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