mirror of
https://github.com/open-goal/jak-project.git
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f86cc1a31f
* Reverted default keyboard camera controls to IJKL and fixed bug where use mouse would always be set as false * Fixed inverse axis on Right Y axis analog keyboard control * Fixed newpad unit test, fixed variable typo, and fixed MapAnalog typo in newpad.h Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
570 lines
18 KiB
C++
570 lines
18 KiB
C++
/*!
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* @file newpad.cpp
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* PC-port specific cpad implementation on the C kernel. Monitors button inputs.
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* Actual input detection is done through window events and is gfx pipeline-dependent.
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*/
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#include "newpad.h"
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#include <atomic>
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#include <cmath>
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#include "common/log/log.h"
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#include "common/util/Assert.h"
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#include "common/util/FileUtil.h"
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#include "game/graphics/pipelines/opengl.h" // for GLFW macros
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#include "third-party/imgui/imgui.h"
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namespace Pad {
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/*
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********************************
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* Key checking
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********************************
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*/
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// key-down status of any detected key.
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bool g_key_status[glfw::NUM_KEYS] = {0};
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// key-down status of any detected key. this is buffered for the remainder of a frame.
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bool g_buffered_key_status[glfw::NUM_KEYS] = {0};
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float g_key_analogs[CONTROLLER_COUNT][(int)Analog::Max] = {{0}};
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bool g_gamepad_buttons[CONTROLLER_COUNT][(int)Button::Max] = {{0}};
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float g_gamepad_analogs[CONTROLLER_COUNT][(int)Analog::Max] = {{0}};
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struct GamepadState {
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int gamepad_idx[CONTROLLER_COUNT] = {-1, -1, -1, -1};
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bool glfw_joystick_used[GLFW_JOYSTICK_LAST + 1] = {false};
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} g_gamepads;
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// input mode for controller mapping
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InputModeStatus input_mode = InputModeStatus::Disabled;
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int input_mode_pad = 0;
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u64 input_mode_key = -1;
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u64 input_mode_mod = 0;
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u64 input_mode_index = 0;
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MappingInfo g_input_mode_mapping;
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void ClearKey(int key) {
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if (key < 0 || key > glfw::NUM_KEYS) {
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lg::warn("ClearKey failed: Attempted to clear invalid key {}", key);
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return;
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}
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g_key_status[key] = false;
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g_buffered_key_status[key] = false;
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}
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void ClearAnalogAxisValue(MappingInfo& mapping_info, int axis) {
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for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
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for (int analog = 0; analog < (int)Analog::Max; ++analog) {
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if (mapping_info.keyboard_analog_mapping[pad][analog].axis_id == axis &&
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mapping_info.keyboard_analog_mapping[pad][analog].mode ==
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AnalogMappingMode::AnalogInput) {
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g_key_analogs[pad][analog] = 0.0f;
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}
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}
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}
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}
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void ForceClearAnalogValue() {
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for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
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for (int analog = 0; analog < (int)Analog::Max; ++analog) {
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g_key_analogs[pad][analog] = 0.0f;
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}
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}
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}
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void ForceClearKeys() {
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for (auto& key : g_key_status) {
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key = false;
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}
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for (auto& key : g_buffered_key_status) {
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key = false;
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}
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}
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void ClearKeys() {
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for (int key = 0; key < glfw::NUM_KEYS; key++) {
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g_buffered_key_status[key] = g_key_status[key];
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}
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}
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void OnKeyPress(int key) {
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if (ImGui::IsAnyItemActive()) {
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return;
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}
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if (input_mode == InputModeStatus::Enabled) {
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if (key == GLFW_KEY_ESCAPE) {
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ExitInputMode(true);
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return;
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}
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input_mode_key = key;
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MapButton(g_input_mode_mapping, (Button)(input_mode_index++), input_mode_pad, key);
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if (input_mode_index >= (u64)Button::Max) {
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ExitInputMode(false);
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}
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return;
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}
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// set absolute key status
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ASSERT(key < glfw::NUM_KEYS);
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g_key_status[key] = true;
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// set buffered key status
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g_buffered_key_status[key] = true;
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}
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void OnKeyRelease(int key) {
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if (input_mode == InputModeStatus::Enabled) {
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return;
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}
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ASSERT(key < glfw::NUM_KEYS);
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g_key_status[key] = false;
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}
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/*
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********************************
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* Pad checking
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********************************
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*/
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static int CheckPadIdx(int pad) {
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if (pad < 0 || pad >= CONTROLLER_COUNT) {
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lg::error("Invalid pad {}", pad);
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return -1;
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}
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return pad;
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}
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// returns 1 if either keyboard or controller button is pressed. Controller button has priority.
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// returns 0 if invalid or not pressed.
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int IsPressed(MappingInfo& mapping, Button button, int pad = 0) {
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if (CheckPadIdx(pad) == -1) {
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return 0;
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}
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if (g_gamepad_buttons[pad][(int)button]) {
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return 1;
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}
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int key = mapping.keyboard_button_mapping[pad][(int)button];
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if (key == -1)
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return 0;
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auto& keymap = mapping.buffer_mode ? g_buffered_key_status : g_key_status;
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ASSERT(key < glfw::NUM_KEYS);
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return keymap[key];
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}
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void SetAnalogAxisValue(MappingInfo& mapping_info, int axis, double value) {
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const double sensitivity_numerator = Gfx::g_global_settings.target_fps;
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const double minimum_sensitivity = 1e-4;
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for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
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for (int analog = 0; analog < (int)Analog::Max; ++analog) {
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if (mapping_info.keyboard_analog_mapping[pad][analog].axis_id == axis) {
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double newValue = value;
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if (axis == GlfwKeyCustomAxis::CURSOR_X_AXIS) {
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if (mapping_info.mouse_x_axis_sensitivities[pad] < minimum_sensitivity) {
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mapping_info.mouse_x_axis_sensitivities[pad] = minimum_sensitivity;
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}
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newValue /= (sensitivity_numerator / mapping_info.mouse_x_axis_sensitivities[pad]);
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} else if (axis == GlfwKeyCustomAxis::CURSOR_Y_AXIS) {
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if (mapping_info.mouse_y_axis_sensitivities[pad] < minimum_sensitivity) {
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mapping_info.mouse_y_axis_sensitivities[pad] = minimum_sensitivity;
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}
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newValue /= (sensitivity_numerator / mapping_info.mouse_y_axis_sensitivities[pad]);
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}
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if (newValue > 1.0) {
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g_key_analogs[pad][analog] = 1.0;
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} else if (newValue < -1.0) {
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g_key_analogs[pad][analog] = -1.0;
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} else if (std::isnan(newValue)) {
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g_key_analogs[pad][analog] = 0.0;
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} else {
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g_key_analogs[pad][analog] = newValue;
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}
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// Invert logic used here. Left Y axis movement is based on towrds the camera.
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// In game forward is treated as going away from the camera and backwards is headed towards
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// the camera.
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if (axis == GlfwKeyCustomAxis::CURSOR_Y_AXIS) {
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g_key_analogs[pad][analog] *= -1;
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}
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}
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}
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}
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}
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void UpdateAxisValue(MappingInfo& mapping_info) {
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for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
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for (int analog = 0; analog < (int)Analog::Max; ++analog) {
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if (mapping_info.keyboard_analog_mapping[pad][analog].mode ==
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AnalogMappingMode::AnalogInput) {
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continue; // Assumed Set Axis set value already
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}
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// Invert logic used here. Left Y axis movement is based on towrds the camera.
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// In game forward is treated as going away from the camera and backwards is headed towards
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// the camera.
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double input = 0.0f;
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if (mapping_info.keyboard_analog_mapping[pad][analog].positive_key > -1 &&
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mapping_info.keyboard_analog_mapping[pad][analog].positive_key < glfw::NUM_KEYS) {
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if (analog == static_cast<int>(Analog::Left_Y)) {
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input -=
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g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].positive_key];
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} else {
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input +=
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g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].positive_key];
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}
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}
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if (mapping_info.keyboard_analog_mapping[pad][analog].negative_key > -1 &&
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mapping_info.keyboard_analog_mapping[pad][analog].negative_key < glfw::NUM_KEYS) {
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if (analog == static_cast<int>(Analog::Left_Y)) {
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input +=
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g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].negative_key];
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} else {
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input -=
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g_buffered_key_status[mapping_info.keyboard_analog_mapping[pad][analog].negative_key];
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}
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}
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g_key_analogs[pad][analog] = input;
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}
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}
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}
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// returns the value of the analog axis (in the future, likely pressure sensitive if we support it?)
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// if invalid or otherwise -- returns 127 (analog stick neutral position)
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int GetAnalogValue(MappingInfo& /*mapping*/, Analog analog, int pad = 0) {
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float input = 0.0f;
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if (CheckPadIdx(pad) == -1) {
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// Pad out of range, return a stable value
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return 127;
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}
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float controller_input = 0.0f;
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if (g_gamepads.gamepad_idx[pad] > -1) {
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controller_input = g_gamepad_analogs[pad][(int)analog];
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}
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float keyboard_input = g_key_analogs[pad][(int)analog];
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// Hack. Clearing the buffer immediately can lead to inconsistencies on analog input.
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// If a mouse is disconnected or can't calculate a new delta it would stay stuck at 1.
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// Decreasing the values gradually seems like a good comprise.
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g_key_analogs[pad][(int)analog] *= 0.95;
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if (fabs(controller_input) > fabs(keyboard_input)) {
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input = controller_input;
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} else {
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input = keyboard_input;
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}
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// GLFW provides float in range -1 to 1, caller expects 0-255
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const float input_low = -1.0f;
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const float input_high = 1.0f;
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const int output_low = 0;
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const int output_high = 255;
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// Map from input to output range
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return int((input - input_low) * (output_high - output_low) / (input_high - input_low) +
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output_low);
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}
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// map a button on a pad to a key
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void MapButton(MappingInfo& mapping, Button button, int pad, int key) {
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// check if pad is valid. dont map buttons with invalid pads.
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if (CheckPadIdx(pad) == -1) {
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return;
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}
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if (g_gamepads.gamepad_idx[pad] == -1) {
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// TODO: Check if other pad is keyboard and if key is already bound
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mapping.keyboard_button_mapping[pad][(int)button] = key;
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} else {
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mapping.controller_button_mapping[pad][(int)button] = key;
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}
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}
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void MapAnalog(MappingInfo& mapping,
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Analog button,
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int pad,
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AnalogMappingInfo& analog_mapping_info) {
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// check if pad is valid. dont map buttons with invalid pads.
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if (CheckPadIdx(pad) == -1) {
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return;
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}
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if (g_gamepads.gamepad_idx[pad] == -1) {
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// TODO: Check if other pad is keyboard and if key is already bound
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mapping.keyboard_analog_mapping[pad][(int)button] = analog_mapping_info;
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} else {
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mapping.controller_analog_mapping[pad][(int)button] = analog_mapping_info;
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}
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}
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// reset button mappings
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void DefaultMapping(MappingInfo& mapping) {
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// make every button invalid
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for (int32_t pad = 0; pad < CONTROLLER_COUNT; ++pad) {
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for (int32_t button = 0; button < (int)Pad::Button::Max; ++button) {
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mapping.controller_button_mapping[pad][button] = -1;
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mapping.keyboard_button_mapping[pad][button] = -1;
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}
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for (int32_t analog = 0; analog < (int)Pad::Analog::Max; ++analog) {
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mapping.controller_analog_mapping[pad][analog] = AnalogMappingInfo();
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mapping.keyboard_analog_mapping[pad][analog] = AnalogMappingInfo();
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}
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}
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constexpr std::pair<Button, int> gamepad_map[] = {
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{Button::Select, GLFW_GAMEPAD_BUTTON_BACK},
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{Button::L3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB},
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{Button::R3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB},
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{Button::Start, GLFW_GAMEPAD_BUTTON_START},
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{Button::Up, GLFW_GAMEPAD_BUTTON_DPAD_UP},
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{Button::Right, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT},
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{Button::Down, GLFW_GAMEPAD_BUTTON_DPAD_DOWN},
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{Button::Left, GLFW_GAMEPAD_BUTTON_DPAD_LEFT},
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{Button::L1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER},
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{Button::R1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER},
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{Button::Triangle, GLFW_GAMEPAD_BUTTON_TRIANGLE},
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{Button::Circle, GLFW_GAMEPAD_BUTTON_CIRCLE},
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{Button::X, GLFW_GAMEPAD_BUTTON_CROSS},
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{Button::Square, GLFW_GAMEPAD_BUTTON_SQUARE}};
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for (int32_t pad = 0; pad < CONTROLLER_COUNT; ++pad) {
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for (const auto& [button, value] : gamepad_map) {
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mapping.controller_button_mapping[pad][(int)button] = value;
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}
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}
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// TODO - these are different from the analog bindings above and cause
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// the keyboard to be bound to controls regardless
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//
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// Need someway to toggle off -- where do we have access to the game's settings?
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// TODO - What should the second pc default controls be?
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// R1 / L1
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MapButton(mapping, Button::L1, 0, GLFW_KEY_Q);
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MapButton(mapping, Button::R1, 0, GLFW_KEY_O);
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// R2 / L2
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MapButton(mapping, Button::L2, 0, GLFW_KEY_1);
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MapButton(mapping, Button::R2, 0, GLFW_KEY_P);
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// face buttons
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MapButton(mapping, Button::Ecks, 0, GLFW_KEY_SPACE);
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MapButton(mapping, Button::Square, 0, GLFW_KEY_F);
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MapButton(mapping, Button::Triangle, 0, GLFW_KEY_R);
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MapButton(mapping, Button::Circle, 0, GLFW_KEY_E);
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// dpad
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MapButton(mapping, Button::Up, 0, GLFW_KEY_UP);
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MapButton(mapping, Button::Right, 0, GLFW_KEY_RIGHT);
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MapButton(mapping, Button::Down, 0, GLFW_KEY_DOWN);
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MapButton(mapping, Button::Left, 0, GLFW_KEY_LEFT);
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// start for progress
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MapButton(mapping, Button::Start, 0, GLFW_KEY_ENTER);
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// l3/r3 for menu
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MapButton(mapping, Button::L3, 0, GLFW_KEY_COMMA);
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MapButton(mapping, Button::R3, 0, GLFW_KEY_PERIOD);
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AnalogMappingInfo analog_mapping_info;
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analog_mapping_info.positive_key = GLFW_KEY_D;
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analog_mapping_info.negative_key = GLFW_KEY_A;
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MapAnalog(mapping, Analog::Left_X, 0, analog_mapping_info);
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analog_mapping_info.positive_key = GLFW_KEY_W;
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analog_mapping_info.negative_key = GLFW_KEY_S;
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MapAnalog(mapping, Analog::Left_Y, 0, analog_mapping_info);
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analog_mapping_info.positive_key = GLFW_KEY_L;
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analog_mapping_info.negative_key = GLFW_KEY_J;
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MapAnalog(mapping, Analog::Right_X, 0, analog_mapping_info);
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analog_mapping_info.positive_key = GLFW_KEY_I;
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analog_mapping_info.negative_key = GLFW_KEY_K;
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MapAnalog(mapping, Analog::Right_Y, 0, analog_mapping_info);
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const double default_mouse_x_sensitivity = 5.0f;
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const double default_mouse_y_sensitivity = 2.0f;
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for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
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mapping.mouse_x_axis_sensitivities[pad] = default_mouse_x_sensitivity;
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mapping.mouse_y_axis_sensitivities[pad] = default_mouse_y_sensitivity;
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}
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}
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void EnterInputMode() {
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input_mode = InputModeStatus::Enabled;
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input_mode_index = 0;
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input_mode_pad = 0;
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}
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void ExitInputMode(bool canceled) {
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input_mode = canceled ? InputModeStatus::Canceled : InputModeStatus::Disabled;
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}
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u64 input_mode_get() {
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return (u64)input_mode;
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}
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u64 input_mode_get_key() {
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return input_mode_key;
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}
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u64 input_mode_get_index() {
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return input_mode_index;
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}
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void input_mode_pad_set(s64 idx) {
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input_mode_pad = idx;
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}
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/*
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********************************
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* Gamepad Support
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********************************
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*/
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void check_gamepads() {
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auto check_pad = [](int pad) { // -> bool
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if (g_gamepads.gamepad_idx[pad] == -1) {
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for (int i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++) {
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if (g_gamepads.glfw_joystick_used[i]) {
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continue;
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}
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if (glfwJoystickPresent(i) && glfwJoystickIsGamepad(i)) {
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g_gamepads.gamepad_idx[pad] = i;
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g_gamepads.glfw_joystick_used[i] = true;
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lg::info("Using joystick {} for pad {}: {}, {}", i, pad, glfwGetJoystickName(i),
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glfwGetGamepadName(i));
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break;
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}
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}
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} else if (!glfwJoystickPresent(g_gamepads.gamepad_idx[pad])) {
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lg::info("Pad {} / joystick {} has been disconnected", pad, g_gamepads.gamepad_idx[pad]);
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g_gamepads.glfw_joystick_used[g_gamepads.gamepad_idx[pad]] = false;
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g_gamepads.gamepad_idx[pad] = -1;
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|
return false;
|
|
}
|
|
return true; // pad already exists or was created
|
|
};
|
|
|
|
for (int i = 0; i < CONTROLLER_COUNT; i++) {
|
|
check_pad(i);
|
|
}
|
|
}
|
|
|
|
void initialize() {
|
|
std::string mapping_path =
|
|
(file_util::get_jak_project_dir() / "game" / "assets" / "sdl_controller_db.txt").string();
|
|
glfwUpdateGamepadMappings(file_util::read_text_file(mapping_path).c_str());
|
|
check_gamepads();
|
|
if (g_gamepads.gamepad_idx[0] == -1) {
|
|
lg::info("No joysticks found.");
|
|
}
|
|
}
|
|
|
|
void clear_pad(int pad) {
|
|
for (int i = 0; i < (int)Button::Max; ++i) {
|
|
g_gamepad_buttons[pad][i] = false;
|
|
}
|
|
for (int i = 0; i < (int)Analog::Max; ++i) {
|
|
g_gamepad_analogs[pad][i] = 0;
|
|
}
|
|
}
|
|
|
|
void update_gamepads(MappingInfo& mapping_info) {
|
|
check_gamepads();
|
|
UpdateAxisValue(mapping_info);
|
|
|
|
if (g_gamepads.gamepad_idx[0] == -1) {
|
|
for (int pad = 0; pad < CONTROLLER_COUNT; ++pad) {
|
|
clear_pad(pad);
|
|
}
|
|
return;
|
|
}
|
|
|
|
constexpr std::pair<Analog, int> gamepad_analog_map[] = {
|
|
{Analog::Left_X, GLFW_GAMEPAD_AXIS_LEFT_X},
|
|
{Analog::Left_Y, GLFW_GAMEPAD_AXIS_LEFT_Y},
|
|
{Analog::Right_X, GLFW_GAMEPAD_AXIS_RIGHT_X},
|
|
{Analog::Right_Y, GLFW_GAMEPAD_AXIS_RIGHT_Y}};
|
|
|
|
auto read_pad_state = [gamepad_analog_map, mapping_info](int pad) {
|
|
GLFWgamepadstate state;
|
|
glfwGetGamepadState(g_gamepads.gamepad_idx[pad], &state);
|
|
|
|
for (int32_t button = 0; button < (int)Pad::Button::Max; ++button) {
|
|
int key = mapping_info.controller_button_mapping[pad][button];
|
|
g_gamepad_buttons[pad][(int)button] = state.buttons[key];
|
|
}
|
|
|
|
g_gamepad_buttons[pad][(int)Button::L2] = state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] > 0;
|
|
g_gamepad_buttons[pad][(int)Button::R2] = state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER] > 0;
|
|
|
|
for (const auto& [analog_vector, idx] : gamepad_analog_map) {
|
|
g_gamepad_analogs[pad][(int)analog_vector] = state.axes[idx];
|
|
}
|
|
};
|
|
|
|
for (int i = 0; i < CONTROLLER_COUNT; i++) {
|
|
if (g_gamepads.gamepad_idx[i] != -1)
|
|
read_pad_state(i);
|
|
else
|
|
clear_pad(i);
|
|
}
|
|
}
|
|
|
|
int rumble(int pad, float slow_motor, float fast_motor) {
|
|
if (g_gamepads.gamepad_idx[pad] != -1 &&
|
|
glfwSetJoystickRumble(g_gamepads.gamepad_idx[pad], slow_motor, fast_motor)) {
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int GetGamepadState(int pad) {
|
|
return g_gamepads.gamepad_idx[pad];
|
|
}
|
|
|
|
// The following setters/getters are mainly used for unit tests
|
|
void SetGamepadState(int pad, int pad_index) {
|
|
if (CheckPadIdx(pad) != -1) {
|
|
if (pad_index <= GLFW_JOYSTICK_LAST) {
|
|
g_gamepads.gamepad_idx[pad] = pad_index;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool* GetKeyboardInputBuffer() {
|
|
return g_key_status;
|
|
}
|
|
// key-down status of any detected key. this is buffered for the remainder of a frame.
|
|
bool* GetKeyboardBufferedInputBuffer() {
|
|
return g_buffered_key_status;
|
|
}
|
|
|
|
float* GetKeyboardInputAnalogBuffer(int pad) {
|
|
return g_key_analogs[pad];
|
|
}
|
|
|
|
bool* GetControllerInputBuffer(int pad) {
|
|
return g_gamepad_buttons[pad];
|
|
}
|
|
|
|
float* GetControllerAnalogInputBuffer(int pad) {
|
|
return g_gamepad_analogs[pad];
|
|
}
|
|
|
|
}; // namespace Pad
|