded) {
|
||||
consume_menu_chord(port, *context);
|
||||
}
|
||||
const auto key = chorded ? Rml::Input::KI_F1 : map_gamepad_button(event.gbutton);
|
||||
const auto key = chorded && !isActionBound(ActionBinds::OPEN_DUSKLIGHT_MENU, port) ? Rml::Input::KI_F1 : map_gamepad_button(event.gbutton);
|
||||
if (key != Rml::Input::KI_UNKNOWN) {
|
||||
bool deferred = false;
|
||||
if (repeat != nullptr) {
|
||||
|
||||
+13
-1
@@ -2,6 +2,8 @@
|
||||
|
||||
#include "aurora/lib/logging.hpp"
|
||||
#include "dusk/achievements.h"
|
||||
#include "dusk/action_bindings.h"
|
||||
#include "controller_config.hpp"
|
||||
#include "dusk/livesplit.h"
|
||||
#include "dusk/speedrun.h"
|
||||
#include "fmt/format.h"
|
||||
@@ -152,12 +154,22 @@ Rml::Element* create_menu_notification(Rml::Element* parent) {
|
||||
auto* elem = append(parent, "toast");
|
||||
elem->SetClass("menu-notification", true);
|
||||
|
||||
// Get name of button for action binding if the action is bound
|
||||
Rml::String padButton{};
|
||||
SDL_Gamepad* gamepad = gamepad_for_port(PAD_CHAN0);
|
||||
if (isActionBound(ActionBinds::OPEN_DUSKLIGHT_MENU, PAD_CHAN0) && gamepad != nullptr) {
|
||||
padButton = native_button_name(gamepad,
|
||||
getActionBindButton(ActionBinds::OPEN_DUSKLIGHT_MENU, PAD_CHAN0));
|
||||
} else {
|
||||
padButton = back_button_name();
|
||||
}
|
||||
|
||||
auto* message = append(elem, "message");
|
||||
auto* row = append(message, "row");
|
||||
append(row, "span")->SetInnerRML(kMenuNotificationPrefix);
|
||||
auto* icon = append(row, "icon");
|
||||
icon->SetClass("controller", true);
|
||||
append(row, "span")->SetInnerRML(escape(back_button_name()));
|
||||
append(row, "span")->SetInnerRML(escape(padButton));
|
||||
append(row, "span")->SetInnerRML("to open menu");
|
||||
|
||||
return elem;
|
||||
|
||||
Reference in New Issue
Block a user