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
|
|
|
#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];
|
|
|
|
|
2023-03-13 04:16:36 +01:00
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
LAYOUT_NINTENDO_SWITCH_PRO,
|
|
|
|
LAYOUT_NINTENDO_SWITCH_JOYCON_L,
|
|
|
|
LAYOUT_NINTENDO_SWITCH_JOYCON_R,
|
|
|
|
LAYOUT_DECK,
|
|
|
|
LAYOUT_PLAYSTATION,
|
|
|
|
LAYOUT_XBOX,
|
|
|
|
LAYOUT_GENERIC,
|
|
|
|
|
|
|
|
LAYOUT_TOTAL
|
|
|
|
}
|
|
|
|
ButtonGlyphLayout;
|
|
|
|
|
|
|
|
/* SDL provides Xbox buttons, we'd like to show the correct
|
|
|
|
* (controller-specific) glyphs or labels for those... */
|
|
|
|
static const char* glyph_layout[LAYOUT_TOTAL][SDL_CONTROLLER_BUTTON_RIGHTSHOULDER + 1] = {
|
|
|
|
{ // NINTENDO_SWITCH_PRO
|
|
|
|
glyph[GLYPH_NINTENDO_DECK_B], glyph[GLYPH_NINTENDO_DECK_A],
|
|
|
|
glyph[GLYPH_NINTENDO_DECK_Y], glyph[GLYPH_NINTENDO_DECK_X],
|
|
|
|
glyph[GLYPH_NINTENDO_MINUS], "HOME", glyph[GLYPH_NINTENDO_PLUS],
|
|
|
|
glyph[GLYPH_NINTENDO_XBOX_LSTICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
|
|
|
|
glyph[GLYPH_NINTENDO_L], glyph[GLYPH_NINTENDO_R]
|
|
|
|
},
|
|
|
|
{ // NINTENDO_SWITCH_JOYCON_L
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_ACTIONDOWN], glyph[GLYPH_NINTENDO_GENERIC_ACTIONRIGHT],
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_ACTIONLEFT], glyph[GLYPH_NINTENDO_GENERIC_ACTIONUP],
|
|
|
|
"CAPTURE", "GUIDE", glyph[GLYPH_NINTENDO_MINUS],
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_STICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
|
|
|
|
glyph[GLYPH_NINTENDO_SL], glyph[GLYPH_NINTENDO_SR]
|
|
|
|
},
|
|
|
|
{ // NINTENDO_SWITCH_JOYCON_R
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_ACTIONDOWN], glyph[GLYPH_NINTENDO_GENERIC_ACTIONRIGHT],
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_ACTIONLEFT], glyph[GLYPH_NINTENDO_GENERIC_ACTIONUP],
|
|
|
|
"HOME", "GUIDE", glyph[GLYPH_NINTENDO_PLUS],
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_STICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
|
|
|
|
glyph[GLYPH_NINTENDO_SL], glyph[GLYPH_NINTENDO_SR]
|
|
|
|
},
|
|
|
|
{ // DECK
|
|
|
|
glyph[GLYPH_NINTENDO_DECK_A], glyph[GLYPH_NINTENDO_DECK_B],
|
|
|
|
glyph[GLYPH_NINTENDO_DECK_X], glyph[GLYPH_NINTENDO_DECK_Y],
|
|
|
|
glyph[GLYPH_XBOX_DECK_VIEW], "GUIDE", glyph[GLYPH_XBOX_DECK_MENU],
|
|
|
|
glyph[GLYPH_PLAYSTATION_DECK_L3], glyph[GLYPH_PLAYSTATION_DECK_R3],
|
|
|
|
glyph[GLYPH_PLAYSTATION_DECK_L1], glyph[GLYPH_PLAYSTATION_DECK_R1]
|
|
|
|
},
|
|
|
|
{ // PLAYSTATION
|
|
|
|
glyph[GLYPH_PLAYSTATION_CROSS], glyph[GLYPH_PLAYSTATION_CIRCLE],
|
|
|
|
glyph[GLYPH_PLAYSTATION_SQUARE], glyph[GLYPH_PLAYSTATION_TRIANGLE],
|
|
|
|
glyph[GLYPH_PLAYSTATION_OPTIONS], "PS", glyph[GLYPH_PLAYSTATION_START],
|
|
|
|
glyph[GLYPH_PLAYSTATION_DECK_L3], glyph[GLYPH_PLAYSTATION_DECK_R3],
|
|
|
|
glyph[GLYPH_PLAYSTATION_DECK_L1], glyph[GLYPH_PLAYSTATION_DECK_R1]
|
|
|
|
},
|
|
|
|
{ // XBOX
|
|
|
|
glyph[GLYPH_XBOX_A], glyph[GLYPH_XBOX_B],
|
|
|
|
glyph[GLYPH_XBOX_X], glyph[GLYPH_XBOX_Y],
|
|
|
|
glyph[GLYPH_XBOX_DECK_VIEW], "GUIDE", glyph[GLYPH_XBOX_DECK_MENU],
|
|
|
|
glyph[GLYPH_NINTENDO_XBOX_LSTICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
|
|
|
|
glyph[GLYPH_XBOX_LB], glyph[GLYPH_XBOX_RB]
|
|
|
|
},
|
|
|
|
{ // GENERIC
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_ACTIONDOWN], glyph[GLYPH_NINTENDO_GENERIC_ACTIONRIGHT],
|
|
|
|
glyph[GLYPH_NINTENDO_GENERIC_ACTIONLEFT], glyph[GLYPH_NINTENDO_GENERIC_ACTIONUP],
|
|
|
|
"SELECT", "GUIDE", "START",
|
|
|
|
glyph[GLYPH_NINTENDO_XBOX_LSTICK], glyph[GLYPH_NINTENDO_XBOX_RSTICK],
|
|
|
|
glyph[GLYPH_GENERIC_L], glyph[GLYPH_GENERIC_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
|
|
|
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");
|
|
|
|
}
|
|
|
|
|
2023-03-13 04:16:36 +01:00
|
|
|
static const char* sdlbutton_to_glyph(const SDL_GameControllerButton button)
|
|
|
|
{
|
|
|
|
if (button > SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)
|
|
|
|
{
|
|
|
|
SDL_assert(0 && "Unhandled button!");
|
|
|
|
return glyph[GLYPH_UNKNOWN];
|
|
|
|
}
|
|
|
|
|
|
|
|
return glyph_layout[LAYOUT_PLAYSTATION][button];
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char* glyph_for_vector(
|
|
|
|
const std::vector<SDL_GameControllerButton>& buttons,
|
|
|
|
const int index
|
|
|
|
) {
|
|
|
|
if (index < 0 || index >= (int) buttons.size())
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return sdlbutton_to_glyph(buttons[index]);
|
|
|
|
}
|
|
|
|
|
|
|
|
const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action action, int 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
|
|
|
{
|
|
|
|
/* 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],
|
2023-03-13 04:16:36 +01:00
|
|
|
* to fill into strings like "Press {button} to activate terminal".
|
|
|
|
*
|
|
|
|
* Normally, set binding = -1. This will return the best keyboard key OR controller glyph.
|
|
|
|
*
|
|
|
|
* If binding >= 0, select a specific CONTROLLER binding glyph,
|
|
|
|
* or NULL if the index is higher than the max binding index. */
|
|
|
|
|
|
|
|
bool show_controller = binding >= 0 || !BUTTONGLYPHS_keyboard_is_active();
|
|
|
|
if (binding < 0)
|
|
|
|
{
|
|
|
|
binding = 0;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
switch (actionset)
|
|
|
|
{
|
2023-03-18 22:32:26 +01:00
|
|
|
case ActionSet_Menu:
|
|
|
|
switch (action.Menu)
|
|
|
|
{
|
|
|
|
case Action_Menu_Accept:
|
2023-03-13 04:16:36 +01:00
|
|
|
if (show_controller)
|
|
|
|
{
|
|
|
|
return glyph_for_vector(game.controllerButton_flip, binding);
|
|
|
|
}
|
2023-03-18 22:32:26 +01:00
|
|
|
return loc::gettext("ACTION");
|
|
|
|
}
|
|
|
|
break;
|
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 ActionSet_InGame:
|
|
|
|
switch (action.InGame)
|
|
|
|
{
|
2023-03-18 22:32:26 +01:00
|
|
|
case Action_InGame_ACTION:
|
2023-03-13 04:16:36 +01:00
|
|
|
if (show_controller)
|
|
|
|
{
|
|
|
|
return glyph_for_vector(game.controllerButton_flip, binding);
|
|
|
|
}
|
2023-03-18 22:32:26 +01:00
|
|
|
return loc::gettext("ACTION");
|
|
|
|
|
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_Interact:
|
2023-03-13 04:16:36 +01:00
|
|
|
if (show_controller)
|
|
|
|
{
|
|
|
|
return glyph_for_vector(game.controllerButton_interact, 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
|
|
|
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"
|