mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-24 23:25:38 +00:00
135 lines
4 KiB
C++
135 lines
4 KiB
C++
#include "GuiInputConfig.h"
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#include "GuiGameList.h"
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#include <iostream>
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#include <fstream>
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std::string GuiInputConfig::sConfigPath = "./input.cfg";
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std::string GuiInputConfig::sInputs[] = { "UNKNOWN", "UP", "DOWN", "LEFT", "RIGHT", "BUTTON1 (Accept)", "BUTTON2 (Back)", "START (Menu)" }; //must be same order as InputManager::InputButton enum
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int GuiInputConfig::sInputCount = 8;
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GuiInputConfig::GuiInputConfig()
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{
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mInputNum = 1;
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mDone = false;
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mLastAxis = -1;
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Renderer::registerComponent(this);
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InputManager::registerComponent(this);
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if(SDL_NumJoysticks() < 1)
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{
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std::cerr << "Error - GuiInputConfig found no SDL joysticks!\n";
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mJoystick = NULL;
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mDone = true;
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return;
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}else{
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std::cout << "Opening joystick \"" << SDL_JoystickName(0) << "\"\n";
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mJoystick = SDL_JoystickOpen(0);
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}
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}
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GuiInputConfig::~GuiInputConfig()
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{
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Renderer::unregisterComponent(this);
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InputManager::unregisterComponent(this);
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}
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void GuiInputConfig::onRender()
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{
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Renderer::drawRect(0, 0, Renderer::getScreenWidth(), Renderer::getScreenHeight(), 0xFFFFFF);
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int height = Renderer::getFontHeight(Renderer::MEDIUM) + 6;
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Renderer::drawCenteredText("It looks like you have a joystick plugged in!", 0, 2, 0x000000);
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Renderer::drawCenteredText("POV hats (some D-Pads) are automatically mapped to directions.", 0, height, 0x000000);
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Renderer::drawCenteredText("You can press a keyboard key to skip any input.", 0, height * 2, 0x000000);
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Renderer::drawCenteredText("If you want to remap later, just delete ~/.es_input.cfg.", 0, height * 3, 0x000000);
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Renderer::drawCenteredText("Remember - you'll need to set up your emulator separately!", 0, Renderer::getScreenHeight() - height, 0x000000);
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if(mDone)
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Renderer::drawCenteredText("All done! Press a keyboard key to continue.", 0, height * 5, 0x00BB00);
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else
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Renderer::drawCenteredText("Please press the axis/button for " + sInputs[mInputNum], 0, height * 5, 0x00C000);
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}
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void GuiInputConfig::onInput(InputManager::InputButton button, bool keyDown)
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{
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if(mDone)
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{
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if(InputManager::lastEvent->type == SDL_KEYUP)
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{
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writeConfig();
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if(mJoystick)
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SDL_JoystickClose(mJoystick);
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InputManager::loadConfig();
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delete this;
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new GuiGameList();
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}
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return;
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}
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SDL_Event* event = InputManager::lastEvent;
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if(event->type == SDL_JOYBUTTONDOWN)
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{
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mButtonMap[event->jbutton.button] = (InputManager::InputButton)mInputNum;
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std::cout << " Mapping " << sInputs[mInputNum] << " to button " << (int)event->jbutton.button << "\n";
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mInputNum++;
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}
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if(event->type == SDL_JOYAXISMOTION)
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{
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//std::cout << "motion on axis " << event->jaxis.axis << " to value " << event->jaxis.value << "\n";
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if(event->jaxis.axis == mLastAxis)
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{
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if(event->jaxis.value < InputManager::deadzone && event->jaxis.value > -InputManager::deadzone)
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mLastAxis = -1;
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return;
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}
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if(event->jaxis.value > InputManager::deadzone)
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{
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mAxisPosMap[event->jaxis.axis] = (InputManager::InputButton)mInputNum;
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mInputNum++;
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mLastAxis = event->jaxis.axis;
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std::cout << " Mapping " << sInputs[mInputNum - 1] << " to axis+ " << mLastAxis << "\n";
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}else if(event->jaxis.value < -InputManager::deadzone)
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{
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mAxisNegMap[event->jaxis.axis] = (InputManager::InputButton)mInputNum;
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mInputNum++;
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mLastAxis = event->jaxis.axis;
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std::cout << " Mapping " << sInputs[mInputNum - 1] << " to axis- " << mLastAxis << "\n";
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}
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}
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if(mInputNum >= sInputCount)
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{
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mDone = true;
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return;
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}
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}
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void GuiInputConfig::writeConfig()
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{
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std::string path = InputManager::getConfigPath();
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std::ofstream file(path.c_str());
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typedef std::map<int, InputManager::InputButton>::iterator it_type;
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for(it_type iter = mButtonMap.begin(); iter != mButtonMap.end(); iter++)
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{
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file << "BUTTON " << iter->first << " " << iter->second << "\n";
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}
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for(it_type iter = mAxisPosMap.begin(); iter != mAxisPosMap.end(); iter++)
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{
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file << "AXISPOS " << iter->first << " " << iter->second << "\n";
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}
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for(it_type iter = mAxisNegMap.begin(); iter != mAxisNegMap.end(); iter++)
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{
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file << "AXISNEG " << iter->first << " " << iter->second << "\n";
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}
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}
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