ES-DE/es-core/src/guis/GuiInputConfig.cpp
2020-12-16 23:59:00 +01:00

435 lines
17 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 "components/ButtonComponent.h"
#include "components/MenuComponent.h"
#include "guis/GuiMsgBox.h"
#include "InputManager.h"
#include "Log.h"
#include "Window.h"
struct InputConfigStructure {
std::string name;
const bool skippable;
std::string dispName;
std::string icon;
};
static const int inputCount = 22;
static const InputConfigStructure GUI_INPUT_CONFIG_LIST[inputCount] =
{
{ "Up", false, "D-PAD UP", ":/help/dpad_up.svg" },
{ "Down", false, "D-PAD DOWN", ":/help/dpad_down.svg" },
{ "Left", false, "D-PAD LEFT", ":/help/dpad_left.svg" },
{ "Right", false, "D-PAD RIGHT", ":/help/dpad_right.svg" },
{ "Start", true, "START", ":/help/button_start.svg" },
{ "Select", true, "SELECT", ":/help/button_select.svg" },
{ "A", false, "BUTTON A / EAST", ":/help/buttons_east.svg" },
{ "B", true, "BUTTON B / SOUTH", ":/help/buttons_south.svg" },
{ "X", true, "BUTTON X / NORTH", ":/help/buttons_north.svg" },
{ "Y", true, "BUTTON Y / WEST", ":/help/buttons_west.svg" },
{ "LeftShoulder", true, "LEFT SHOULDER", ":/help/button_l.svg" },
{ "RightShoulder", true, "RIGHT SHOULDER", ":/help/button_r.svg" },
{ "LeftTrigger", true, "LEFT TRIGGER", ":/help/button_lt.svg" },
{ "RightTrigger", true, "RIGHT TRIGGER", ":/help/button_rt.svg" },
// { "LeftThumb", true, "LEFT THUMB", ":/help/analog_thumb.svg" },
// { "RightThumb", true, "RIGHT THUMB", ":/help/analog_thumb.svg" },
{ "LeftAnalogUp", true, "LEFT ANALOG UP", ":/help/analog_up.svg" },
{ "LeftAnalogDown", true, "LEFT ANALOG DOWN", ":/help/analog_down.svg" },
{ "LeftAnalogLeft", true, "LEFT ANALOG LEFT", ":/help/analog_left.svg" },
{ "LeftAnalogRight", true, "LEFT ANALOG RIGHT", ":/help/analog_right.svg" },
{ "RightAnalogUp", true, "RIGHT ANALOG UP", ":/help/analog_up.svg" },
{ "RightAnalogDown", true, "RIGHT ANALOG DOWN", ":/help/analog_down.svg" },
{ "RightAnalogLeft", true, "RIGHT ANALOG LEFT", ":/help/analog_left.svg" },
{ "RightAnalogRight", true, "RIGHT ANALOG RIGHT", ":/help/analog_right.svg" },
// { "HotKeyEnable", true, "HOTKEY ENABLE", ":/help/button_hotkey.svg" }
};
// 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.
#define HOLD_TO_SKIP_MS 1000
GuiInputConfig::GuiInputConfig(
Window* window,
InputConfig* target,
bool reconfigureAll,
const std::function<void()>& okCallback)
: GuiComponent(window),
mBackground(window, ":/graphics/frame.png"),
mGrid(window, Vector2i(1, 7)),
mTargetConfig(target),
mHoldingInput(false),
mBusyAnim(window)
{
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>(mWindow), Vector2i(0, 0), false);
mTitle = std::make_shared<TextComponent>(mWindow, "CONFIGURING",
Font::get(FONT_SIZE_LARGE), 0x555555FF, ALIGN_CENTER);
mGrid.setEntry(mTitle, Vector2i(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);
mSubtitle1 = std::make_shared<TextComponent>(mWindow, Utils::String::toUpper(ss.str()),
Font::get(FONT_SIZE_MEDIUM), 0x555555FF, ALIGN_CENTER);
mGrid.setEntry(mSubtitle1, Vector2i(0, 2), false, true);
mSubtitle2 = std::make_shared<TextComponent>(mWindow, "HOLD ANY BUTTON TO SKIP",
Font::get(FONT_SIZE_SMALL), 0x999999FF, ALIGN_CENTER);
mGrid.setEntry(mSubtitle2, Vector2i(0, 3), false, true);
// 4 is a spacer row.
mList = std::make_shared<ComponentList>(mWindow);
mGrid.setEntry(mList, Vector2i(0, 5), true, true);
for (int i = 0; i < inputCount; i++) {
ComponentListRow row;
// Icon.
auto icon = std::make_shared<ImageComponent>(mWindow);
icon->setImage(GUI_INPUT_CONFIG_LIST[i].icon);
icon->setColorShift(0x777777FF);
icon->setResize(0, Font::get(FONT_SIZE_MEDIUM)->getLetterHeight() * 1.25f);
row.addElement(icon, false);
// Spacer between icon and text.
auto spacer = std::make_shared<GuiComponent>(mWindow);
spacer->setSize(16, 0);
row.addElement(spacer, false);
auto text = std::make_shared<TextComponent>(mWindow,
GUI_INPUT_CONFIG_LIST[i].dispName, Font::get(FONT_SIZE_MEDIUM), 0x777777FF);
row.addElement(text, true);
auto mapping = std::make_shared<TextComponent>(mWindow, "-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 they didn't press A to start, so ignore this.
return false;
}
// Apply filtering for quirks related to trigger mapping.
if (filterTrigger(input, config, i))
return false;
// We are configuring.
if (input.value != 0) {
// Input down.
// 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 {
// Input up.
// 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 /*state*/) {
bool skippable = GUI_INPUT_CONFIG_LIST[mList->getCursorId()].skippable;
mSubtitle2->setOpacity(skippable * 255);
});
// Make the first one say "PRESS ANYTHING" if we're re-configuring everything.
if (mConfiguringAll)
setPress(mMappings.front());
// Buttons.
std::vector< std::shared_ptr<ButtonComponent> > buttons;
std::function<void()> okFunction = [this, okCallback] {
// If we have just configured the keyboard, then unset the flag to indicate that
// we are using the default keyboard mappings.
if (mTargetConfig->getDeviceId() == DEVICE_KEYBOARD) {
InputManager::getInstance()->
getInputConfigByDevice(DEVICE_KEYBOARD)->unsetDefaultConfigFlag();
}
InputManager::getInstance()->writeDeviceConfig(mTargetConfig); // Save.
if (okCallback)
okCallback();
delete this;
};
buttons.push_back(std::make_shared<ButtonComponent>
(mWindow, "OK", "ok", [this, okFunction] { okFunction(); }));
// This code is disabled as there is no intention to provide emulator configuration or
// control via ES Desktop Edition. Let's keep the code for reference though.
// buttons.push_back(std::make_shared<ButtonComponent>(mWindow, "OK", "ok", [this, okFunction] {
// // Check if the hotkey enable button is set. if not prompt the
// // user to use select or nothing.
// Input input;
// okFunction();
// if (!mTargetConfig->getInputByName("HotKeyEnable", &input)) {
// mWindow->pushGui(new GuiMsgBox(mWindow, getHelpStyle(),
// "YOU DIDN'T CHOOSE A HOTKEY ENABLE BUTTON. THIS IS REQUIRED FOR EXITING "
// "GAMES WITH A CONTROLLER. DO YOU WANT TO USE THE SELECT BUTTON DEFAULT ? "
// "PLEASE ANSWER YES TO USE SELECT OR NO TO NOT SET A HOTKEY ENABLE BUTTON.",
// "YES", [this, okFunction] {
// Input input;
// mTargetConfig->getInputByName("Select", &input);
// mTargetConfig->mapInput("HotKeyEnable", input);
// okFunction();
// },
// "NO", [this, okFunction] {
// // For a disabled hotkey enable button, set to a key with id 0,
// // so the input configuration script can be backwards compatible.
// mTargetConfig->mapInput("HotKeyEnable", Input(DEVICE_KEYBOARD,
// TYPE_KEY, 0, 1, true));
// okFunction();
// }));
// }
// else {
// okFunction();
// }
// }));
mButtonGrid = makeButtonGrid(mWindow, buttons);
mGrid.setEntry(mButtonGrid, Vector2i(0, 6), true, false);
setSize(Renderer::getScreenWidth() * 0.6f, Renderer::getScreenHeight() * 0.75f);
setPosition((Renderer::getScreenWidth() - mSize.x()) / 2,
(Renderer::getScreenHeight() - mSize.y()) / 2);
}
void GuiInputConfig::onSizeChanged()
{
mBackground.fitTo(mSize, Vector3f::Zero(), Vector2f(-32, -32));
// Update grid.
mGrid.setSize(mSize);
//mGrid.setRowHeightPerc(0, 0.025f);
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(4, 0.03f);
mGrid.setRowHeightPerc(5, (mList->getRowHeight(0) * 5 + 2) / mSize.y());
mGrid.setRowHeightPerc(6, mButtonGrid->getSize().y() / mSize.y());
mBusyAnim.setSize(mSize);
}
void GuiInputConfig::update(int deltaTime)
{
if (mConfiguringRow && mHoldingInput && GUI_INPUT_CONFIG_LIST[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);
}
}
}
}
// Move cursor to the next thing if we're configuring all,
// or come out of "configure mode" if we were only configuring one row.
void GuiInputConfig::rowDone()
{
if (mConfiguringAll) {
// Try to move to the next one.
if (!mList->moveCursor(1)) {
// At bottom of list, we're done.
mConfiguringAll = false;
mConfiguringRow = false;
mGrid.moveCursor(Vector2i(0, 1));
}
else {
// On another one.
setPress(mMappings.at(mList->getCursorId()));
}
}
else {
// Only configuring one row, so stop.
mConfiguringRow = false;
}
}
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);
}
void GuiInputConfig::error(const std::shared_ptr<TextComponent>& text, const std::string& /*msg*/)
{
text->setText("ALREADY TAKEN");
text->setColor(0x656565FF);
}
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(GUI_INPUT_CONFIG_LIST[inputId].name, input) &&
GUI_INPUT_CONFIG_LIST[inputId].name != "HotKeyEnable") {
error(mMappings.at(inputId), "Already mapped!");
return false;
}
setAssignedTo(mMappings.at(inputId), input);
input.configured = true;
mTargetConfig->mapInput(GUI_INPUT_CONFIG_LIST[inputId].name, input);
LOG(LogInfo) << "Mapping [" << input.string() << "] to [" <<
GUI_INPUT_CONFIG_LIST[inputId].name << "]";
return true;
}
void GuiInputConfig::clearAssignment(int inputId)
{
mTargetConfig->unmapInput(GUI_INPUT_CONFIG_LIST[inputId].name);
}
bool GuiInputConfig::filterTrigger(Input input, InputConfig* config, int inputId)
{
#if defined(__linux__) || defined(__APPLE__)
// On Linux and macOS, some gamepads return both an analog axis and a digital button for
// the trigger; we want the analog axis only, so this function removes the button press event.
// This is relevant mostly for Sony Dual Shock controllers.
if (InputManager::getInstance()->getAxisCountByDevice(config->getDeviceId()) == 6) {
if (config->getDeviceName().find("PLAYSTATION") != std::string::npos ||
config->getDeviceName().find("PS3 Ga") != std::string::npos ||
config->getDeviceName().find("PS(R) Ga") != std::string::npos ||
config->getDeviceName().find("PS4 Controller") != std::string::npos ||
config->getDeviceName().find("Sony Interactive") != std::string::npos ||
// BigBen kid's PS3 gamepad 146b:0902, matched on SDL GUID because its name
// "Bigben Interactive Bigben Game Pad" may be too generic.
config->getDeviceGUIDString().find("030000006b1400000209000011010000")
!= std::string::npos ) {
// Remove digital trigger events.
if (input.type == TYPE_BUTTON && (input.id == 6 || input.id == 7)) {
mHoldingInput = false;
return true;
}
}
}
#endif
// Ignore negative poles when triggers are being configured.
// This is not a good solution as it's hardcoded to input 2 and 5 (Xbox controllers) and
// input 4 and 5 (Playstation Dual Shock controllers) instead of using a general detection
// for which type of axis input is used. This is also hardcoded to only work when configuring
// the trigger buttons, so it will not be possible to map trigger buttons to the shoulder
// button functions in ES for instance. It's probably necessary to update ES to use the SDL
// GameController API to fix this properly.
if (input.type == TYPE_AXIS && (input.id == 2 || input.id == 4 || input.id == 5)) {
if (!(std::string(GUI_INPUT_CONFIG_LIST[inputId].name).find("Trigger") !=
std::string::npos)) {
return false;
}
else if (std::string(GUI_INPUT_CONFIG_LIST[inputId].name).find("Trigger") !=
std::string::npos) {
if (input.value == 1)
mSkipAxis = true;
else if (input.value == -1)
return true;
}
else if (mSkipAxis) {
mSkipAxis = false;
return true;
}
}
// (void)input;
// (void)config;
// (void)inputId;
return false;
}