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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Switch between controller glyphs and keyboard keys automatically
If a controller button is pressed, a controller is connected (even at startup!) or an axis is moved, the game will switch to displaying controller glyphs. If a keyboard key is pressed or the last controller is removed, the game will switch to displaying keyboard keys.
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parent
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commit
01200b5e64
3 changed files with 22 additions and 2 deletions
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@ -136,6 +136,9 @@ static const char* glyph_layout[LAYOUT_TOTAL][SDL_CONTROLLER_BUTTON_RIGHTSHOULDE
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}
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};
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static bool keyboard_is_active = true;
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static ButtonGlyphLayout layout = LAYOUT_GENERIC;
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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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@ -156,7 +159,12 @@ 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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return true;
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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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}
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const char* BUTTONGLYPHS_get_wasd_text(void)
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@ -177,7 +185,7 @@ static const char* sdlbutton_to_glyph(const SDL_GameControllerButton button)
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return glyph[GLYPH_UNKNOWN];
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}
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return glyph_layout[LAYOUT_PLAYSTATION][button];
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return glyph_layout[layout][button];
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}
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static const char* glyph_for_vector(
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@ -15,6 +15,8 @@ void BUTTONGLYPHS_init(void);
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bool BUTTONGLYPHS_keyboard_is_available(void);
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bool BUTTONGLYPHS_keyboard_is_active(void);
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void BUTTONGLYPHS_keyboard_set_active(bool active);
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const char* BUTTONGLYPHS_get_wasd_text(void);
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const char* BUTTONGLYPHS_get_button(ActionSet actionset, Action action, int binding);
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@ -4,6 +4,7 @@
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#include <string.h>
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#include "Alloc.h"
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#include "ButtonGlyphs.h"
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#include "Exit.h"
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#include "Game.h"
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#include "GlitchrunnerMode.h"
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@ -174,6 +175,8 @@ void KeyPoll::Poll(void)
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music.playef(4);
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}
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BUTTONGLYPHS_keyboard_set_active(true);
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if (textentry())
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{
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if (evt.key.keysym.sym == SDLK_BACKSPACE && !keybuffer.empty())
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@ -268,6 +271,7 @@ void KeyPoll::Poll(void)
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/* Controller Input */
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case SDL_CONTROLLERBUTTONDOWN:
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buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = true;
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BUTTONGLYPHS_keyboard_set_active(false);
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break;
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case SDL_CONTROLLERBUTTONUP:
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buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = false;
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@ -300,6 +304,7 @@ void KeyPoll::Poll(void)
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}
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break;
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}
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BUTTONGLYPHS_keyboard_set_active(false);
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break;
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}
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case SDL_CONTROLLERDEVICEADDED:
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@ -311,6 +316,7 @@ void KeyPoll::Poll(void)
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SDL_GameControllerName(toOpen)
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);
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controllers[SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(toOpen))] = toOpen;
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BUTTONGLYPHS_keyboard_set_active(false);
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break;
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}
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case SDL_CONTROLLERDEVICEREMOVED:
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@ -319,6 +325,10 @@ void KeyPoll::Poll(void)
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controllers.erase(evt.cdevice.which);
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vlog_info("Closing %s", SDL_GameControllerName(toClose));
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SDL_GameControllerClose(toClose);
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if (controllers.empty())
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{
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BUTTONGLYPHS_keyboard_set_active(true);
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}
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break;
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}
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