mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Some code cleanup in GuiInputConfig.
Also fixed a small cosmetic bug.
This commit is contained in:
parent
581eb6a055
commit
a21dd2c817
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@ -15,9 +15,11 @@
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#include "Log.h"
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#include "Window.h"
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#define HOLD_TO_SKIP_MS 1000
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struct InputConfigStructure {
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std::string name;
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const bool skippable;
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const bool skippable;
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std::string dispName;
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std::string icon;
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};
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@ -30,12 +32,12 @@ static const InputConfigStructure GUI_INPUT_CONFIG_LIST[inputCount] =
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{ "Down", false, "D-PAD DOWN", ":/help/dpad_down.svg" },
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{ "Left", false, "D-PAD LEFT", ":/help/dpad_left.svg" },
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{ "Right", false, "D-PAD RIGHT", ":/help/dpad_right.svg" },
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{ "Start", true, "START", ":/help/button_start.svg" },
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{ "Select", true, "SELECT", ":/help/button_select.svg" },
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{ "A", false, "BUTTON A / SOUTH", ":/help/buttons_south_XBOX.svg" },
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{ "B", true, "BUTTON B / EAST", ":/help/buttons_east_XBOX.svg" },
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{ "X", true, "BUTTON X / WEST", ":/help/buttons_west_XBOX.svg" },
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{ "Y", true, "BUTTON Y / NORTH", ":/help/buttons_north_XBOX.svg" },
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{ "Start", false, "START", ":/help/button_start.svg" },
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{ "Select", false, "SELECT", ":/help/button_select.svg" },
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{ "A", false, "BUTTON A", ":/help/buttons_south_XBOX.svg" },
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{ "B", false, "BUTTON B", ":/help/buttons_east_XBOX.svg" },
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{ "X", true, "BUTTON X", ":/help/buttons_west_XBOX.svg" },
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{ "Y", true, "BUTTON Y", ":/help/buttons_north_XBOX.svg" },
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{ "LeftShoulder", true, "LEFT SHOULDER", ":/help/button_l.svg" },
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{ "RightShoulder", true, "RIGHT SHOULDER", ":/help/button_r.svg" },
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{ "LeftTrigger", true, "LEFT TRIGGER", ":/help/button_lt.svg" },
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@ -53,11 +55,6 @@ static const InputConfigStructure GUI_INPUT_CONFIG_LIST[inputCount] =
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// { "HotKeyEnable", true, "HOTKEY ENABLE", ":/help/button_hotkey.svg" }
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};
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// MasterVolUp and MasterVolDown are also hooked up, but do not appear on this screen.
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// If you want, you can manually add them to es_input.cfg.
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#define HOLD_TO_SKIP_MS 1000
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GuiInputConfig::GuiInputConfig(
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Window* window,
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InputConfig* target,
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@ -67,8 +64,7 @@ GuiInputConfig::GuiInputConfig(
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mBackground(window, ":/graphics/frame.svg"),
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mGrid(window, Vector2i(1, 7)),
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mTargetConfig(target),
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mHoldingInput(false),
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mBusyAnim(window)
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mHoldingInput(false)
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{
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LOG(LogInfo) << "Configuring device " << target->getDeviceId() << " (" <<
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target->getDeviceName() << ").";
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@ -100,13 +96,17 @@ GuiInputConfig::GuiInputConfig(
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Font::get(FONT_SIZE_MEDIUM), 0x555555FF, ALIGN_CENTER);
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mGrid.setEntry(mSubtitle1, Vector2i(0, 2), false, true);
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mSubtitle2 = std::make_shared<TextComponent>(mWindow, "HOLD ANY BUTTON TO SKIP",
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mSubtitle2 = std::make_shared<TextComponent>(mWindow, "HOLD ANY BUTTON 1 SECOND TO SKIP",
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Font::get(FONT_SIZE_SMALL), 0x999999FF, ALIGN_CENTER);
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// The opacity will be set to visible for any row that is skippable.
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mSubtitle2->setOpacity(0);
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mGrid.setEntry(mSubtitle2, Vector2i(0, 3), false, true);
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// 4 is a spacer row.
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mList = std::make_shared<ComponentList>(mWindow);
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mGrid.setEntry(mList, Vector2i(0, 5), true, true);
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for (int i = 0; i < inputCount; i++) {
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ComponentListRow row;
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@ -145,18 +145,13 @@ GuiInputConfig::GuiInputConfig(
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setPress(mapping);
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return true;
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}
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// We're not configuring and they didn't press A to start, so ignore this.
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// We're not configuring and A wasn't pressed to start, so ignore this input.
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return false;
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}
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// Apply filtering for quirks related to trigger mapping.
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if (filterTrigger(input, config, i))
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return false;
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// We are configuring.
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if (input.value != 0) {
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// Input down.
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// If we're already holding something, ignore this,
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// Button pressed. If we're already holding something, ignore this,
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// otherwise plan to map this input.
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if (mHoldingInput)
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return true;
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@ -169,9 +164,8 @@ GuiInputConfig::GuiInputConfig(
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return true;
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}
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else {
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// Input up.
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// Make sure we were holding something and we let go of what we
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// were previously holding.
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// Button released. Make sure we were holding something and we let go of
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// what we were previously holding.
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if (!mHoldingInput || mHeldInput.device != input.device || mHeldInput.id !=
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input.id || mHeldInput.type != input.type)
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return true;
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@ -179,8 +173,7 @@ GuiInputConfig::GuiInputConfig(
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mHoldingInput = false;
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if (assign(mHeldInput, i))
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// If successful, move cursor/stop configuring - if not,
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// we'll just try again.
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// If successful, move cursor/stop configuring - if not, we'll just try again.
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rowDone();
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return true;
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@ -190,7 +183,7 @@ GuiInputConfig::GuiInputConfig(
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}
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// Only show "HOLD TO SKIP" if this input is skippable.
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mList->setCursorChangedCallback([this](CursorState /*state*/) {
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mList->setCursorChangedCallback([this](CursorState) {
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bool skippable = GUI_INPUT_CONFIG_LIST[mList->getCursorId()].skippable;
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mSubtitle2->setOpacity(skippable * 255);
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});
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@ -199,15 +192,9 @@ GuiInputConfig::GuiInputConfig(
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if (mConfiguringAll)
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setPress(mMappings.front());
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// Buttons.
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// GUI buttons.
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std::vector<std::shared_ptr<ButtonComponent>> buttons;
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std::function<void()> okFunction = [this, okCallback] {
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// If we have just configured the keyboard, then unset the flag to indicate that
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// we are using the default keyboard mappings.
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if (mTargetConfig->getDeviceId() == DEVICE_KEYBOARD) {
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InputManager::getInstance()->
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getInputConfigByDevice(DEVICE_KEYBOARD)->unsetDefaultConfigFlag();
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}
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InputManager::getInstance()->writeDeviceConfig(mTargetConfig); // Save.
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if (okCallback)
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okCallback();
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@ -218,7 +205,7 @@ GuiInputConfig::GuiInputConfig(
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(mWindow, "OK", "ok", [this, okFunction] { okFunction(); }));
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// This code is disabled as there is no intention to provide emulator configuration or
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// control via ES Desktop Edition. Let's keep the code for reference though.
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// similar control via ES-DE. Let's keep the code for reference though.
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// buttons.push_back(std::make_shared<ButtonComponent>(mWindow, "OK", "ok", [this, okFunction] {
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// // Check if the hotkey enable button is set. if not prompt the
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// // user to use select or nothing.
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@ -257,26 +244,8 @@ GuiInputConfig::GuiInputConfig(
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((Renderer::getScreenAspectRatio() < 1.4f) ? 0.8f : 0.6f);
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setSize(width, Renderer::getScreenHeight() * 0.75f);
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setPosition((Renderer::getScreenWidth() - mSize.x()) / 2,
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(Renderer::getScreenHeight() - mSize.y()) / 2);
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}
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void GuiInputConfig::onSizeChanged()
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{
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mBackground.fitTo(mSize, Vector3f::Zero(), Vector2f(-32, -32));
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// Update grid.
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mGrid.setSize(mSize);
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//mGrid.setRowHeightPerc(0, 0.025f);
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mGrid.setRowHeightPerc(1, mTitle->getFont()->getHeight()*0.75f / mSize.y());
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mGrid.setRowHeightPerc(2, mSubtitle1->getFont()->getHeight() / mSize.y());
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mGrid.setRowHeightPerc(3, mSubtitle2->getFont()->getHeight() / mSize.y());
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//mGrid.setRowHeightPerc(4, 0.03f);
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mGrid.setRowHeightPerc(5, (mList->getRowHeight(0) * 5 + 2) / mSize.y());
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mGrid.setRowHeightPerc(6, mButtonGrid->getSize().y() / mSize.y());
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mBusyAnim.setSize(mSize);
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setPosition((Renderer::getScreenWidth() - mSize.x()) / 2.0f,
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(Renderer::getScreenHeight() - mSize.y()) / 2.0f);
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}
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void GuiInputConfig::update(int deltaTime)
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@ -297,7 +266,7 @@ void GuiInputConfig::update(int deltaTime)
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// Crossed the second boundary, update text.
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const auto& text = mMappings.at(mHeldInputId);
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std::stringstream ss;
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ss << "HOLD FOR " << HOLD_TO_SKIP_MS/1000 - curSec << "S TO SKIP";
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ss << "HOLD FOR " << HOLD_TO_SKIP_MS / 1000 - curSec << "S TO SKIP";
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text->setText(ss.str());
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text->setColor(0x777777FF);
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}
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@ -305,12 +274,24 @@ void GuiInputConfig::update(int deltaTime)
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}
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}
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// Move cursor to the next thing if we're configuring all,
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// or come out of "configure mode" if we were only configuring one row.
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void GuiInputConfig::onSizeChanged()
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{
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mBackground.fitTo(mSize, Vector3f::Zero(), Vector2f(-32, -32));
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// Update grid.
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mGrid.setSize(mSize);
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mGrid.setRowHeightPerc(1, mTitle->getFont()->getHeight() * 0.75f / mSize.y());
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mGrid.setRowHeightPerc(2, mSubtitle1->getFont()->getHeight() / mSize.y());
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mGrid.setRowHeightPerc(3, mSubtitle2->getFont()->getHeight() / mSize.y());
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mGrid.setRowHeightPerc(5, (mList->getRowHeight(0) * 5 + 2) / mSize.y());
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mGrid.setRowHeightPerc(6, mButtonGrid->getSize().y() / mSize.y());
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}
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void GuiInputConfig::rowDone()
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{
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if (mConfiguringAll) {
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// Try to move to the next one.
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// Try to move to the next row.
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if (!mList->moveCursor(1)) {
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// At bottom of list, we're done.
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mConfiguringAll = false;
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@ -318,7 +299,7 @@ void GuiInputConfig::rowDone()
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mGrid.moveCursor(Vector2i(0, 1));
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}
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else {
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// On another one.
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// On another row.
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setPress(mMappings.at(mList->getCursorId()));
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}
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}
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@ -328,6 +309,12 @@ void GuiInputConfig::rowDone()
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}
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}
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void GuiInputConfig::error(const std::shared_ptr<TextComponent>& text, const std::string& /*msg*/)
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{
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text->setText("ALREADY TAKEN");
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text->setColor(0x656565FF);
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}
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void GuiInputConfig::setPress(const std::shared_ptr<TextComponent>& text)
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{
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text->setText("PRESS ANYTHING");
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@ -346,12 +333,6 @@ void GuiInputConfig::setAssignedTo(const std::shared_ptr<TextComponent>& text, I
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text->setColor(0x777777FF);
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}
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void GuiInputConfig::error(const std::shared_ptr<TextComponent>& text, const std::string& /*msg*/)
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{
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text->setText("ALREADY TAKEN");
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text->setColor(0x656565FF);
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}
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bool GuiInputConfig::assign(Input input, int inputId)
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{
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// Input is from InputConfig* mTargetConfig.
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@ -380,60 +361,3 @@ void GuiInputConfig::clearAssignment(int inputId)
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{
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mTargetConfig->unmapInput(GUI_INPUT_CONFIG_LIST[inputId].name);
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}
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bool GuiInputConfig::filterTrigger(Input input, InputConfig* config, int inputId)
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{
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#if defined(__linux__) || defined(__APPLE__)
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// On Linux and macOS, some gamepads return both an analog axis and a digital button for
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// the trigger; we want the analog axis only, so this function removes the button press event.
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// This is relevant mostly for Sony Dual Shock controllers.
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if (InputManager::getInstance()->getAxisCountByDevice(config->getDeviceId()) == 6) {
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if (config->getDeviceName().find("PLAYSTATION") != std::string::npos ||
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config->getDeviceName().find("PS3 Ga") != std::string::npos ||
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config->getDeviceName().find("PS(R) Ga") != std::string::npos ||
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config->getDeviceName().find("PS4 Controller") != std::string::npos ||
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config->getDeviceName().find("Sony Interactive") != std::string::npos ||
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// BigBen kid's PS3 gamepad 146b:0902, matched on SDL GUID because its name
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// "Bigben Interactive Bigben Game Pad" may be too generic.
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config->getDeviceGUIDString().find("030000006b1400000209000011010000")
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!= std::string::npos ) {
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// Remove digital trigger events.
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if (input.type == TYPE_BUTTON && (input.id == 6 || input.id == 7)) {
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mHoldingInput = false;
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return true;
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}
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}
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}
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#endif
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// Ignore negative poles when triggers are being configured.
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// This is not a good solution as it's hardcoded to input 2 and 5 (Xbox controllers) and
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// input 4 and 5 (Playstation Dual Shock controllers) instead of using a general detection
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// for which type of axis input is used. This is also hardcoded to only work when configuring
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// the trigger buttons, so it will not be possible to map trigger buttons to the shoulder
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// button functions in ES for instance. It's probably necessary to update ES to use the SDL
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// GameController API to fix this properly.
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if (input.type == TYPE_AXIS && (input.id == 2 || input.id == 4 || input.id == 5)) {
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if (!(std::string(GUI_INPUT_CONFIG_LIST[inputId].name).find("Trigger") !=
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std::string::npos)) {
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return false;
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}
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else if (std::string(GUI_INPUT_CONFIG_LIST[inputId].name).find("Trigger") !=
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std::string::npos) {
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if (input.value == 1)
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mSkipAxis = true;
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else if (input.value == -1)
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return true;
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}
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else if (mSkipAxis) {
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mSkipAxis = false;
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return true;
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}
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}
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// (void)input;
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// (void)config;
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// (void)inputId;
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return false;
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}
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@ -9,7 +9,6 @@
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#ifndef ES_CORE_GUIS_GUI_INPUT_CONFIG_H
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#define ES_CORE_GUIS_GUI_INPUT_CONFIG_H
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#include "components/BusyComponent.h"
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#include "components/ComponentGrid.h"
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#include "components/NinePatchComponent.h"
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#include "GuiComponent.h"
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@ -27,6 +26,10 @@ public:
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void onSizeChanged() override;
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private:
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// Move cursor to the next row if we're configuring all, or come out
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// of "configure mode" if we were only configuring one row.
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void rowDone();
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// Set text to "msg" + not greyed out.
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void error(const std::shared_ptr<TextComponent>& text, const std::string& msg);
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@ -39,9 +42,6 @@ private:
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bool assign(Input input, int inputId);
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void clearAssignment(int inputId);
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bool filterTrigger(Input input, InputConfig* config, int inputId);
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void rowDone();
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NinePatchComponent mBackground;
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ComponentGrid mGrid;
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@ -65,8 +65,6 @@ private:
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int mHeldTime;
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int mHeldInputId;
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bool mSkipAxis;
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BusyComponent mBusyAnim;
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};
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#endif // ES_CORE_GUIS_GUI_INPUT_CONFIG_H
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