#include "GuiInputConfig.h" #include "../Window.h" #include "../Renderer.h" #include "../Font.h" #include "GuiGameList.h" #include "../Log.h" static const int inputCount = 10; static std::string inputName[inputCount] = { "Up", "Down", "Left", "Right", "A", "B", "Menu", "Select", "PageUp", "PageDown"}; static std::string inputDispName[inputCount] = { "Up", "Down", "Left", "Right", "Accept", "Back", "Menu", "Jump to Letter", "Page Up", "Page Down"}; //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. GuiInputConfig::GuiInputConfig(Window* window, InputConfig* target) : GuiComponent(window), mTargetConfig(target), mCanSkip(false) { mCurInputId = 0; LOG(LogInfo) << "Configuring device " << target->getDeviceId(); } void GuiInputConfig::update(int deltaTime) { } bool GuiInputConfig::input(InputConfig* config, Input input) { if(config != mTargetConfig || input.value == 0) return false; if(mCurInputId >= inputCount) { //done if(input.type == TYPE_BUTTON || input.type == TYPE_KEY) { if(mTargetConfig->getPlayerNum() < mWindow->getInputManager()->getNumPlayers() - 1) { mWindow->pushGui(new GuiInputConfig(mWindow, mWindow->getInputManager()->getInputConfigByPlayer(mTargetConfig->getPlayerNum() + 1))); }else{ mWindow->getInputManager()->writeConfig(); GuiGameList::create(mWindow); } delete this; return true; } }else{ if(mCanSkip && config->isMappedTo("a", input)) { mCurInputId++; return true; } if(config->getMappedTo(input).size() > 0) { mErrorMsg = "Already mapped!"; return true; } input.configured = true; LOG(LogInfo) << " [" << input.string() << "] -> " << inputName[mCurInputId]; config->mapInput(inputName[mCurInputId], input); mCurInputId++; mErrorMsg = ""; //for buttons with not enough buttons, press A to skip if(mCurInputId >= 7) { mCanSkip = true; } return true; } return false; } void GuiInputConfig::render() { Font* font = Renderer::getDefaultFont(Renderer::MEDIUM); std::stringstream stream; stream << "PLAYER " << mTargetConfig->getPlayerNum() + 1 << ", press..."; Renderer::drawText(stream.str(), 10, 10, 0x000000FF, font); int y = 14 + font->getHeight(); for(int i = 0; i < mCurInputId; i++) { Renderer::drawText(inputDispName[i], 10, y, 0x00CC00FF, font); y += font->getHeight() + 5; } if(mCurInputId >= inputCount) { Renderer::drawCenteredText("Basic config done!", 0, (int)(Renderer::getScreenHeight() * 0.4), 0x00CC00FF, font); Renderer::drawCenteredText("Press any button to continue.", 0, (int)(Renderer::getScreenHeight() * 0.4) + font->getHeight() + 4, 0x000000FF, font); }else{ Renderer::drawText(inputDispName[mCurInputId], 10, y, 0x000000FF, font); if(mCanSkip) { int textWidth = 0; font->sizeText(inputDispName[mCurInputId], &textWidth, NULL); textWidth += 14; if(Renderer::getScreenWidth() / 2.5f > textWidth) textWidth = (int)(Renderer::getScreenWidth() / 2.5f); Renderer::drawText("press Accept to skip", textWidth, y, 0x0000AAFF, font); } } if(!mErrorMsg.empty()) Renderer::drawCenteredText(mErrorMsg, 0, Renderer::getScreenHeight() - font->getHeight() - 10, 0xFF0000FF, font); }