'Reset to Defaults' button implemented

This commit is contained in:
thecozies 2024-04-21 13:02:47 -05:00
parent 6613c9967d
commit 17aa09506b
4 changed files with 51 additions and 19 deletions

View File

@ -24,6 +24,7 @@
<button
class="button button--warning"
style="nav-down:#input_row_button_0_0"
data-event-click="reset_input_bindings_to_defaults"
>
<div class="button__label">Reset to defaults</div>
</button>

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@ -13,6 +13,8 @@ namespace recomp {
void save_config();
void reset_input_bindings();
void reset_cont_input_bindings();
void reset_kb_input_bindings();
std::filesystem::path get_app_folder_path();

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@ -151,26 +151,37 @@ void assign_mapping(recomp::InputDevice device, recomp::GameInput input, const s
}
};
void assign_all_mappings(recomp::InputDevice device, const recomp::DefaultN64Mappings& values) {
assign_mapping(device, recomp::GameInput::A, values.a);
assign_mapping(device, recomp::GameInput::B, values.b);
assign_mapping(device, recomp::GameInput::Z, values.z);
assign_mapping(device, recomp::GameInput::START, values.start);
assign_mapping(device, recomp::GameInput::DPAD_UP, values.dpad_up);
assign_mapping(device, recomp::GameInput::DPAD_DOWN, values.dpad_down);
assign_mapping(device, recomp::GameInput::DPAD_LEFT, values.dpad_left);
assign_mapping(device, recomp::GameInput::DPAD_RIGHT, values.dpad_right);
assign_mapping(device, recomp::GameInput::L, values.l);
assign_mapping(device, recomp::GameInput::R, values.r);
assign_mapping(device, recomp::GameInput::C_UP, values.c_up);
assign_mapping(device, recomp::GameInput::C_DOWN, values.c_down);
assign_mapping(device, recomp::GameInput::C_LEFT, values.c_left);
assign_mapping(device, recomp::GameInput::C_RIGHT, values.c_right);
// same as assign_mapping, except will clear unassigned bindings if not in value
void assign_mapping_complete(recomp::InputDevice device, recomp::GameInput input, const std::vector<recomp::InputField>& value) {
for (size_t binding_index = 0; binding_index < recomp::bindings_per_input; binding_index++) {
if (binding_index >= value.size()) {
recomp::set_input_binding(input, binding_index, device, recomp::InputField{});
} else {
recomp::set_input_binding(input, binding_index, device, value[binding_index]);
}
}
};
assign_mapping(device, recomp::GameInput::X_AXIS_NEG, values.analog_left);
assign_mapping(device, recomp::GameInput::X_AXIS_POS, values.analog_right);
assign_mapping(device, recomp::GameInput::Y_AXIS_NEG, values.analog_down);
assign_mapping(device, recomp::GameInput::Y_AXIS_POS, values.analog_up);
void assign_all_mappings(recomp::InputDevice device, const recomp::DefaultN64Mappings& values) {
assign_mapping_complete(device, recomp::GameInput::A, values.a);
assign_mapping_complete(device, recomp::GameInput::B, values.b);
assign_mapping_complete(device, recomp::GameInput::Z, values.z);
assign_mapping_complete(device, recomp::GameInput::START, values.start);
assign_mapping_complete(device, recomp::GameInput::DPAD_UP, values.dpad_up);
assign_mapping_complete(device, recomp::GameInput::DPAD_DOWN, values.dpad_down);
assign_mapping_complete(device, recomp::GameInput::DPAD_LEFT, values.dpad_left);
assign_mapping_complete(device, recomp::GameInput::DPAD_RIGHT, values.dpad_right);
assign_mapping_complete(device, recomp::GameInput::L, values.l);
assign_mapping_complete(device, recomp::GameInput::R, values.r);
assign_mapping_complete(device, recomp::GameInput::C_UP, values.c_up);
assign_mapping_complete(device, recomp::GameInput::C_DOWN, values.c_down);
assign_mapping_complete(device, recomp::GameInput::C_LEFT, values.c_left);
assign_mapping_complete(device, recomp::GameInput::C_RIGHT, values.c_right);
assign_mapping_complete(device, recomp::GameInput::X_AXIS_NEG, values.analog_left);
assign_mapping_complete(device, recomp::GameInput::X_AXIS_POS, values.analog_right);
assign_mapping_complete(device, recomp::GameInput::Y_AXIS_NEG, values.analog_down);
assign_mapping_complete(device, recomp::GameInput::Y_AXIS_POS, values.analog_up);
};
void recomp::reset_input_bindings() {
@ -178,6 +189,14 @@ void recomp::reset_input_bindings() {
assign_all_mappings(recomp::InputDevice::Controller, recomp::default_n64_controller_mappings);
}
void recomp::reset_cont_input_bindings() {
assign_all_mappings(recomp::InputDevice::Controller, recomp::default_n64_controller_mappings);
}
void recomp::reset_kb_input_bindings() {
assign_all_mappings(recomp::InputDevice::Keyboard, recomp::default_n64_keyboard_mappings);
}
void reset_graphics_options() {
ultramodern::GraphicsConfig new_config{};
new_config.res_option = res_default;

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@ -527,6 +527,16 @@ public:
model_handle.DirtyVariable("active_binding_slot");
});
constructor.BindEventCallback("reset_input_bindings_to_defaults",
[](Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs) {
if (cur_device == recomp::InputDevice::Controller) {
recomp::reset_cont_input_bindings();
} else {
recomp::reset_kb_input_bindings();
}
model_handle.DirtyAllVariables();
});
constructor.BindEventCallback("clear_input_bindings",
[](Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs) {
recomp::GameInput input = static_cast<recomp::GameInput>(inputs.at(0).Get<size_t>());