Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
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#include "ButtonGlyphs.h"
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#include <SDL.h>
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#include "Game.h"
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#include "Localization.h"
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#include "UTF8.h"
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extern "C"
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{
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typedef enum
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{
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GLYPH_NINTENDO_DECK_A, // Note that for the Deck, the icons are same as Nintendo but the layout is the same as Xbox
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GLYPH_NINTENDO_DECK_B,
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GLYPH_NINTENDO_DECK_X,
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GLYPH_NINTENDO_DECK_Y,
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GLYPH_NINTENDO_PLUS,
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GLYPH_NINTENDO_MINUS,
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GLYPH_NINTENDO_L,
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GLYPH_NINTENDO_R,
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GLYPH_NINTENDO_ZL,
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GLYPH_NINTENDO_ZR,
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GLYPH_NINTENDO_XBOX_LSTICK,
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GLYPH_NINTENDO_XBOX_RSTICK,
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GLYPH_NINTENDO_SL,
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GLYPH_NINTENDO_SR,
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GLYPH_GENERIC_L,
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GLYPH_GENERIC_R,
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GLYPH_PLAYSTATION_CIRCLE,
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GLYPH_PLAYSTATION_CROSS,
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GLYPH_PLAYSTATION_TRIANGLE,
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GLYPH_PLAYSTATION_SQUARE,
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GLYPH_PLAYSTATION_START,
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GLYPH_PLAYSTATION_OPTIONS,
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GLYPH_PLAYSTATION_DECK_L1,
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GLYPH_PLAYSTATION_DECK_R1,
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GLYPH_PLAYSTATION_DECK_L2,
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GLYPH_PLAYSTATION_DECK_R2,
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GLYPH_PLAYSTATION_DECK_L3,
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GLYPH_PLAYSTATION_DECK_R3,
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GLYPH_DECK_L4,
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GLYPH_DECK_R4,
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GLYPH_DECK_L5,
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GLYPH_DECK_R5,
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GLYPH_XBOX_B,
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GLYPH_XBOX_A,
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GLYPH_XBOX_Y,
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GLYPH_XBOX_X,
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GLYPH_XBOX_DECK_VIEW,
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GLYPH_XBOX_DECK_MENU,
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GLYPH_XBOX_LB,
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GLYPH_XBOX_RB,
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GLYPH_XBOX_LT,
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GLYPH_XBOX_RT,
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GLYPH_NINTENDO_GENERIC_ACTIONRIGHT,
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GLYPH_NINTENDO_GENERIC_ACTIONDOWN,
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GLYPH_NINTENDO_GENERIC_ACTIONUP,
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GLYPH_NINTENDO_GENERIC_ACTIONLEFT,
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GLYPH_NINTENDO_GENERIC_STICK,
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GLYPH_UNKNOWN,
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GLYPH_TOTAL
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}
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ButtonGlyphKey;
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static char glyph[GLYPH_TOTAL][5];
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2023-03-13 04:16:36 +01:00
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typedef enum
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{
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LAYOUT_NINTENDO_SWITCH_PRO,
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LAYOUT_NINTENDO_SWITCH_JOYCON_L,
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LAYOUT_NINTENDO_SWITCH_JOYCON_R,
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LAYOUT_DECK,
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LAYOUT_PLAYSTATION,
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LAYOUT_XBOX,
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LAYOUT_GENERIC,
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LAYOUT_TOTAL
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}
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ButtonGlyphLayout;
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/* SDL provides Xbox buttons, we'd like to show the correct
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* (controller-specific) glyphs or labels for those... */
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static const char* glyph_layout[LAYOUT_TOTAL][SDL_CONTROLLER_BUTTON_RIGHTSHOULDER + 1] = {
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{ // NINTENDO_SWITCH_PRO
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glyph[GLYPH_NINTENDO_DECK_B], glyph[GLYPH_NINTENDO_DECK_A],
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glyph[GLYPH_NINTENDO_DECK_Y], glyph[GLYPH_NINTENDO_DECK_X],
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glyph[GLYPH_NINTENDO_MINUS], "HOME", glyph[GLYPH_NINTENDO_PLUS],
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glyph[GLYPH_NINTENDO_XBOX_LSTICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
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glyph[GLYPH_NINTENDO_L], glyph[GLYPH_NINTENDO_R]
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},
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{ // NINTENDO_SWITCH_JOYCON_L
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glyph[GLYPH_NINTENDO_GENERIC_ACTIONDOWN], glyph[GLYPH_NINTENDO_GENERIC_ACTIONRIGHT],
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glyph[GLYPH_NINTENDO_GENERIC_ACTIONLEFT], glyph[GLYPH_NINTENDO_GENERIC_ACTIONUP],
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"CAPTURE", "GUIDE", glyph[GLYPH_NINTENDO_MINUS],
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glyph[GLYPH_NINTENDO_GENERIC_STICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
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glyph[GLYPH_NINTENDO_SL], glyph[GLYPH_NINTENDO_SR]
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},
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{ // NINTENDO_SWITCH_JOYCON_R
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glyph[GLYPH_NINTENDO_GENERIC_ACTIONDOWN], glyph[GLYPH_NINTENDO_GENERIC_ACTIONRIGHT],
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glyph[GLYPH_NINTENDO_GENERIC_ACTIONLEFT], glyph[GLYPH_NINTENDO_GENERIC_ACTIONUP],
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"HOME", "GUIDE", glyph[GLYPH_NINTENDO_PLUS],
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glyph[GLYPH_NINTENDO_GENERIC_STICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
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glyph[GLYPH_NINTENDO_SL], glyph[GLYPH_NINTENDO_SR]
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},
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{ // DECK
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glyph[GLYPH_NINTENDO_DECK_A], glyph[GLYPH_NINTENDO_DECK_B],
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glyph[GLYPH_NINTENDO_DECK_X], glyph[GLYPH_NINTENDO_DECK_Y],
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glyph[GLYPH_XBOX_DECK_VIEW], "GUIDE", glyph[GLYPH_XBOX_DECK_MENU],
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glyph[GLYPH_PLAYSTATION_DECK_L3], glyph[GLYPH_PLAYSTATION_DECK_R3],
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glyph[GLYPH_PLAYSTATION_DECK_L1], glyph[GLYPH_PLAYSTATION_DECK_R1]
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},
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{ // PLAYSTATION
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glyph[GLYPH_PLAYSTATION_CROSS], glyph[GLYPH_PLAYSTATION_CIRCLE],
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glyph[GLYPH_PLAYSTATION_SQUARE], glyph[GLYPH_PLAYSTATION_TRIANGLE],
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glyph[GLYPH_PLAYSTATION_OPTIONS], "PS", glyph[GLYPH_PLAYSTATION_START],
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glyph[GLYPH_PLAYSTATION_DECK_L3], glyph[GLYPH_PLAYSTATION_DECK_R3],
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glyph[GLYPH_PLAYSTATION_DECK_L1], glyph[GLYPH_PLAYSTATION_DECK_R1]
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},
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{ // XBOX
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glyph[GLYPH_XBOX_A], glyph[GLYPH_XBOX_B],
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glyph[GLYPH_XBOX_X], glyph[GLYPH_XBOX_Y],
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glyph[GLYPH_XBOX_DECK_VIEW], "GUIDE", glyph[GLYPH_XBOX_DECK_MENU],
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glyph[GLYPH_NINTENDO_XBOX_LSTICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
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glyph[GLYPH_XBOX_LB], glyph[GLYPH_XBOX_RB]
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},
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{ // GENERIC
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glyph[GLYPH_NINTENDO_GENERIC_ACTIONDOWN], glyph[GLYPH_NINTENDO_GENERIC_ACTIONRIGHT],
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glyph[GLYPH_NINTENDO_GENERIC_ACTIONLEFT], glyph[GLYPH_NINTENDO_GENERIC_ACTIONUP],
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"SELECT", "GUIDE", "START",
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glyph[GLYPH_NINTENDO_XBOX_LSTICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
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glyph[GLYPH_GENERIC_L], glyph[GLYPH_GENERIC_R]
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}
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};
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2023-03-20 02:12:49 +01:00
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static bool keyboard_is_active = true;
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static ButtonGlyphLayout layout = LAYOUT_GENERIC;
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Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
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void BUTTONGLYPHS_init(void)
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{
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/* Set glyph array to strings for all the button glyph codepoints (U+EBxx) */
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for (int i = 0; i < GLYPH_TOTAL; i++)
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{
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SDL_strlcpy(glyph[i], UTF8_encode(0xEB00+i).bytes, sizeof(glyph[i]));
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}
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}
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bool BUTTONGLYPHS_keyboard_is_available(void)
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{
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/* Returns true if it makes sense to show button hints that are only available
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* on keyboards (like press M to mute), false if we're on a console. */
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return true;
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}
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bool BUTTONGLYPHS_keyboard_is_active(void)
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{
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/* Returns true if, not only do we have a keyboard available, but it's also the
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* active input method. (So, show keyboard keys, if false, show controller glyphs) */
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2023-03-20 02:12:49 +01:00
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return keyboard_is_active;
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}
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void BUTTONGLYPHS_keyboard_set_active(bool active)
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{
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keyboard_is_active = active;
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Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
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}
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const char* BUTTONGLYPHS_get_wasd_text(void)
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{
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/* Returns the string to use in Welcome Aboard */
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if (BUTTONGLYPHS_keyboard_is_active())
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{
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return loc::gettext("Press arrow keys or WASD to move");
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}
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return loc::gettext("Press left/right to move");
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}
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2023-03-13 04:16:36 +01:00
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static const char* sdlbutton_to_glyph(const SDL_GameControllerButton button)
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{
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if (button > SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)
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{
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SDL_assert(0 && "Unhandled button!");
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return glyph[GLYPH_UNKNOWN];
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}
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2023-03-20 02:12:49 +01:00
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return glyph_layout[layout][button];
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2023-03-13 04:16:36 +01:00
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}
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static const char* glyph_for_vector(
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const std::vector<SDL_GameControllerButton>& buttons,
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const int index
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) {
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if (index < 0 || index >= (int) buttons.size())
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{
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return NULL;
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}
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return sdlbutton_to_glyph(buttons[index]);
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}
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const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action action, int binding)
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Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
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{
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/* Given a specific action (like INTERACT in-game),
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* return either a (localized) keyboard key string like "ENTER" or "E",
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* or a controller button glyph from the table above like glyph[GLYPH_XBOX_Y],
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2023-03-13 04:16:36 +01:00
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* to fill into strings like "Press {button} to activate terminal".
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*
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* Normally, set binding = -1. This will return the best keyboard key OR controller glyph.
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*
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* If binding >= 0, select a specific CONTROLLER binding glyph,
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* or NULL if the index is higher than the max binding index. */
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bool show_controller = binding >= 0 || !BUTTONGLYPHS_keyboard_is_active();
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if (binding < 0)
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{
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binding = 0;
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}
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Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
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switch (actionset)
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{
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2023-03-18 22:32:26 +01:00
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case ActionSet_Menu:
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switch (action.Menu)
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{
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case Action_Menu_Accept:
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2023-03-13 04:16:36 +01:00
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if (show_controller)
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{
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return glyph_for_vector(game.controllerButton_flip, binding);
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}
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2023-03-18 22:32:26 +01:00
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return loc::gettext("ACTION");
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}
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break;
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Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
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case ActionSet_InGame:
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switch (action.InGame)
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{
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2023-03-18 22:32:26 +01:00
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case Action_InGame_ACTION:
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2023-03-13 04:16:36 +01:00
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if (show_controller)
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{
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return glyph_for_vector(game.controllerButton_flip, binding);
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}
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2023-03-18 22:32:26 +01:00
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return loc::gettext("ACTION");
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Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
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case Action_InGame_Interact:
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2023-03-13 04:16:36 +01:00
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if (show_controller)
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{
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Show correct button glyph for interact if Enter/E are not split
I thought 2.2 already had separate map and interact gamepad bindings,
and they simply got neglected and broken with 2.3's split Enter/E key
option. But actually, the new split Enter/E option also applied to
gamepad buttons, and a separate interact binding was added, without
really indicating anything if Enter and E are not split. And I guess
using the same button for map and interact by default also makes sense
for simplicity...
This commit makes sure the button glyph displayed in-game is at least
the correct button. The gamepad bindings menu is also slightly modified
to darken the interact option - the button glyphs code now
automatically causes them to show equal buttons anyway, so it wasn't
too big of a change to also darken the line and disable the binding
option. To me this says: "the interact key is fixed to be the same as
enter right now, but there is a way to change it."
It's still not ideal of course, and I know a similar change to the
gamepad menu to hide the interact option was rejected a year ago
because action sets would already fix it, but it's a year later now,
and showing misleading button glyphs should be fixed in 2.4, whether it
will already have action sets or not (And at this point I think the
plan already is to keep the existing input system for 2.4)
And it's a 3 line diff to darken and disable the option, compared to
fully hiding the option.
2023-03-26 05:19:01 +02:00
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/* FIXME: this really does depend on the Enter/E speedrunner option...
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* This is messy, but let's not show the wrong thing here... */
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|
|
if (game.separate_interact)
|
|
|
|
{
|
|
|
|
return glyph_for_vector(game.controllerButton_interact, binding);
|
|
|
|
}
|
|
|
|
return glyph_for_vector(game.controllerButton_map, binding);
|
2023-03-13 04:16:36 +01:00
|
|
|
}
|
Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
|
|
|
if (game.separate_interact)
|
|
|
|
{
|
|
|
|
return "E";
|
|
|
|
}
|
|
|
|
return loc::gettext("ENTER");
|
2023-03-13 04:16:36 +01:00
|
|
|
|
Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
|
|
|
case Action_InGame_Map:
|
2023-03-13 04:16:36 +01:00
|
|
|
if (show_controller)
|
|
|
|
{
|
|
|
|
return glyph_for_vector(game.controllerButton_map, binding);
|
|
|
|
}
|
Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
|
|
|
return loc::gettext("ENTER");
|
2023-03-13 04:16:36 +01:00
|
|
|
|
|
|
|
case Action_InGame_Esc:
|
|
|
|
if (show_controller)
|
|
|
|
{
|
|
|
|
return glyph_for_vector(game.controllerButton_esc, binding);
|
|
|
|
}
|
|
|
|
return loc::gettext("ESC");
|
|
|
|
|
|
|
|
case Action_InGame_Restart:
|
|
|
|
if (show_controller)
|
|
|
|
{
|
|
|
|
return glyph_for_vector(game.controllerButton_restart, binding);
|
|
|
|
}
|
|
|
|
return "R";
|
Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SDL_assert(0 && "Trying to get label/glyph for unknown action!");
|
|
|
|
return glyph[GLYPH_UNKNOWN];
|
|
|
|
}
|
|
|
|
|
2023-03-13 04:16:36 +01:00
|
|
|
char* BUTTONGLYPHS_get_all_gamepad_buttons(
|
|
|
|
char* buffer,
|
|
|
|
size_t buffer_len,
|
|
|
|
const ActionSet actionset,
|
|
|
|
const int action
|
|
|
|
) {
|
|
|
|
/* Gives a list of all controller bindings, for in the menu */
|
|
|
|
Action union_action;
|
|
|
|
union_action.intval = action;
|
|
|
|
buffer[0] = '\0';
|
|
|
|
size_t cur = 0;
|
|
|
|
const char* glyph;
|
|
|
|
int binding = 0;
|
|
|
|
while ((glyph = BUTTONGLYPHS_get_button(actionset, union_action, binding)))
|
|
|
|
{
|
|
|
|
if (binding > 0 && buffer_len >= 1)
|
|
|
|
{
|
|
|
|
buffer[cur] = '/';
|
|
|
|
cur++;
|
|
|
|
buffer_len--;
|
|
|
|
}
|
|
|
|
|
|
|
|
size_t glyph_len = SDL_strlcpy(&buffer[cur], glyph, buffer_len);
|
|
|
|
if (glyph_len >= buffer_len)
|
|
|
|
{
|
|
|
|
// Truncation occurred, we're done
|
|
|
|
return buffer;
|
|
|
|
}
|
|
|
|
cur += glyph_len;
|
|
|
|
buffer_len -= glyph_len;
|
|
|
|
|
|
|
|
binding++;
|
|
|
|
}
|
|
|
|
return buffer;
|
|
|
|
}
|
|
|
|
|
Add support for button glyph display
This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.
To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
2023-03-18 22:30:16 +01:00
|
|
|
} // extern "C"
|