Zelda64Recomp/src/game/input.cpp

647 lines
25 KiB
C++

#include <atomic>
#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<float, 3> 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<SDL_GameController*> cur_controllers{};
std::unordered_map<SDL_JoystickID, ControllerState> controller_states;
std::array<float, 2> rotation_delta{};
std::mutex pending_rotation_mutex;
std::array<float, 2> pending_rotation_delta{};
} InputState;
std::atomic<recomp::InputDevice> scanning_device = recomp::InputDevice::COUNT;
std::atomic<recomp::InputField> 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<const recomp::InputField> 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<const recomp::InputField> 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<float, 2> 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<SDL_Scancode, std::string> 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);
}
}