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VVVVVV/desktop_version/src/ButtonGlyphs.cpp

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#include "ButtonGlyphs.h"
#include <SDL.h>
#include "Game.h"
#include "Localization.h"
#include "UTF8.h"
extern "C"
{
typedef enum
{
GLYPH_NINTENDO_DECK_A, // Note that for the Deck, the icons are same as Nintendo but the layout is the same as Xbox
GLYPH_NINTENDO_DECK_B,
GLYPH_NINTENDO_DECK_X,
GLYPH_NINTENDO_DECK_Y,
GLYPH_NINTENDO_PLUS,
GLYPH_NINTENDO_MINUS,
GLYPH_NINTENDO_L,
GLYPH_NINTENDO_R,
GLYPH_NINTENDO_ZL,
GLYPH_NINTENDO_ZR,
GLYPH_NINTENDO_XBOX_LSTICK,
GLYPH_NINTENDO_XBOX_RSTICK,
GLYPH_NINTENDO_SL,
GLYPH_NINTENDO_SR,
GLYPH_GENERIC_L,
GLYPH_GENERIC_R,
GLYPH_PLAYSTATION_CIRCLE,
GLYPH_PLAYSTATION_CROSS,
GLYPH_PLAYSTATION_TRIANGLE,
GLYPH_PLAYSTATION_SQUARE,
GLYPH_PLAYSTATION_START,
GLYPH_PLAYSTATION_OPTIONS,
GLYPH_PLAYSTATION_DECK_L1,
GLYPH_PLAYSTATION_DECK_R1,
GLYPH_PLAYSTATION_DECK_L2,
GLYPH_PLAYSTATION_DECK_R2,
GLYPH_PLAYSTATION_DECK_L3,
GLYPH_PLAYSTATION_DECK_R3,
GLYPH_DECK_L4,
GLYPH_DECK_R4,
GLYPH_DECK_L5,
GLYPH_DECK_R5,
GLYPH_XBOX_B,
GLYPH_XBOX_A,
GLYPH_XBOX_Y,
GLYPH_XBOX_X,
GLYPH_XBOX_DECK_VIEW,
GLYPH_XBOX_DECK_MENU,
GLYPH_XBOX_LB,
GLYPH_XBOX_RB,
GLYPH_XBOX_LT,
GLYPH_XBOX_RT,
GLYPH_NINTENDO_GENERIC_ACTIONRIGHT,
GLYPH_NINTENDO_GENERIC_ACTIONDOWN,
GLYPH_NINTENDO_GENERIC_ACTIONUP,
GLYPH_NINTENDO_GENERIC_ACTIONLEFT,
GLYPH_NINTENDO_GENERIC_STICK,
GLYPH_UNKNOWN,
GLYPH_TOTAL
}
ButtonGlyphKey;
static char glyph[GLYPH_TOTAL][5];
void BUTTONGLYPHS_init(void)
{
/* Set glyph array to strings for all the button glyph codepoints (U+EBxx) */
for (int i = 0; i < GLYPH_TOTAL; i++)
{
SDL_strlcpy(glyph[i], UTF8_encode(0xEB00+i).bytes, sizeof(glyph[i]));
}
}
bool BUTTONGLYPHS_keyboard_is_available(void)
{
/* Returns true if it makes sense to show button hints that are only available
* on keyboards (like press M to mute), false if we're on a console. */
return true;
}
bool BUTTONGLYPHS_keyboard_is_active(void)
{
/* Returns true if, not only do we have a keyboard available, but it's also the
* active input method. (So, show keyboard keys, if false, show controller glyphs) */
return true;
}
const char* BUTTONGLYPHS_get_wasd_text(void)
{
/* Returns the string to use in Welcome Aboard */
if (BUTTONGLYPHS_keyboard_is_active())
{
return loc::gettext("Press arrow keys or WASD to move");
}
return loc::gettext("Press left/right to move");
}
const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action action)
{
/* Given a specific action (like INTERACT in-game),
* return either a (localized) keyboard key string like "ENTER" or "E",
* or a controller button glyph from the table above like glyph[GLYPH_XBOX_Y],
* to fill into strings like "Press {button} to activate terminal". */
switch (actionset)
{
case ActionSet_Menu:
switch (action.Menu)
{
case Action_Menu_Accept:
return loc::gettext("ACTION");
}
break;
case ActionSet_InGame:
switch (action.InGame)
{
case Action_InGame_ACTION:
return loc::gettext("ACTION");
case Action_InGame_Interact:
if (game.separate_interact)
{
return "E";
}
return loc::gettext("ENTER");
case Action_InGame_Map:
return loc::gettext("ENTER");
}
break;
}
SDL_assert(0 && "Trying to get label/glyph for unknown action!");
return glyph[GLYPH_UNKNOWN];
}
} // extern "C"