mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-28 17:15:38 +00:00
Improved input device configuration.
Default keyboard mappings are now applied if the user has not configured the keyboard.
This commit is contained in:
parent
57d6dab2cc
commit
1b65eaac2e
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@ -38,6 +38,7 @@ https://google.github.io/styleguide/cppguide.html
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* Comments should be proper sentences, starting with a capital letter and ending with a dot
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* Use K&R placements of braces, read the Linux Kernel coding style document for clarifications
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* Always use spaces between keywords and opening brackets, i.e. `if ()`, `for ()`, `while ()` etc.
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* Indentation of switch/case statements is optional, but it's usually easier to read the code with indentations in place
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* Use `std::string` instead of `char *` or `char []` unless there is a specific reason requiring the latter
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* If the arguments (and initializer list) for a function or class exceeds 4 items, arrange them vertically to make the code easier to read
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* Always declare one variable per line, never combine multiple declarations of the same type
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1
NEWS.md
1
NEWS.md
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@ -18,6 +18,7 @@ v1.0.0
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* Per-game launch command override, so that different cores or emulators can be used on a per-game basis (saved to gamelist.xml)
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* Core location can be defined relative to the emulator binary using the %EMUPATH% varible in es_systems.cfg (mostly useful for Windows)
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* Help system updated and expanded to the complete application (previously it was only partially implemented)
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* Improved input device configuration, and default keyboard mappings are now applied if the keyboard has not been configured by the user
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* GUI-configurable option to sort favorite games on the top of the game lists (favorites marked with stars)
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* Added new component GuiComplexTextEditPopup to handle changes to configuration file entries and similar
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* Speed improvements and optimizations, the application now starts faster and feels more responsive
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@ -495,6 +495,11 @@ int main(int argc, char* argv[])
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ViewController::get()->goToStart();
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}
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else {
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// Always reset ShowDefaultKeyboardWarning to true if the es_input.cfg
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// file is missing.
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Settings::getInstance()->setBool("ShowDefaultKeyboardWarning", true);
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Settings::getInstance()->saveFile();
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window.pushGui(new GuiDetectDevice(&window, true, [] {
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ViewController::get()->goToStart(); }));
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}
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@ -12,9 +12,9 @@
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#include "Log.h"
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#include "Window.h"
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UIModeController * UIModeController::sInstance = nullptr;
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UIModeController* UIModeController::sInstance = nullptr;
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UIModeController * UIModeController::getInstance()
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UIModeController* UIModeController::getInstance()
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{
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if (sInstance == nullptr)
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sInstance = new UIModeController();
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@ -39,7 +39,7 @@ void UIModeController::monitorUIMode()
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}
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}
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bool UIModeController::listen(InputConfig * config, Input input)
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bool UIModeController::listen(InputConfig* config, Input input)
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{
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// Reads the current input to listen for the passkey sequence to unlock
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// the UI mode. The progress is saved in mPassKeyCounter.
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@ -59,7 +59,7 @@ bool UIModeController::listen(InputConfig * config, Input input)
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return false;
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}
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bool UIModeController::inputIsMatch(InputConfig * config, Input input)
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bool UIModeController::inputIsMatch(InputConfig* config, Input input)
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{
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for (auto valstring : mInputVals) {
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if (config->isMappedLike(valstring, input) &&
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@ -107,36 +107,36 @@ std::string UIModeController::getFormattedPassKeyStr()
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out += (out == "") ? "" : ", "; // Add a comma after the first entry.
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switch (c) {
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case 'u':
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out += Utils::String::unicode2Chars(0x2191); // Arrow pointing up.
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break;
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case 'd':
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out += Utils::String::unicode2Chars(0x2193); // Arrow pointing down.
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break;
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case 'l':
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out += Utils::String::unicode2Chars(0x2190); // Arrow pointing left.
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break;
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case 'r':
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out += Utils::String::unicode2Chars(0x2192); // Arrow pointing right.
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break;
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case 'a':
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out += "A";
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break;
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case 'b':
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out += "B";
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break;
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case 'x':
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out += "X";
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break;
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case 'y':
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out += "Y";
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break;
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case 'u':
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out += Utils::String::unicode2Chars(0x2191); // Arrow pointing up.
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break;
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case 'd':
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out += Utils::String::unicode2Chars(0x2193); // Arrow pointing down.
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break;
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case 'l':
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out += Utils::String::unicode2Chars(0x2190); // Arrow pointing left.
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break;
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case 'r':
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out += Utils::String::unicode2Chars(0x2192); // Arrow pointing right.
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break;
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case 'a':
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out += "A";
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break;
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case 'b':
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out += "B";
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break;
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case 'x':
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out += "X";
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break;
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case 'y':
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out += "Y";
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break;
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}
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}
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return out;
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}
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void UIModeController::logInput(InputConfig * config, Input input)
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void UIModeController::logInput(InputConfig* config, Input input)
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{
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std::string mapname = "";
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std::vector<std::string> maps = config->getMappedTo(input);
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@ -146,11 +146,11 @@ void UIModeController::logInput(InputConfig * config, Input input)
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mapname += ", ";
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}
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LOG(LogDebug) << "UIModeController::logInput(" << config->getDeviceName() <<
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"): " << input.string() << ", isMappedTo=" << mapname << ", value=" << input.value;
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LOG(LogDebug) << "UIModeController::logInput(" << config->getDeviceName() << "): " <<
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input.string() << ", isMappedTo=" << mapname << ", value=" << input.value;
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}
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bool UIModeController::isValidInput(InputConfig * config, Input input)
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bool UIModeController::isValidInput(InputConfig* config, Input input)
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{
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if ((config->getMappedTo(input).size() == 0) || // Not a mapped input, so ignore..
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(input.type == TYPE_HAT) || // Ignore all hat inputs.
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@ -14,6 +14,7 @@
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#include "animations/LaunchAnimation.h"
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#include "animations/MoveCameraAnimation.h"
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#include "guis/GuiMenu.h"
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#include "guis/GuiMsgBox.h"
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#include "views/gamelist/DetailedGameListView.h"
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#include "views/gamelist/IGameListView.h"
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#include "views/gamelist/GridGameListView.h"
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@ -21,11 +22,12 @@
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#include "views/SystemView.h"
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#include "views/UIModeController.h"
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#include "FileFilterIndex.h"
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#include "InputManager.h"
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#include "Log.h"
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#include "Settings.h"
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#include "Sound.h"
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#include "SystemData.h"
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#include "Window.h"
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#include "Sound.h"
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ViewController* ViewController::sInstance = nullptr;
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@ -60,6 +62,26 @@ ViewController::~ViewController()
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void ViewController::goToStart()
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{
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// Check if the keyboard config is set as application default, meaning no user
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// configuration has been performed.
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if (InputManager::getInstance()->
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getInputConfigByDevice(DEVICE_KEYBOARD)->getDefaultConfigFlag()) {
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if (Settings::getInstance()->getBool("ShowDefaultKeyboardWarning")) {
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std::string message = "NO KEYBOARD CONFIGURATION COULD BE\n"
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"FOUND IN ES_INPUT.CFG, SO APPLYING THE\n"
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"DEFAULT KEYBOARD MAPPINGS. IT'S HOWEVER\n"
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"RECOMMENDED TO SETUP YOUR OWN KEYBOARD\n"
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"CONFIGURATION. TO DO SO, CHOOSE THE ENTRY\n"
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"\"CONFIGURE INPUT\" ON THE MAIN MENU.";
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mWindow->pushGui(new GuiMsgBox(mWindow, HelpStyle(), message.c_str(),
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"OK", nullptr, "DON'T SHOW AGAIN", [] {
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Settings::getInstance()->setBool("ShowDefaultKeyboardWarning", false);
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Settings::getInstance()->saveFile();
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}));
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}
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}
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// If a specific system is requested, go directly to its game list.
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auto requestedSystem = Settings::getInstance()->getString("StartupSystem");
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if ("" != requestedSystem && "retropie" != requestedSystem) {
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@ -59,7 +59,8 @@ InputConfig::InputConfig(
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const std::string& deviceGUID)
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: mDeviceId(deviceId),
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mDeviceName(deviceName),
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mDeviceGUID(deviceGUID)
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mDeviceGUID(deviceGUID),
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mDefaultConfigFlag(false)
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{
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}
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@ -186,7 +187,7 @@ void InputConfig::loadFromXML(pugi::xml_node& node)
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InputType typeEnum = stringToInputType(type);
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if (typeEnum == TYPE_COUNT) {
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LOG(LogError) << "InputConfig load error - input of type \"" << type <<
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LOG(LogError) << "Error - InputConfig load error - input of type \"" << type <<
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"\" is invalid! Skipping input \"" << name << "\".\n";
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continue;
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}
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@ -195,7 +196,7 @@ void InputConfig::loadFromXML(pugi::xml_node& node)
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int value = input.attribute("value").as_int();
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if (value == 0) {
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LOG(LogWarning) << "WARNING: InputConfig value is 0 for " <<
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LOG(LogWarning) << "Warning - InputConfig value is 0 for " <<
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type << " " << id << "!\n";
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}
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@ -128,6 +128,10 @@ public:
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inline const std::string& getDeviceName() { return mDeviceName; }
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inline const std::string& getDeviceGUIDString() { return mDeviceGUID; }
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void setDefaultConfigFlag() { mDefaultConfigFlag = true; };
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void unsetDefaultConfigFlag() { mDefaultConfigFlag = false; };
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bool getDefaultConfigFlag() { return mDefaultConfigFlag; };
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// Returns true if Input is mapped to this name, false otherwise.
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bool isMappedTo(const std::string& name, Input input);
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bool isMappedLike(const std::string& name, Input input);
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@ -149,6 +153,7 @@ private:
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const int mDeviceId;
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const std::string mDeviceName;
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const std::string mDeviceGUID;
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bool mDefaultConfigFlag;
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};
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#endif // ES_CORE_INPUT_CONFIG_H
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@ -299,8 +299,15 @@ bool InputManager::parseEvent(const SDL_Event& ev, Window* window)
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bool InputManager::loadInputConfig(InputConfig* config)
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{
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std::string path = getConfigPath();
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if (!Utils::FileSystem::exists(path))
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if (!Utils::FileSystem::exists(path)) {
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if (config->getDeviceName() == "Keyboard") {
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LOG(LogDebug) << "InputManager::loadInputConfig(): Assigning default keyboard "
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"mappings as there is no es_input.cfg configuration file.";
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loadDefaultKBConfig();
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config->setDefaultConfigFlag();
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}
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return false;
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}
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pugi::xml_document doc;
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#ifdef _WIN64
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if (!configNode)
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configNode = root.find_child_by_attribute("inputConfig",
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"deviceName", config->getDeviceName().c_str());
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if (!configNode)
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return false;
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if (!configNode) {
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if (config->getDeviceName() == "Keyboard") {
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LOG(LogDebug) << "InputManager::loadInputConfig(): Assigning default keyboard "
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"mappings as there is no keyboard configuration in es_input.cfg.";
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loadDefaultKBConfig();
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config->setDefaultConfigFlag();
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return true;
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}
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else {
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return false;
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}
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}
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config->loadFromXML(configNode);
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return true;
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}
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// Used in an "emergency" where no keyboard config could be loaded from the inputmanager
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// config file. Allows the user to select to reconfigure in menus if this happens without
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// having to delete es_input.cfg manually.
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// Note: Not currently used.
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// If there is no es_input.cfg file or if the user has not yet configured the keyboard
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// mappings, then load these defaults.
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void InputManager::loadDefaultKBConfig()
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{
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InputConfig* cfg = getInputConfigByDevice(DEVICE_KEYBOARD);
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@ -363,6 +378,9 @@ void InputManager::writeDeviceConfig(InputConfig* config)
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std::string path = getConfigPath();
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LOG(LogDebug) << "InputManager::writeDeviceConfig(): "
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"Saving input configuration file to " << path;
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pugi::xml_document doc;
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if (Utils::FileSystem::exists(path)) {
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@ -420,7 +438,7 @@ void InputManager::writeDeviceConfig(InputConfig* config)
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Scripting::fireEvent("config-changed");
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Scripting::fireEvent("controls-changed");
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// Execute any doOnFinish commands and re-load the config for changes.
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// Execute any doOnFinish commands and reload the config for changes.
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doOnFinish();
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loadInputConfig(config);
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}
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@ -440,7 +458,7 @@ void InputManager::doOnFinish()
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#endif
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if (!result) {
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LOG(LogError) << "Error parsing input config: " << result.description();
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LOG(LogError) << "Error - Couldn't parse input config: " << result.description();
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}
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else {
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pugi::xml_node root = doc.child("inputList");
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@ -514,7 +532,7 @@ std::string InputManager::getDeviceGUIDString(int deviceId)
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auto it = mJoysticks.find(deviceId);
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if (it == mJoysticks.cend()) {
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LOG(LogError) << "getDeviceGUIDString - deviceId " << deviceId << " not found!";
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LOG(LogError) << "Error - getDeviceGUIDString - deviceId " << deviceId << " not found!";
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return "something went horribly wrong";
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}
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@ -25,29 +25,6 @@ union SDL_Event;
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// You should only ever instantiate one of these, by the way.
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class InputManager
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{
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private:
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InputManager();
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static InputManager* mInstance;
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static const int DEADZONE = 23000;
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void loadDefaultKBConfig();
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std::map<SDL_JoystickID, SDL_Joystick*> mJoysticks;
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std::map<SDL_JoystickID, InputConfig*> mInputConfigs;
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InputConfig* mKeyboardInputConfig;
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InputConfig* mCECInputConfig;
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std::map<SDL_JoystickID, int*> mPrevAxisValues;
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bool initialized() const;
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void addJoystickByDeviceIndex(int id);
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void removeJoystickByJoystickID(SDL_JoystickID id);
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// Returns true if successfully loaded, false if not (or if it didn't exist).
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bool loadInputConfig(InputConfig* config);
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public:
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virtual ~InputManager();
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@ -71,6 +48,29 @@ public:
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InputConfig* getInputConfigByDevice(int deviceId);
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bool parseEvent(const SDL_Event& ev, Window* window);
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private:
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InputManager();
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static InputManager* mInstance;
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static const int DEADZONE = 23000;
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void loadDefaultKBConfig();
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std::map<SDL_JoystickID, SDL_Joystick*> mJoysticks;
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std::map<SDL_JoystickID, InputConfig*> mInputConfigs;
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InputConfig* mKeyboardInputConfig;
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InputConfig* mCECInputConfig;
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std::map<SDL_JoystickID, int*> mPrevAxisValues;
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bool initialized() const;
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void addJoystickByDeviceIndex(int id);
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void removeJoystickByJoystickID(SDL_JoystickID id);
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// Returns true if successfully loaded, false if not (or if it didn't exist).
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bool loadInputConfig(InputConfig* config);
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};
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#endif // ES_CORE_INPUT_MANAGER_H
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@ -214,9 +214,10 @@ void Settings::setDefaults()
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//
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// Settings that can be changed in es_settings.cfg
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// but that are not configurable via the GUI (yet).
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// but that are not configurable via the GUI.
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//
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mBoolMap["ShowDefaultKeyboardWarning"] = true;
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mStringMap["DefaultSortOrder"] = "filename, ascending";
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mStringMap["MediaDirectory"] = "";
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mStringMap["ROMDirectory"] = "";
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@ -13,6 +13,7 @@
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#include "InputManager.h"
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#include "Log.h"
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#include "Scripting.h"
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#include <algorithm>
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#include <iomanip>
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@ -130,7 +131,8 @@ void Window::input(InputConfig* config, Input input)
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if (mScreenSaver->isScreenSaverActive() &&
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Settings::getInstance()->getBool("ScreenSaverControls") &&
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(Settings::getInstance()->getString("ScreenSaverBehavior") == "random video")) {
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if (mScreenSaver->getCurrentGame() != nullptr && (config->isMappedLike("right", input) ||
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if (mScreenSaver->getCurrentGame() != nullptr &&
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(config->isMappedLike("right", input) ||
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config->isMappedTo("start", input) || config->isMappedTo("select", input))) {
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if (config->isMappedLike("right", input) || config->isMappedTo("select", input)) {
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if (input.value != 0) {
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@ -140,7 +142,7 @@ void Window::input(InputConfig* config, Input input)
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return;
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}
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else if (config->isMappedTo("start", input) && input.value != 0) {
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// Launch game!
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// Launch game.
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cancelScreenSaver();
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mScreenSaver->launchGame();
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// To force handling the wake up process.
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@ -217,7 +219,7 @@ void Window::update(int deltaTime)
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float fontVramUsageMb = Font::getTotalMemUsage() / 1000.0f / 1000.0f;
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ss << "\nFont VRAM: " << fontVramUsageMb << " Tex VRAM: " << textureVramUsageMb <<
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" Tex Max: " << textureTotalUsageMb;
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" Tex Max: " << textureTotalUsageMb;
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mFrameDataText = std::unique_ptr<TextCache>
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(mDefaultFonts.at(1)->buildTextCache(ss.str(), 50.f, 50.f, 0xFF00FFFF));
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}
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@ -388,8 +390,7 @@ void Window::setHelpPrompts(const std::vector<HelpPrompt>& prompts, const HelpSt
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int i = 0;
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int aVal = 0;
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int bVal = 0;
|
||||
while (map[i] != nullptr)
|
||||
{
|
||||
while (map[i] != nullptr) {
|
||||
if (a.first == map[i])
|
||||
aVal = i;
|
||||
if (b.first == map[i])
|
||||
|
|
|
@ -27,7 +27,8 @@ struct HelpStyle;
|
|||
class Window
|
||||
{
|
||||
public:
|
||||
class ScreenSaver {
|
||||
class ScreenSaver
|
||||
{
|
||||
public:
|
||||
virtual void startScreenSaver() = 0;
|
||||
virtual void stopScreenSaver() = 0;
|
||||
|
@ -41,7 +42,8 @@ public:
|
|||
virtual void resetCounts() = 0;
|
||||
};
|
||||
|
||||
class InfoPopup {
|
||||
class InfoPopup
|
||||
{
|
||||
public:
|
||||
virtual void render(const Transform4x4f& parentTrans) = 0;
|
||||
virtual void stop() = 0;
|
||||
|
|
|
@ -51,7 +51,7 @@ GuiDetectDevice::GuiDetectDevice(
|
|||
|
||||
// Message.
|
||||
mMsg1 = std::make_shared<TextComponent>(mWindow,
|
||||
"HOLD A BUTTON ON YOUR DEVICE TO CONFIGURE IT.",
|
||||
"HOLD A BUTTON ON YOUR DEVICE OR KEYBOARD TO CONFIGURE IT.",
|
||||
Font::get(FONT_SIZE_SMALL), 0x777777FF, ALIGN_CENTER);
|
||||
mGrid.setEntry(mMsg1, Vector2i(0, 2), false, true);
|
||||
|
||||
|
|
|
@ -200,41 +200,51 @@ GuiInputConfig::GuiInputConfig(
|
|||
// Buttons.
|
||||
std::vector< std::shared_ptr<ButtonComponent> > buttons;
|
||||
std::function<void()> okFunction = [this, okCallback] {
|
||||
InputManager::getInstance()->writeDeviceConfig(mTargetConfig); // save
|
||||
// If we have just configured the keyboard, then unset the flag to indicate that
|
||||
// we are using the default keyboard mappings.
|
||||
if (mTargetConfig->getDeviceId() == DEVICE_KEYBOARD) {
|
||||
InputManager::getInstance()->
|
||||
getInputConfigByDevice(DEVICE_KEYBOARD)->unsetDefaultConfigFlag();
|
||||
}
|
||||
InputManager::getInstance()->writeDeviceConfig(mTargetConfig); // Save.
|
||||
if (okCallback)
|
||||
okCallback();
|
||||
delete this;
|
||||
};
|
||||
buttons.push_back(std::make_shared<ButtonComponent>(mWindow, "OK", "ok", [this, okFunction] {
|
||||
// Check if the hotkey enable button is set. if not prompt the
|
||||
// user to use select or nothing.
|
||||
Input input;
|
||||
okFunction();
|
||||
// Temporarily commented out, needs to be properly cleaned up later.
|
||||
// if (!mTargetConfig->getInputByName("HotKeyEnable", &input)) {
|
||||
// mWindow->pushGui(new GuiMsgBox(mWindow, getHelpStyle(),
|
||||
// "YOU DIDN'T CHOOSE A HOTKEY ENABLE BUTTON. THIS IS REQUIRED FOR EXITING GAMES "
|
||||
// "WITH A CONTROLLER. DO YOU WANT TO USE THE SELECT BUTTON DEFAULT ? PLEASE ANSWER "
|
||||
// "YES TO USE SELECT OR NO TO NOT SET A HOTKEY ENABLE BUTTON.",
|
||||
// "YES", [this, okFunction] {
|
||||
// Input input;
|
||||
// mTargetConfig->getInputByName("Select", &input);
|
||||
// mTargetConfig->mapInput("HotKeyEnable", input);
|
||||
// okFunction();
|
||||
// },
|
||||
// "NO", [this, okFunction] {
|
||||
// // for a disabled hotkey enable button, set to a key with id 0,
|
||||
// // so the input configuration script can be backwards compatible.
|
||||
// mTargetConfig->mapInput("HotKeyEnable", Input(DEVICE_KEYBOARD,
|
||||
// TYPE_KEY, 0, 1, true));
|
||||
// okFunction();
|
||||
// }
|
||||
// ));
|
||||
// }
|
||||
// else {
|
||||
// okFunction();
|
||||
// }
|
||||
}));
|
||||
|
||||
buttons.push_back(std::make_shared<ButtonComponent>
|
||||
(mWindow, "OK", "ok", [this, okFunction] { okFunction(); }));
|
||||
|
||||
// This code is disabled as there is no intention to provide emulator configuration or
|
||||
// control via ES Desktop Edition. Let's keep the code for reference though.
|
||||
// buttons.push_back(std::make_shared<ButtonComponent>(mWindow, "OK", "ok", [this, okFunction] {
|
||||
// // Check if the hotkey enable button is set. if not prompt the
|
||||
// // user to use select or nothing.
|
||||
// Input input;
|
||||
// okFunction();
|
||||
// if (!mTargetConfig->getInputByName("HotKeyEnable", &input)) {
|
||||
// mWindow->pushGui(new GuiMsgBox(mWindow, getHelpStyle(),
|
||||
// "YOU DIDN'T CHOOSE A HOTKEY ENABLE BUTTON. THIS IS REQUIRED FOR EXITING "
|
||||
// "GAMES WITH A CONTROLLER. DO YOU WANT TO USE THE SELECT BUTTON DEFAULT ? "
|
||||
// "PLEASE ANSWER YES TO USE SELECT OR NO TO NOT SET A HOTKEY ENABLE BUTTON.",
|
||||
// "YES", [this, okFunction] {
|
||||
// Input input;
|
||||
// mTargetConfig->getInputByName("Select", &input);
|
||||
// mTargetConfig->mapInput("HotKeyEnable", input);
|
||||
// okFunction();
|
||||
// },
|
||||
// "NO", [this, okFunction] {
|
||||
// // For a disabled hotkey enable button, set to a key with id 0,
|
||||
// // so the input configuration script can be backwards compatible.
|
||||
// mTargetConfig->mapInput("HotKeyEnable", Input(DEVICE_KEYBOARD,
|
||||
// TYPE_KEY, 0, 1, true));
|
||||
// okFunction();
|
||||
// }));
|
||||
// }
|
||||
// else {
|
||||
// okFunction();
|
||||
// }
|
||||
// }));
|
||||
|
||||
mButtonGrid = makeButtonGrid(mWindow, buttons);
|
||||
mGrid.setEntry(mButtonGrid, Vector2i(0, 6), true, false);
|
||||
|
@ -354,8 +364,8 @@ bool GuiInputConfig::assign(Input input, int inputId)
|
|||
input.configured = true;
|
||||
mTargetConfig->mapInput(GUI_INPUT_CONFIG_LIST[inputId].name, input);
|
||||
|
||||
LOG(LogInfo) << " Mapping [" << input.string() << "] -> " <<
|
||||
GUI_INPUT_CONFIG_LIST[inputId].name;
|
||||
LOG(LogInfo) << "Mapping [" << input.string() << "] to [" <<
|
||||
GUI_INPUT_CONFIG_LIST[inputId].name << "]";
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue