Some code cleanup in GuiInputConfig.

Also fixed a small cosmetic bug.
This commit is contained in:
Leon Styhre 2021-05-22 22:22:08 +02:00
parent 581eb6a055
commit a21dd2c817
2 changed files with 52 additions and 130 deletions

View file

@ -15,9 +15,11 @@
#include "Log.h"
#include "Window.h"
#define HOLD_TO_SKIP_MS 1000
struct InputConfigStructure {
std::string name;
const bool skippable;
const bool skippable;
std::string dispName;
std::string icon;
};
@ -30,12 +32,12 @@ static const InputConfigStructure GUI_INPUT_CONFIG_LIST[inputCount] =
{ "Down", false, "D-PAD DOWN", ":/help/dpad_down.svg" },
{ "Left", false, "D-PAD LEFT", ":/help/dpad_left.svg" },
{ "Right", false, "D-PAD RIGHT", ":/help/dpad_right.svg" },
{ "Start", true, "START", ":/help/button_start.svg" },
{ "Select", true, "SELECT", ":/help/button_select.svg" },
{ "A", false, "BUTTON A / SOUTH", ":/help/buttons_south_XBOX.svg" },
{ "B", true, "BUTTON B / EAST", ":/help/buttons_east_XBOX.svg" },
{ "X", true, "BUTTON X / WEST", ":/help/buttons_west_XBOX.svg" },
{ "Y", true, "BUTTON Y / NORTH", ":/help/buttons_north_XBOX.svg" },
{ "Start", false, "START", ":/help/button_start.svg" },
{ "Select", false, "SELECT", ":/help/button_select.svg" },
{ "A", false, "BUTTON A", ":/help/buttons_south_XBOX.svg" },
{ "B", false, "BUTTON B", ":/help/buttons_east_XBOX.svg" },
{ "X", true, "BUTTON X", ":/help/buttons_west_XBOX.svg" },
{ "Y", true, "BUTTON Y", ":/help/buttons_north_XBOX.svg" },
{ "LeftShoulder", true, "LEFT SHOULDER", ":/help/button_l.svg" },
{ "RightShoulder", true, "RIGHT SHOULDER", ":/help/button_r.svg" },
{ "LeftTrigger", true, "LEFT TRIGGER", ":/help/button_lt.svg" },
@ -53,11 +55,6 @@ static const InputConfigStructure GUI_INPUT_CONFIG_LIST[inputCount] =
// { "HotKeyEnable", true, "HOTKEY ENABLE", ":/help/button_hotkey.svg" }
};
// MasterVolUp and MasterVolDown are also hooked up, but do not appear on this screen.
// If you want, you can manually add them to es_input.cfg.
#define HOLD_TO_SKIP_MS 1000
GuiInputConfig::GuiInputConfig(
Window* window,
InputConfig* target,
@ -67,8 +64,7 @@ GuiInputConfig::GuiInputConfig(
mBackground(window, ":/graphics/frame.svg"),
mGrid(window, Vector2i(1, 7)),
mTargetConfig(target),
mHoldingInput(false),
mBusyAnim(window)
mHoldingInput(false)
{
LOG(LogInfo) << "Configuring device " << target->getDeviceId() << " (" <<
target->getDeviceName() << ").";
@ -100,13 +96,17 @@ GuiInputConfig::GuiInputConfig(
Font::get(FONT_SIZE_MEDIUM), 0x555555FF, ALIGN_CENTER);
mGrid.setEntry(mSubtitle1, Vector2i(0, 2), false, true);
mSubtitle2 = std::make_shared<TextComponent>(mWindow, "HOLD ANY BUTTON TO SKIP",
mSubtitle2 = std::make_shared<TextComponent>(mWindow, "HOLD ANY BUTTON 1 SECOND TO SKIP",
Font::get(FONT_SIZE_SMALL), 0x999999FF, ALIGN_CENTER);
// The opacity will be set to visible for any row that is skippable.
mSubtitle2->setOpacity(0);
mGrid.setEntry(mSubtitle2, Vector2i(0, 3), false, true);
// 4 is a spacer row.
mList = std::make_shared<ComponentList>(mWindow);
mGrid.setEntry(mList, Vector2i(0, 5), true, true);
for (int i = 0; i < inputCount; i++) {
ComponentListRow row;
@ -145,18 +145,13 @@ GuiInputConfig::GuiInputConfig(
setPress(mapping);
return true;
}
// We're not configuring and they didn't press A to start, so ignore this.
// We're not configuring and A wasn't pressed to start, so ignore this input.
return false;
}
// Apply filtering for quirks related to trigger mapping.
if (filterTrigger(input, config, i))
return false;
// We are configuring.
if (input.value != 0) {
// Input down.
// If we're already holding something, ignore this,
// Button pressed. If we're already holding something, ignore this,
// otherwise plan to map this input.
if (mHoldingInput)
return true;
@ -169,9 +164,8 @@ GuiInputConfig::GuiInputConfig(
return true;
}
else {
// Input up.
// Make sure we were holding something and we let go of what we
// were previously holding.
// Button released. Make sure we were holding something and we let go of
// what we were previously holding.
if (!mHoldingInput || mHeldInput.device != input.device || mHeldInput.id !=
input.id || mHeldInput.type != input.type)
return true;
@ -179,8 +173,7 @@ GuiInputConfig::GuiInputConfig(
mHoldingInput = false;
if (assign(mHeldInput, i))
// If successful, move cursor/stop configuring - if not,
// we'll just try again.
// If successful, move cursor/stop configuring - if not, we'll just try again.
rowDone();
return true;
@ -190,7 +183,7 @@ GuiInputConfig::GuiInputConfig(
}
// Only show "HOLD TO SKIP" if this input is skippable.
mList->setCursorChangedCallback([this](CursorState /*state*/) {
mList->setCursorChangedCallback([this](CursorState) {
bool skippable = GUI_INPUT_CONFIG_LIST[mList->getCursorId()].skippable;
mSubtitle2->setOpacity(skippable * 255);
});
@ -199,15 +192,9 @@ GuiInputConfig::GuiInputConfig(
if (mConfiguringAll)
setPress(mMappings.front());
// Buttons.
// GUI buttons.
std::vector<std::shared_ptr<ButtonComponent>> buttons;
std::function<void()> okFunction = [this, okCallback] {
// 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();
@ -218,7 +205,7 @@ GuiInputConfig::GuiInputConfig(
(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.
// similar control via ES-DE. 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.
@ -257,26 +244,8 @@ GuiInputConfig::GuiInputConfig(
((Renderer::getScreenAspectRatio() < 1.4f) ? 0.8f : 0.6f);
setSize(width, Renderer::getScreenHeight() * 0.75f);
setPosition((Renderer::getScreenWidth() - mSize.x()) / 2,
(Renderer::getScreenHeight() - mSize.y()) / 2);
}
void GuiInputConfig::onSizeChanged()
{
mBackground.fitTo(mSize, Vector3f::Zero(), Vector2f(-32, -32));
// Update grid.
mGrid.setSize(mSize);
//mGrid.setRowHeightPerc(0, 0.025f);
mGrid.setRowHeightPerc(1, mTitle->getFont()->getHeight()*0.75f / mSize.y());
mGrid.setRowHeightPerc(2, mSubtitle1->getFont()->getHeight() / mSize.y());
mGrid.setRowHeightPerc(3, mSubtitle2->getFont()->getHeight() / mSize.y());
//mGrid.setRowHeightPerc(4, 0.03f);
mGrid.setRowHeightPerc(5, (mList->getRowHeight(0) * 5 + 2) / mSize.y());
mGrid.setRowHeightPerc(6, mButtonGrid->getSize().y() / mSize.y());
mBusyAnim.setSize(mSize);
setPosition((Renderer::getScreenWidth() - mSize.x()) / 2.0f,
(Renderer::getScreenHeight() - mSize.y()) / 2.0f);
}
void GuiInputConfig::update(int deltaTime)
@ -297,7 +266,7 @@ void GuiInputConfig::update(int deltaTime)
// Crossed the second boundary, update text.
const auto& text = mMappings.at(mHeldInputId);
std::stringstream ss;
ss << "HOLD FOR " << HOLD_TO_SKIP_MS/1000 - curSec << "S TO SKIP";
ss << "HOLD FOR " << HOLD_TO_SKIP_MS / 1000 - curSec << "S TO SKIP";
text->setText(ss.str());
text->setColor(0x777777FF);
}
@ -305,12 +274,24 @@ void GuiInputConfig::update(int deltaTime)
}
}
// Move cursor to the next thing if we're configuring all,
// or come out of "configure mode" if we were only configuring one row.
void GuiInputConfig::onSizeChanged()
{
mBackground.fitTo(mSize, Vector3f::Zero(), Vector2f(-32, -32));
// Update grid.
mGrid.setSize(mSize);
mGrid.setRowHeightPerc(1, mTitle->getFont()->getHeight() * 0.75f / mSize.y());
mGrid.setRowHeightPerc(2, mSubtitle1->getFont()->getHeight() / mSize.y());
mGrid.setRowHeightPerc(3, mSubtitle2->getFont()->getHeight() / mSize.y());
mGrid.setRowHeightPerc(5, (mList->getRowHeight(0) * 5 + 2) / mSize.y());
mGrid.setRowHeightPerc(6, mButtonGrid->getSize().y() / mSize.y());
}
void GuiInputConfig::rowDone()
{
if (mConfiguringAll) {
// Try to move to the next one.
// Try to move to the next row.
if (!mList->moveCursor(1)) {
// At bottom of list, we're done.
mConfiguringAll = false;
@ -318,7 +299,7 @@ void GuiInputConfig::rowDone()
mGrid.moveCursor(Vector2i(0, 1));
}
else {
// On another one.
// On another row.
setPress(mMappings.at(mList->getCursorId()));
}
}
@ -328,6 +309,12 @@ void GuiInputConfig::rowDone()
}
}
void GuiInputConfig::error(const std::shared_ptr<TextComponent>& text, const std::string& /*msg*/)
{
text->setText("ALREADY TAKEN");
text->setColor(0x656565FF);
}
void GuiInputConfig::setPress(const std::shared_ptr<TextComponent>& text)
{
text->setText("PRESS ANYTHING");
@ -346,12 +333,6 @@ void GuiInputConfig::setAssignedTo(const std::shared_ptr<TextComponent>& text, I
text->setColor(0x777777FF);
}
void GuiInputConfig::error(const std::shared_ptr<TextComponent>& text, const std::string& /*msg*/)
{
text->setText("ALREADY TAKEN");
text->setColor(0x656565FF);
}
bool GuiInputConfig::assign(Input input, int inputId)
{
// Input is from InputConfig* mTargetConfig.
@ -380,60 +361,3 @@ void GuiInputConfig::clearAssignment(int inputId)
{
mTargetConfig->unmapInput(GUI_INPUT_CONFIG_LIST[inputId].name);
}
bool GuiInputConfig::filterTrigger(Input input, InputConfig* config, int inputId)
{
#if defined(__linux__) || defined(__APPLE__)
// On Linux and macOS, some gamepads return both an analog axis and a digital button for
// the trigger; we want the analog axis only, so this function removes the button press event.
// This is relevant mostly for Sony Dual Shock controllers.
if (InputManager::getInstance()->getAxisCountByDevice(config->getDeviceId()) == 6) {
if (config->getDeviceName().find("PLAYSTATION") != std::string::npos ||
config->getDeviceName().find("PS3 Ga") != std::string::npos ||
config->getDeviceName().find("PS(R) Ga") != std::string::npos ||
config->getDeviceName().find("PS4 Controller") != std::string::npos ||
config->getDeviceName().find("Sony Interactive") != std::string::npos ||
// BigBen kid's PS3 gamepad 146b:0902, matched on SDL GUID because its name
// "Bigben Interactive Bigben Game Pad" may be too generic.
config->getDeviceGUIDString().find("030000006b1400000209000011010000")
!= std::string::npos ) {
// Remove digital trigger events.
if (input.type == TYPE_BUTTON && (input.id == 6 || input.id == 7)) {
mHoldingInput = false;
return true;
}
}
}
#endif
// Ignore negative poles when triggers are being configured.
// This is not a good solution as it's hardcoded to input 2 and 5 (Xbox controllers) and
// input 4 and 5 (Playstation Dual Shock controllers) instead of using a general detection
// for which type of axis input is used. This is also hardcoded to only work when configuring
// the trigger buttons, so it will not be possible to map trigger buttons to the shoulder
// button functions in ES for instance. It's probably necessary to update ES to use the SDL
// GameController API to fix this properly.
if (input.type == TYPE_AXIS && (input.id == 2 || input.id == 4 || input.id == 5)) {
if (!(std::string(GUI_INPUT_CONFIG_LIST[inputId].name).find("Trigger") !=
std::string::npos)) {
return false;
}
else if (std::string(GUI_INPUT_CONFIG_LIST[inputId].name).find("Trigger") !=
std::string::npos) {
if (input.value == 1)
mSkipAxis = true;
else if (input.value == -1)
return true;
}
else if (mSkipAxis) {
mSkipAxis = false;
return true;
}
}
// (void)input;
// (void)config;
// (void)inputId;
return false;
}

View file

@ -9,7 +9,6 @@
#ifndef ES_CORE_GUIS_GUI_INPUT_CONFIG_H
#define ES_CORE_GUIS_GUI_INPUT_CONFIG_H
#include "components/BusyComponent.h"
#include "components/ComponentGrid.h"
#include "components/NinePatchComponent.h"
#include "GuiComponent.h"
@ -27,6 +26,10 @@ public:
void onSizeChanged() override;
private:
// Move cursor to the next row if we're configuring all, or come out
// of "configure mode" if we were only configuring one row.
void rowDone();
// Set text to "msg" + not greyed out.
void error(const std::shared_ptr<TextComponent>& text, const std::string& msg);
@ -39,9 +42,6 @@ private:
bool assign(Input input, int inputId);
void clearAssignment(int inputId);
bool filterTrigger(Input input, InputConfig* config, int inputId);
void rowDone();
NinePatchComponent mBackground;
ComponentGrid mGrid;
@ -65,8 +65,6 @@ private:
int mHeldTime;
int mHeldInputId;
bool mSkipAxis;
BusyComponent mBusyAnim;
};
#endif // ES_CORE_GUIS_GUI_INPUT_CONFIG_H