#include #include "../ultramodern/ultramodern.hpp" #include "recomp.h" #include "recomp_input.h" #include "recomp_ui.h" #include "SDL.h" #include "rt64_layer.h" #include "promptfont.h" #include "GamepadMotion.hpp" constexpr float axis_threshold = 0.5f; struct ControllerState { SDL_GameController* controller; std::array latest_accelerometer; GamepadMotion motion; uint32_t prev_gyro_timestamp; ControllerState() : controller{}, latest_accelerometer{}, motion{}, prev_gyro_timestamp{} { motion.Reset(); motion.SetCalibrationMode(GamepadMotionHelpers::CalibrationMode::Stillness | GamepadMotionHelpers::CalibrationMode::SensorFusion); }; }; static struct { const Uint8* keys = nullptr; int numkeys = 0; std::atomic_int32_t mouse_wheel_pos = 0; std::vector cur_controllers{}; std::unordered_map controller_states; std::array rotation_delta{}; std::mutex pending_rotation_mutex; std::array pending_rotation_delta{}; } InputState; std::atomic scanning_device = recomp::InputDevice::COUNT; std::atomic scanned_input; enum class InputType { None = 0, // Using zero for None ensures that default initialized InputFields are unbound. Keyboard, Mouse, ControllerDigital, ControllerAnalog // Axis input_id values are the SDL value + 1 }; void set_scanned_input(recomp::InputField value) { scanning_device.store(recomp::InputDevice::COUNT); scanned_input.store(value); } recomp::InputField recomp::get_scanned_input() { recomp::InputField ret = scanned_input.load(); scanned_input.store({}); return ret; } void recomp::start_scanning_input(recomp::InputDevice device) { scanned_input.store({}); scanning_device.store(device); } void recomp::stop_scanning_input() { scanning_device.store(recomp::InputDevice::COUNT); } void queue_if_enabled(SDL_Event* event) { if (!recomp::all_input_disabled()) { recomp::queue_event(*event); } } static std::atomic_bool cursor_enabled = true; void recomp::set_cursor_visible(bool visible) { cursor_enabled.store(visible); } bool sdl_event_filter(void* userdata, SDL_Event* event) { switch (event->type) { case SDL_EventType::SDL_KEYDOWN: { SDL_KeyboardEvent* keyevent = &event->key; if (keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_RETURN && (keyevent->keysym.mod & SDL_Keymod::KMOD_ALT)) { recomp::toggle_fullscreen(); } if (scanning_device != recomp::InputDevice::COUNT) { if (keyevent->keysym.scancode == SDL_Scancode::SDL_SCANCODE_ESCAPE) { recomp::cancel_scanning_input(); } else if (scanning_device == recomp::InputDevice::Keyboard) { set_scanned_input({(uint32_t)InputType::Keyboard, keyevent->keysym.scancode}); } } else { queue_if_enabled(event); } } break; case SDL_EventType::SDL_CONTROLLERDEVICEADDED: { SDL_ControllerDeviceEvent* controller_event = &event->cdevice; SDL_GameController* controller = SDL_GameControllerOpen(controller_event->which); printf("Controller added: %d\n", controller_event->which); if (controller != nullptr) { printf(" Instance ID: %d\n", SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))); ControllerState& state = InputState.controller_states[SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))]; state.controller = controller; if (SDL_GameControllerHasSensor(controller, SDL_SensorType::SDL_SENSOR_GYRO) && SDL_GameControllerHasSensor(controller, SDL_SensorType::SDL_SENSOR_ACCEL)) { SDL_GameControllerSetSensorEnabled(controller, SDL_SensorType::SDL_SENSOR_GYRO, SDL_TRUE); SDL_GameControllerSetSensorEnabled(controller, SDL_SensorType::SDL_SENSOR_ACCEL, SDL_TRUE); } } } break; case SDL_EventType::SDL_CONTROLLERDEVICEREMOVED: { SDL_ControllerDeviceEvent* controller_event = &event->cdevice; printf("Controller removed: %d\n", controller_event->which); InputState.controller_states.erase(controller_event->which); } break; case SDL_EventType::SDL_QUIT: ultramodern::quit(); return true; case SDL_EventType::SDL_MOUSEWHEEL: { SDL_MouseWheelEvent* wheel_event = &event->wheel; InputState.mouse_wheel_pos.fetch_add(wheel_event->y * (wheel_event->direction == SDL_MOUSEWHEEL_FLIPPED ? -1 : 1)); } queue_if_enabled(event); break; case SDL_EventType::SDL_CONTROLLERBUTTONDOWN: if (scanning_device != recomp::InputDevice::COUNT) { if (event->cbutton.button == SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK) { recomp::cancel_scanning_input(); } else if (scanning_device == recomp::InputDevice::Controller) { SDL_ControllerButtonEvent* button_event = &event->cbutton; set_scanned_input({(uint32_t)InputType::ControllerDigital, button_event->button}); } } else { queue_if_enabled(event); } break; case SDL_EventType::SDL_CONTROLLERAXISMOTION: if (scanning_device == recomp::InputDevice::Controller) { SDL_ControllerAxisEvent* axis_event = &event->caxis; float axis_value = axis_event->value * (1/32768.0f); if (axis_value > axis_threshold) { set_scanned_input({(uint32_t)InputType::ControllerAnalog, axis_event->axis + 1}); } else if (axis_value < -axis_threshold) { set_scanned_input({(uint32_t)InputType::ControllerAnalog, -axis_event->axis - 1}); } } else { queue_if_enabled(event); } break; case SDL_EventType::SDL_CONTROLLERSENSORUPDATE: if (event->csensor.sensor == SDL_SensorType::SDL_SENSOR_ACCEL) { // Convert acceleration to g's. float x = event->csensor.data[0] / SDL_STANDARD_GRAVITY; float y = event->csensor.data[1] / SDL_STANDARD_GRAVITY; float z = event->csensor.data[2] / SDL_STANDARD_GRAVITY; ControllerState& state = InputState.controller_states[event->csensor.which]; state.latest_accelerometer[0] = x; state.latest_accelerometer[1] = y; state.latest_accelerometer[2] = z; } else if (event->csensor.sensor == SDL_SensorType::SDL_SENSOR_GYRO) { // constexpr float gyro_threshold = 0.05f; // Convert rotational velocity to degrees per second. constexpr float rad_to_deg = 180.0f / M_PI; float x = event->csensor.data[0] * rad_to_deg; float y = event->csensor.data[1] * rad_to_deg; float z = event->csensor.data[2] * rad_to_deg; ControllerState& state = InputState.controller_states[event->csensor.which]; uint64_t cur_timestamp = event->csensor.timestamp; uint32_t delta_ms = cur_timestamp - state.prev_gyro_timestamp; state.motion.ProcessMotion(x, y, z, state.latest_accelerometer[0], state.latest_accelerometer[1], state.latest_accelerometer[2], delta_ms * 0.001f); state.prev_gyro_timestamp = cur_timestamp; float rot_x = 0.0f; float rot_y = 0.0f; state.motion.GetPlayerSpaceGyro(rot_x, rot_y); { std::lock_guard lock{ InputState.pending_rotation_mutex }; InputState.pending_rotation_delta[0] += rot_x; InputState.pending_rotation_delta[1] += rot_y; } } break; default: queue_if_enabled(event); break; } return false; } void recomp::handle_events() { SDL_Event cur_event; static bool exited = false; while (SDL_PollEvent(&cur_event) && !exited) { exited = sdl_event_filter(nullptr, &cur_event); SDL_ShowCursor(cursor_enabled ? SDL_ENABLE : SDL_DISABLE); } } constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_SOUTH = SDL_CONTROLLER_BUTTON_A; constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_EAST = SDL_CONTROLLER_BUTTON_B; constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_WEST = SDL_CONTROLLER_BUTTON_X; constexpr SDL_GameControllerButton SDL_CONTROLLER_BUTTON_NORTH = SDL_CONTROLLER_BUTTON_Y; const recomp::DefaultN64Mappings recomp::default_n64_keyboard_mappings = { .a = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_SPACE} }, .b = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_LSHIFT} }, .l = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_E} }, .r = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_R} }, .z = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_Q} }, .start = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RETURN} }, .c_left = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_LEFT} }, .c_right = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_RIGHT} }, .c_up = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_UP} }, .c_down = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_DOWN} }, .dpad_left = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_J} }, .dpad_right = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_L} }, .dpad_up = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_I} }, .dpad_down = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_K} }, .analog_left = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_A} }, .analog_right = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_D} }, .analog_up = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_W} }, .analog_down = { {.input_type = (uint32_t)InputType::Keyboard, .input_id = SDL_SCANCODE_S} }, }; const recomp::DefaultN64Mappings recomp::default_n64_controller_mappings = { .a = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_SOUTH}, }, .b = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_WEST}, }, .l = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_LEFTSHOULDER}, }, .r = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERRIGHT + 1}, }, .z = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_TRIGGERLEFT + 1}, }, .start = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_START}, }, .c_left = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTX + 1)}, {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_NORTH}, }, .c_right = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTX + 1}, {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_EAST}, }, .c_up = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_RIGHTY + 1)}, {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_RIGHTSTICK}, }, .c_down = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_RIGHTY + 1}, {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}, }, .dpad_left = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_LEFT}, }, .dpad_right = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_RIGHT}, }, .dpad_up = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_UP}, }, .dpad_down = { {.input_type = (uint32_t)InputType::ControllerDigital, .input_id = SDL_CONTROLLER_BUTTON_DPAD_DOWN}, }, .analog_left = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTX + 1)}, }, .analog_right = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTX + 1}, }, .analog_up = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = -(SDL_CONTROLLER_AXIS_LEFTY + 1)}, }, .analog_down = { {.input_type = (uint32_t)InputType::ControllerAnalog, .input_id = SDL_CONTROLLER_AXIS_LEFTY + 1}, }, }; void recomp::poll_inputs() { InputState.keys = SDL_GetKeyboardState(&InputState.numkeys); InputState.cur_controllers.clear(); for (const auto& [id, state] : InputState.controller_states) { (void)id; // Avoid unused variable warning. SDL_GameController* controller = state.controller; if (controller != nullptr) { InputState.cur_controllers.push_back(controller); } } // Read the deltas while resetting them to zero. { std::lock_guard lock{ InputState.pending_rotation_mutex }; InputState.rotation_delta = InputState.pending_rotation_delta; InputState.pending_rotation_delta = { 0.0f, 0.0f }; } // Quicksaving is disabled for now and will likely have more limited functionality // when restored, rather than allowing saving and loading at any point in time. #if 0 if (InputState.keys) { static bool save_was_held = false; static bool load_was_held = false; bool save_is_held = InputState.keys[SDL_SCANCODE_F5] != 0; bool load_is_held = InputState.keys[SDL_SCANCODE_F7] != 0; if (save_is_held && !save_was_held) { recomp::quicksave_save(); } else if (load_is_held && !load_was_held) { recomp::quicksave_load(); } save_was_held = save_is_held; } #endif } void recomp::set_rumble(bool on) { uint16_t rumble_strength = recomp::get_rumble_strength() * 0xFFFF / 100; uint32_t duration = 1000000; // Dummy duration value that lasts long enough to matter as the game will reset rumble on its own. for (const auto& controller : InputState.cur_controllers) { SDL_GameControllerRumble(controller, 0, on ? rumble_strength : 0, duration); } } bool controller_button_state(int32_t input_id) { if (input_id >= 0 && input_id < SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MAX) { SDL_GameControllerButton button = (SDL_GameControllerButton)input_id; bool ret = false; for (const auto& controller : InputState.cur_controllers) { ret |= SDL_GameControllerGetButton(controller, button); } return ret; } return false; } float controller_axis_state(int32_t input_id) { if (abs(input_id) - 1 < SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_MAX) { SDL_GameControllerAxis axis = (SDL_GameControllerAxis)(abs(input_id) - 1); bool negative_range = input_id < 0; float ret = 0.0f; for (const auto& controller : InputState.cur_controllers) { float cur_val = SDL_GameControllerGetAxis(controller, axis) * (1/32768.0f); if (negative_range) { cur_val = -cur_val; } ret += std::clamp(cur_val, 0.0f, 1.0f); } return std::clamp(ret, 0.0f, 1.0f); } return false; } float recomp::get_input_analog(const recomp::InputField& field) { switch ((InputType)field.input_type) { case InputType::Keyboard: if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) { return InputState.keys[field.input_id] ? 1.0f : 0.0f; } return 0.0f; case InputType::ControllerDigital: return controller_button_state(field.input_id) ? 1.0f : 0.0f; case InputType::ControllerAnalog: return controller_axis_state(field.input_id); case InputType::Mouse: // TODO mouse support return 0.0f; case InputType::None: return false; } } float recomp::get_input_analog(const std::span fields) { float ret = 0.0f; for (const auto& field : fields) { ret += get_input_analog(field); } return std::clamp(ret, 0.0f, 1.0f); } bool recomp::get_input_digital(const recomp::InputField& field) { switch ((InputType)field.input_type) { case InputType::Keyboard: if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) { return InputState.keys[field.input_id] != 0; } return false; case InputType::ControllerDigital: return controller_button_state(field.input_id); case InputType::ControllerAnalog: // TODO adjustable threshold return controller_axis_state(field.input_id) >= axis_threshold; case InputType::Mouse: // TODO mouse support return false; case InputType::None: return false; } } bool recomp::get_input_digital(const std::span fields) { bool ret = 0; for (const auto& field : fields) { ret |= get_input_digital(field); } return ret; } void recomp::get_gyro_deltas(float* x, float* y) { std::array cur_rotation_delta = InputState.rotation_delta; *x = cur_rotation_delta[0]; *y = cur_rotation_delta[1]; } bool recomp::game_input_disabled() { // Disable input if any menu is open. return recomp::get_current_menu() != recomp::Menu::None; } bool recomp::all_input_disabled() { // Disable all input if an input is being polled. return scanning_device != recomp::InputDevice::COUNT; } std::string controller_button_to_string(SDL_GameControllerButton button) { switch (button) { case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A: return "\u21A7"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B: return "\u21A6"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X: return "\u21A4"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y: return "\u21A5"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK: return "\u21FA"; // case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE: // return ""; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START: return "\u21FB"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK: return "\u21BA"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK: return "\u21BB"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return "\u2198"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return "\u2199"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP: return "\u219F"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN: return "\u21A1"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT: return "\u219E"; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return "\u21A0"; // case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MISC1: // return ""; // case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE1: // return ""; // case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE2: // return ""; // case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE3: // return ""; // case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE4: // return ""; case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_TOUCHPAD: return "\u21E7"; default: return "Button " + std::to_string(button); } } std::unordered_map scancode_codepoints { {SDL_SCANCODE_LEFT, PF_KEYBOARD_LEFT}, // NOTE: UP and RIGHT are swapped with promptfont. {SDL_SCANCODE_UP, PF_KEYBOARD_RIGHT}, {SDL_SCANCODE_RIGHT, PF_KEYBOARD_UP}, {SDL_SCANCODE_DOWN, PF_KEYBOARD_DOWN}, {SDL_SCANCODE_A, PF_KEYBOARD_A}, {SDL_SCANCODE_B, PF_KEYBOARD_B}, {SDL_SCANCODE_C, PF_KEYBOARD_C}, {SDL_SCANCODE_D, PF_KEYBOARD_D}, {SDL_SCANCODE_E, PF_KEYBOARD_E}, {SDL_SCANCODE_F, PF_KEYBOARD_F}, {SDL_SCANCODE_G, PF_KEYBOARD_G}, {SDL_SCANCODE_H, PF_KEYBOARD_H}, {SDL_SCANCODE_I, PF_KEYBOARD_I}, {SDL_SCANCODE_J, PF_KEYBOARD_J}, {SDL_SCANCODE_K, PF_KEYBOARD_K}, {SDL_SCANCODE_L, PF_KEYBOARD_L}, {SDL_SCANCODE_M, PF_KEYBOARD_M}, {SDL_SCANCODE_N, PF_KEYBOARD_N}, {SDL_SCANCODE_O, PF_KEYBOARD_O}, {SDL_SCANCODE_P, PF_KEYBOARD_P}, {SDL_SCANCODE_Q, PF_KEYBOARD_Q}, {SDL_SCANCODE_R, PF_KEYBOARD_R}, {SDL_SCANCODE_S, PF_KEYBOARD_S}, {SDL_SCANCODE_T, PF_KEYBOARD_T}, {SDL_SCANCODE_U, PF_KEYBOARD_U}, {SDL_SCANCODE_V, PF_KEYBOARD_V}, {SDL_SCANCODE_W, PF_KEYBOARD_W}, {SDL_SCANCODE_X, PF_KEYBOARD_X}, {SDL_SCANCODE_Y, PF_KEYBOARD_Y}, {SDL_SCANCODE_Z, PF_KEYBOARD_Z}, {SDL_SCANCODE_0, PF_KEYBOARD_0}, {SDL_SCANCODE_1, PF_KEYBOARD_1}, {SDL_SCANCODE_2, PF_KEYBOARD_2}, {SDL_SCANCODE_3, PF_KEYBOARD_3}, {SDL_SCANCODE_4, PF_KEYBOARD_4}, {SDL_SCANCODE_5, PF_KEYBOARD_5}, {SDL_SCANCODE_6, PF_KEYBOARD_6}, {SDL_SCANCODE_7, PF_KEYBOARD_7}, {SDL_SCANCODE_8, PF_KEYBOARD_8}, {SDL_SCANCODE_9, PF_KEYBOARD_9}, {SDL_SCANCODE_ESCAPE, PF_KEYBOARD_ESCAPE}, {SDL_SCANCODE_F1, PF_KEYBOARD_F1}, {SDL_SCANCODE_F2, PF_KEYBOARD_F2}, {SDL_SCANCODE_F3, PF_KEYBOARD_F3}, {SDL_SCANCODE_F4, PF_KEYBOARD_F4}, {SDL_SCANCODE_F5, PF_KEYBOARD_F5}, {SDL_SCANCODE_F6, PF_KEYBOARD_F6}, {SDL_SCANCODE_F7, PF_KEYBOARD_F7}, {SDL_SCANCODE_F8, PF_KEYBOARD_F8}, {SDL_SCANCODE_F9, PF_KEYBOARD_F9}, {SDL_SCANCODE_F10, PF_KEYBOARD_F10}, {SDL_SCANCODE_F11, PF_KEYBOARD_F11}, {SDL_SCANCODE_F12, PF_KEYBOARD_F12}, {SDL_SCANCODE_PRINTSCREEN, PF_KEYBOARD_PRINT_SCREEN}, {SDL_SCANCODE_SCROLLLOCK, PF_KEYBOARD_SCROLL_LOCK}, {SDL_SCANCODE_PAUSE, PF_KEYBOARD_PAUSE}, {SDL_SCANCODE_INSERT, PF_KEYBOARD_INSERT}, {SDL_SCANCODE_HOME, PF_KEYBOARD_HOME}, {SDL_SCANCODE_PAGEUP, PF_KEYBOARD_PAGE_UP}, {SDL_SCANCODE_DELETE, PF_KEYBOARD_DELETE}, {SDL_SCANCODE_END, PF_KEYBOARD_END}, {SDL_SCANCODE_PAGEDOWN, PF_KEYBOARD_PAGE_DOWN}, {SDL_SCANCODE_SPACE, PF_KEYBOARD_SPACE}, {SDL_SCANCODE_BACKSPACE, PF_KEYBOARD_BACKSPACE}, {SDL_SCANCODE_TAB, PF_KEYBOARD_TAB}, {SDL_SCANCODE_RETURN, PF_KEYBOARD_ENTER}, {SDL_SCANCODE_CAPSLOCK, PF_KEYBOARD_CAPS}, {SDL_SCANCODE_NUMLOCKCLEAR, PF_KEYBOARD_NUM_LOCK}, }; std::string keyboard_input_to_string(SDL_Scancode key) { if (scancode_codepoints.find(key) != scancode_codepoints.end()) { return scancode_codepoints[key]; } return std::to_string(key); } std::string controller_axis_to_string(int axis) { bool positive = axis > 0; SDL_GameControllerAxis actual_axis = SDL_GameControllerAxis(abs(axis) - 1); switch (actual_axis) { case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX: return positive ? "\u21C0" : "\u21BC"; case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY: return positive ? "\u21C2" : "\u21BE"; case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX: return positive ? "\u21C1" : "\u21BD"; case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY: return positive ? "\u21C3" : "\u21BF"; case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT: return positive ? "\u2196" : "\u21DC"; case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT: return positive ? "\u2197" : "\u21DD"; default: return "Axis " + std::to_string(actual_axis) + (positive ? '+' : '-'); } } std::string recomp::InputField::to_string() const { switch ((InputType)input_type) { case InputType::None: return ""; case InputType::ControllerDigital: return controller_button_to_string((SDL_GameControllerButton)input_id); case InputType::ControllerAnalog: return controller_axis_to_string(input_id); case InputType::Keyboard: return keyboard_input_to_string((SDL_Scancode)input_id); default: return std::to_string(input_type) + "," + std::to_string(input_id); } }