#include "GuiInputConfig.h" #include "GuiGameList.h" #include #include std::string GuiInputConfig::sConfigPath = "./input.cfg"; std::string GuiInputConfig::sInputs[] = { "UNKNOWN", "UP", "DOWN", "LEFT", "RIGHT", "BUTTON1", "BUTTON2" }; //must be same order as InputManager::InputButton enum int GuiInputConfig::sInputCount = 6; GuiInputConfig::GuiInputConfig() { mInputNum = 1; mDone = false; mLastAxis = -1; Renderer::registerComponent(this); InputManager::registerComponent(this); if(SDL_NumJoysticks() < 1) { std::cerr << "Error - GuiInputConfig found no SDL joysticks!\n"; mJoystick = NULL; mDone = true; return; }else{ std::cout << "Opening joystick \"" << SDL_JoystickName(0) << "\"\n"; mJoystick = SDL_JoystickOpen(0); } } GuiInputConfig::~GuiInputConfig() { Renderer::unregisterComponent(this); InputManager::unregisterComponent(this); } void GuiInputConfig::onRender() { Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF); Renderer::drawCenteredText("It looks like you have a joystick plugged in!", 2, 0x000000); Renderer::drawCenteredText("POV hats (some D-Pads) are automatically mapped to directions.", 90, 0x000000); Renderer::drawCenteredText("You can press a keyboard key to skip any input.", 130, 0x000000); Renderer::drawCenteredText("If you want to remap later, just delete ~/.es_input.cfg.", 170, 0x000000); if(mDone) Renderer::drawCenteredText("All done! Press a keyboard key to continue.", 250, 0x00BB00); else Renderer::drawCenteredText("Please press the axis/button for " + sInputs[mInputNum], 250, 0x00C000); } void GuiInputConfig::onInput(InputManager::InputButton button, bool keyDown) { if(mDone) { if(InputManager::lastEvent->type == SDL_KEYUP) { writeConfig(); if(mJoystick) SDL_JoystickClose(mJoystick); InputManager::loadConfig(); delete this; new GuiGameList(); } return; } SDL_Event* event = InputManager::lastEvent; if(event->type == SDL_JOYBUTTONDOWN) { mButtonMap[event->jbutton.button] = (InputManager::InputButton)mInputNum; std::cout << " Mapping " << sInputs[mInputNum] << " to button " << event->jbutton.button << "\n"; mInputNum++; } if(event->type == SDL_JOYAXISMOTION) { //std::cout << "motion on axis " << event->jaxis.axis << " to value " << event->jaxis.value << "\n"; if(event->jaxis.axis == mLastAxis) { if(event->jaxis.value < InputManager::deadzone && event->jaxis.value > -InputManager::deadzone) mLastAxis = -1; return; } if(event->jaxis.value > InputManager::deadzone) { mAxisPosMap[event->jaxis.axis] = (InputManager::InputButton)mInputNum; mInputNum++; mLastAxis = event->jaxis.axis; std::cout << " Mapping " << sInputs[mInputNum] << " to axis+ " << mLastAxis << "\n"; }else if(event->jaxis.value < -InputManager::deadzone) { mAxisNegMap[event->jaxis.axis] = (InputManager::InputButton)mInputNum; mInputNum++; mLastAxis = event->jaxis.axis; std::cout << " Mapping " << sInputs[mInputNum] << " to axis- " << mLastAxis << "\n"; } } if(mInputNum >= sInputCount) { mDone = true; return; } } void GuiInputConfig::writeConfig() { std::string path = InputManager::getConfigPath(); std::ofstream file(path.c_str()); typedef std::map::iterator it_type; for(it_type iter = mButtonMap.begin(); iter != mButtonMap.end(); iter++) { file << "BUTTON " << iter->first << " " << iter->second << "\n"; } for(it_type iter = mAxisPosMap.begin(); iter != mAxisPosMap.end(); iter++) { file << "AXISPOS " << iter->first << " " << iter->second << "\n"; } for(it_type iter = mAxisNegMap.begin(); iter != mAxisNegMap.end(); iter++) { file << "AXISNEG " << iter->first << " " << iter->second << "\n"; } }