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:
gymnast86
2026-05-12 21:36:07 -04:00
committed by GitHub
parent 76efa02beb
commit ef43b94370
17 changed files with 456 additions and 78 deletions
+166 -65
View File
@@ -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