ES-DE/es-core/src/guis/GuiInputConfig.cpp

377 lines
16 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// GuiInputConfig.cpp
//
// Input device configuration GUI (for keyboards, joysticks and gamepads).
//
#include "guis/GuiInputConfig.h"
#include "InputManager.h"
#include "Log.h"
#include "components/ButtonComponent.h"
#include "components/MenuComponent.h"
#include "guis/GuiMsgBox.h"
#define HOLD_TO_SKIP_MS 1000
struct InputConfigStructure {
std::string name;
bool skippable;
std::string dispName;
std::string icon;
};
static const int inputCount = 24;
static InputConfigStructure sGuiInputConfigList[inputCount];
GuiInputConfig::GuiInputConfig(InputConfig* target,
bool reconfigureAll,
const std::function<void()>& okCallback)
: mBackground {":/graphics/frame.svg"}
, mGrid {glm::ivec2 {1, 7}}
, mTargetConfig {target}
, mHoldingInput {false}
{
// Populate the configuration list with the text and icons applicable to the
// configured controller type.
populateConfigList();
LOG(LogInfo) << "Configuring device " << target->getDeviceId() << " ("
<< target->getDeviceName() << ").";
if (reconfigureAll)
target->clear();
mConfiguringAll = reconfigureAll;
mConfiguringRow = mConfiguringAll;
addChild(&mBackground);
addChild(&mGrid);
// 0 is a spacer row.
mGrid.setEntry(std::make_shared<GuiComponent>(), glm::ivec2 {0, 0}, false);
mTitle = std::make_shared<TextComponent>("CONFIGURING", Font::get(FONT_SIZE_LARGE), 0x555555FF,
ALIGN_CENTER);
mGrid.setEntry(mTitle, glm::ivec2 {0, 1}, false, true);
std::stringstream ss;
if (target->getDeviceId() == DEVICE_KEYBOARD)
ss << "KEYBOARD";
else if (target->getDeviceId() == DEVICE_CEC)
ss << "CEC";
else
ss << "GAMEPAD " << (target->getDeviceId() + 1) << " (" << target->getDeviceName() << ")";
mSubtitle1 = std::make_shared<TextComponent>(
Utils::String::toUpper(ss.str()), Font::get(FONT_SIZE_MEDIUM), 0x555555FF, ALIGN_CENTER);
mGrid.setEntry(mSubtitle1, glm::ivec2 {0, 2}, false, true);
mSubtitle2 = std::make_shared<TextComponent>(
"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(0.0f);
mGrid.setEntry(mSubtitle2, glm::ivec2 {0, 3}, false, true);
// 4 is a spacer row.
mList = std::make_shared<ComponentList>();
mGrid.setEntry(mList, glm::ivec2 {0, 5}, true, true);
for (int i = 0; i < inputCount; ++i) {
ComponentListRow row;
// Icon.
auto icon = std::make_shared<ImageComponent>();
icon->setResize(0, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight() * 1.25f);
icon->setImage(sGuiInputConfigList[i].icon);
icon->setColorShift(0x777777FF);
row.addElement(icon, false);
// Spacer between icon and text.
auto spacer = std::make_shared<GuiComponent>();
spacer->setSize(16, 0);
row.addElement(spacer, false);
auto text = std::make_shared<TextComponent>(sGuiInputConfigList[i].dispName,
Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
row.addElement(text, true);
auto mapping = std::make_shared<TextComponent>(
"-NOT DEFINED-", Font::get(FONT_SIZE_MEDIUM, FONT_PATH_LIGHT), 0x999999FF, ALIGN_RIGHT);
setNotDefined(mapping); // Overrides the text and color set above.
row.addElement(mapping, true);
mMappings.push_back(mapping);
row.input_handler = [this, i, mapping](InputConfig* config, Input input) -> bool {
// Ignore input not from our target device.
if (config != mTargetConfig)
return false;
// If we're not configuring, start configuring when A is pressed.
if (!mConfiguringRow) {
if (config->isMappedTo("a", input) && input.value) {
mList->stopScrolling();
mConfiguringRow = true;
setPress(mapping);
return true;
}
// We're not configuring and A wasn't pressed to start, so ignore this input.
return false;
}
// We are configuring.
if (input.value != 0) {
// Button pressed. If we're already holding something, ignore this,
// otherwise plan to map this input.
if (mHoldingInput)
return true;
mHoldingInput = true;
mHeldInput = input;
mHeldTime = 0;
mHeldInputId = i;
return true;
}
else {
// 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;
}
mHoldingInput = false;
if (assign(mHeldInput, i))
// If successful, move cursor/stop configuring - if not, we'll just try again.
rowDone();
return true;
}
};
mList->addRow(row);
}
// Only show "HOLD TO SKIP" if this input is skippable.
mList->setCursorChangedCallback([this](CursorState) {
if (sGuiInputConfigList[mList->getCursorId()].skippable)
mSubtitle2->setOpacity(1.0f);
else
mSubtitle2->setOpacity(0.0f);
});
// Make the first one say "PRESS ANYTHING" if we're re-configuring everything.
if (mConfiguringAll)
setPress(mMappings.front());
// GUI buttons.
std::vector<std::shared_ptr<ButtonComponent>> buttons;
std::function<void()> okFunction = [this, okCallback] {
InputManager::getInstance().writeDeviceConfig(mTargetConfig); // Save.
if (okCallback)
okCallback();
delete this;
};
buttons.push_back(
std::make_shared<ButtonComponent>("OK", "ok", [okFunction] { okFunction(); }));
mButtonGrid = makeButtonGrid(buttons);
mGrid.setEntry(mButtonGrid, glm::ivec2 {0, 6}, true, false);
// Adjust the width relative to the aspect ratio of the screen to make the GUI look coherent
// regardless of screen type. The 1.778 aspect ratio value is the 16:9 reference.
float aspectValue = 1.778f / Renderer::getScreenAspectRatio();
float width = glm::clamp(0.60f * aspectValue, 0.50f, 0.80f) * Renderer::getScreenWidth();
setSize(width, Renderer::getScreenHeight() * 0.75f);
setPosition((Renderer::getScreenWidth() - mSize.x) / 2.0f,
(Renderer::getScreenHeight() - mSize.y) / 2.0f);
}
void GuiInputConfig::populateConfigList()
{
std::string controllerType = Settings::getInstance()->getString("InputControllerType");
// clang-format off
sGuiInputConfigList[0] = {"Up", false, "D-PAD UP", ":/graphics/help/dpad_up.svg"};
sGuiInputConfigList[1] = {"Down", false, "D-PAD DOWN", ":/graphics/help/dpad_down.svg"};
sGuiInputConfigList[2] = {"Left", false, "D-PAD LEFT", ":/graphics/help/dpad_left.svg"};
sGuiInputConfigList[3] = {"Right", false, "D-PAD RIGHT", ":/graphics/help/dpad_right.svg"};
if (controllerType == "snes") {
sGuiInputConfigList[4] = {"Back", false, "SELECT", ":/graphics/help/button_back_SNES.svg"};
sGuiInputConfigList[5] = {"Start", false, "START", ":/graphics/help/button_start_SNES.svg"};
sGuiInputConfigList[6] = {"A", false, "B", ":/graphics/help/mbuttons_a_SNES.svg"};
sGuiInputConfigList[7] = {"B", false, "A", ":/graphics/help/mbuttons_b_SNES.svg"};
sGuiInputConfigList[8] = {"X", true, "Y", ":/graphics/help/mbuttons_x_SNES.svg"};
sGuiInputConfigList[9] = {"Y", true, "X", ":/graphics/help/mbuttons_y_SNES.svg"};
}
else if (controllerType == "ps4") {
sGuiInputConfigList[4] = {"Back", false, "SHARE", ":/graphics/help/button_back_PS4.svg"};
sGuiInputConfigList[5] = {"Start", false, "OPTIONS", ":/graphics/help/button_start_PS4.svg"};
sGuiInputConfigList[6] = {"A", false, "CROSS", ":/graphics/help/mbuttons_a_PS.svg"};
sGuiInputConfigList[7] = {"B", false, "CIRCLE", ":/graphics/help/mbuttons_b_PS.svg"};
sGuiInputConfigList[8] = {"X", true, "SQUARE", ":/graphics/help/mbuttons_x_PS.svg"};
sGuiInputConfigList[9] = {"Y", true, "TRIANGLE", ":/graphics/help/mbuttons_y_PS.svg"};
}
else if (controllerType == "ps5") {
sGuiInputConfigList[4] = {"Back", false, "CREATE", ":/graphics/help/button_back_PS5.svg"};
sGuiInputConfigList[5] = {"Start", false, "OPTIONS", ":/graphics/help/button_start_PS5.svg"};
sGuiInputConfigList[6] = {"A", false, "CROSS", ":/graphics/help/mbuttons_a_PS.svg"};
sGuiInputConfigList[7] = {"B", false, "CIRCLE", ":/graphics/help/mbuttons_b_PS.svg"};
sGuiInputConfigList[8] = {"X", true, "SQUARE", ":/graphics/help/mbuttons_x_PS.svg"};
sGuiInputConfigList[9] = {"Y", true, "TRIANGLE", ":/graphics/help/mbuttons_y_PS.svg"};
}
else if (controllerType == "xbox360") {
sGuiInputConfigList[4] = {"Back", false, "BACK", ":/graphics/help/button_back_XBOX360.svg"};
sGuiInputConfigList[5] = {"Start", false, "START", ":/graphics/help/button_start_XBOX360.svg"};
sGuiInputConfigList[6] = {"A", false, "A", ":/graphics/help/mbuttons_a_XBOX.svg"};
sGuiInputConfigList[7] = {"B", false, "B", ":/graphics/help/mbuttons_b_XBOX.svg"};
sGuiInputConfigList[8] = {"X", true, "X", ":/graphics/help/mbuttons_x_XBOX.svg"};
sGuiInputConfigList[9] = {"Y", true, "Y", ":/graphics/help/mbuttons_y_XBOX.svg"};
}
else {
// Xbox One and later.
sGuiInputConfigList[4] = {"Back", false, "VIEW", ":/graphics/help/button_back_XBOX.svg"};
sGuiInputConfigList[5] = {"Start", false, "MENU", ":/graphics/help/button_start_XBOX.svg"};
sGuiInputConfigList[6] = {"A", false, "A", ":/graphics/help/mbuttons_a_XBOX.svg"};
sGuiInputConfigList[7] = {"B", false, "B", ":/graphics/help/mbuttons_b_XBOX.svg"};
sGuiInputConfigList[8] = {"X", true, "X", ":/graphics/help/mbuttons_x_XBOX.svg"};
sGuiInputConfigList[9] = {"Y", true, "Y", ":/graphics/help/mbuttons_y_XBOX.svg"};
}
sGuiInputConfigList[10] = {"LeftShoulder", true, "LEFT SHOULDER", ":/graphics/help/button_l.svg"};
sGuiInputConfigList[11] = {"RightShoulder", true, "RIGHT SHOULDER", ":/graphics/help/button_r.svg"};
sGuiInputConfigList[12] = {"LeftTrigger", true, "LEFT TRIGGER", ":/graphics/help/button_lt.svg"};
sGuiInputConfigList[13] = {"RightTrigger", true, "RIGHT TRIGGER", ":/graphics/help/button_rt.svg"};
sGuiInputConfigList[14] = {"LeftThumbstickUp", true, "LEFT THUMBSTICK UP", ":/graphics/help/thumbstick_up.svg"};
sGuiInputConfigList[15] = {"LeftThumbstickDown", true, "LEFT THUMBSTICK DOWN", ":/graphics/help/thumbstick_down.svg"};
sGuiInputConfigList[16] = {"LeftThumbstickLeft", true, "LEFT THUMBSTICK LEFT", ":/graphics/help/thumbstick_left.svg"};
sGuiInputConfigList[17] = {"LeftThumbstickRight", true, "LEFT THUMBSTICK RIGHT", ":/graphics/help/thumbstick_right.svg"};
sGuiInputConfigList[18] = {"LeftThumbstickClick", true, "LEFT THUMBSTICK CLICK", ":/graphics/help/thumbstick_click.svg"};
sGuiInputConfigList[19] = {"RightThumbstickUp", true, "RIGHT THUMBSTICK UP", ":/graphics/help/thumbstick_up.svg"};
sGuiInputConfigList[20] = {"RightThumbstickDown", true, "RIGHT THUMBSTICK DOWN", ":/graphics/help/thumbstick_down.svg"};
sGuiInputConfigList[21] = {"RightThumbstickLeft", true, "RIGHT THUMBSTICK LEFT", ":/graphics/help/thumbstick_left.svg"};
sGuiInputConfigList[22] = {"RightThumbstickRight", true, "RIGHT THUMBSTICK RIGHT", ":/graphics/help/thumbstick_right.svg"};
sGuiInputConfigList[23] = {"RightThumbstickClick", true, "RIGHT THUMBSTICK CLICK", ":/graphics/help/thumbstick_click.svg"};
// clang-format on
}
void GuiInputConfig::update(int deltaTime)
{
if (mConfiguringRow && mHoldingInput && sGuiInputConfigList[mHeldInputId].skippable) {
int prevSec = mHeldTime / 1000;
mHeldTime += deltaTime;
int curSec = mHeldTime / 1000;
if (mHeldTime >= HOLD_TO_SKIP_MS) {
setNotDefined(mMappings.at(mHeldInputId));
clearAssignment(mHeldInputId);
mHoldingInput = false;
rowDone();
}
else {
if (prevSec != curSec) {
// 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";
text->setText(ss.str());
text->setColor(0x777777FF);
}
}
}
}
void GuiInputConfig::onSizeChanged()
{
mBackground.fitTo(mSize, glm::vec3 {}, glm::vec2 {-32.0f, -32.0f});
// 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) * 5.0f + 2.0f) / mSize.y);
mGrid.setRowHeightPerc(6, mButtonGrid->getSize().y / mSize.y);
}
void GuiInputConfig::rowDone()
{
if (mConfiguringAll) {
// Try to move to the next row.
if (!mList->moveCursor(1)) {
// At bottom of list, we're done.
mConfiguringAll = false;
mConfiguringRow = false;
mGrid.moveCursor(glm::ivec2 {0, 1});
}
else {
// On another row.
setPress(mMappings.at(mList->getCursorId()));
}
}
else {
// Only configuring one row, so stop.
mConfiguringRow = false;
}
}
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");
text->setColor(0x656565FF);
}
void GuiInputConfig::setNotDefined(const std::shared_ptr<TextComponent>& text)
{
text->setText("-NOT DEFINED-");
text->setColor(0x999999FF);
}
void GuiInputConfig::setAssignedTo(const std::shared_ptr<TextComponent>& text, Input input)
{
text->setText(Utils::String::toUpper(input.string()));
text->setColor(0x777777FF);
}
bool GuiInputConfig::assign(Input input, int inputId)
{
// Input is from InputConfig* mTargetConfig.
// If this input is mapped to something other than "nothing" or the current row,
// generate an error. (If it's the same as what it was before, allow it.)
if (mTargetConfig->getMappedTo(input).size() > 0 &&
!mTargetConfig->isMappedTo(sGuiInputConfigList[inputId].name, input) &&
sGuiInputConfigList[inputId].name != "HotKeyEnable") {
error(mMappings.at(inputId), "Already mapped!");
return false;
}
setAssignedTo(mMappings.at(inputId), input);
input.configured = true;
mTargetConfig->mapInput(sGuiInputConfigList[inputId].name, input);
LOG(LogInfo) << "Mapping [" << input.string() << "] to [" << sGuiInputConfigList[inputId].name
<< "]";
return true;
}
void GuiInputConfig::clearAssignment(int inputId)
{
mTargetConfig->unmapInput(sGuiInputConfigList[inputId].name);
}