add dimming when in settings and add clear mapping button

This commit is contained in:
GalaxisBeast
2026-09-06 23:39:11 -04:00
parent 88643d6884
commit f41d1f1393
+33 -8
View File
@@ -518,13 +518,19 @@ void DrawRebindPrompt() {
ImGui::TextUnformatted(g_rebind.kind == RebindKind::Controller
? "Press a controller button, pull a trigger, or move a stick."
: "Press a keyboard key or click a mouse button.");
ImGui::TextUnformatted("Release any held input first. Escape cancels. F10 is reserved for settings.");
ImGui::TextUnformatted("Release any held input first. Backspace or Delete clears the mapping.");
ImGui::TextUnformatted("Escape can be bound. F10 is reserved for settings.");
const float remaining = std::chrono::duration<float>(g_rebind.deadline - Clock::now()).count();
ImGui::Text("Unmapped in %d seconds", std::max(0, static_cast<int>(std::ceil(remaining))));
if (remaining <= 0.0f) {
const bool clear = ImGui::Button("Clear mapping");
ImGui::SameLine();
if (ImGui::Button("Cancel")) g_rebind.active = false;
// UI clicks must not become mouse bindings (buttons activate on release).
const bool overControl = ImGui::IsAnyItemHovered();
if (g_rebind.active && (clear || remaining <= 0.0f)) {
CompleteRebind(g_rebind.kind == RebindKind::Controller ? PAD_NATIVE_BUTTON_DISABLED
: static_cast<uint32_t>(PAD_KEY_INVALID));
} else if (SDL_GetKeyboardFocus() != nullptr && g_rebind.kind != RebindKind::Controller) {
} else if (g_rebind.active && SDL_GetKeyboardFocus() != nullptr && g_rebind.kind != RebindKind::Controller) {
int count = 0;
const bool* keys = SDL_GetKeyboardState(&count);
for (int i = 1; i < std::min(count, static_cast<int>(SDL_SCANCODE_COUNT)) && g_rebind.active; ++i) {
@@ -533,9 +539,9 @@ void DrawRebindPrompt() {
}
const uint32_t mouse = SDL_GetMouseState(nullptr, nullptr);
for (int i = 1; i <= 5 && g_rebind.active; ++i)
if ((mouse & ~g_rebind.mouse & (1u << (i - 1))) != 0) CompleteRebind(static_cast<uint32_t>(-i - 1));
if (!overControl && (mouse & ~g_rebind.mouse & (1u << (i - 1))) != 0) CompleteRebind(static_cast<uint32_t>(-i - 1));
g_rebind.mouse = mouse;
} else if (SDL_GetKeyboardFocus() != nullptr && g_rebind.kind == RebindKind::Controller) {
} else if (g_rebind.active && SDL_GetKeyboardFocus() != nullptr && g_rebind.kind == RebindKind::Controller) {
auto* pad = SDL_GetGamepadFromID(g_rebind.instance);
if (pad != nullptr) {
for (int i = 0; i < SDL_GAMEPAD_BUTTON_COUNT && g_rebind.active; ++i) {
@@ -1170,10 +1176,27 @@ void DrawStartupScreen() {
}
void DrawTopBar() {
if (!g_topBarVisible || !ImGui::BeginMainMenuBar()) {
if (!g_topBarVisible) {
return;
}
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::GetBackgroundDrawList()->AddRectFilled(viewport->Pos,
ImVec2(viewport->Pos.x + viewport->Size.x, viewport->Pos.y + viewport->Size.y),
IM_COL32(0, 0, 0, 70));
ImGui::SetNextWindowPos(ImVec2(viewport->Pos.x + viewport->Size.x * 0.5f,
viewport->Pos.y + viewport->Size.y - 24.0f),
ImGuiCond_Always, ImVec2(0.5f, 1.0f));
ImGui::SetNextWindowBgAlpha(0.85f);
if (ImGui::Begin("Settings input hint", nullptr,
ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing)) {
ImGui::TextUnformatted("Settings open - game controls disabled. Press F10 to return to the game.");
}
ImGui::End();
if (!ImGui::BeginMainMenuBar()) return;
ImGui::TextUnformatted("WiiCompiled");
ImGui::Separator();
const auto resolutionIt = std::find_if(kResolutions.begin(), kResolutions.end(), [](const ResolutionItem& item) {
@@ -1311,8 +1334,10 @@ void HandleEvents(const AuroraEvent* events) noexcept {
continue;
}
controller_mapping_wizard::HandleSdlEvent(ev->sdl);
if (g_rebind.active && IsToggleKey(ev->sdl, SDL_SCANCODE_ESCAPE)) {
g_rebind.active = false;
if (g_rebind.active && (IsToggleKey(ev->sdl, SDL_SCANCODE_BACKSPACE) ||
IsToggleKey(ev->sdl, SDL_SCANCODE_DELETE))) {
CompleteRebind(g_rebind.kind == RebindKind::Controller ? PAD_NATIVE_BUTTON_DISABLED
: static_cast<uint32_t>(PAD_KEY_INVALID));
}
if (!g_rebind.active && IsToggleKey(ev->sdl, SDL_SCANCODE_F10)) {
SetTopBarVisible(!g_topBarVisible);