Add controller button layout mappings

This adds mappings from SDL's Xbox-based SDL_GameControllerButton
constants, to glyphs for the following layouts:

- LAYOUT_NINTENDO_SWITCH_PRO,
- LAYOUT_NINTENDO_SWITCH_JOYCON_L,
- LAYOUT_NINTENDO_SWITCH_JOYCON_R,
- LAYOUT_DECK,
- LAYOUT_PLAYSTATION,
- LAYOUT_XBOX,
- LAYOUT_GENERIC,

There may still be errors in these, but they should be mostly correct.
I'm leaving it up to Ethan to make it show the correct button glyphs
for the correct controllers being connected (and possibly to fix these
mappings where needed).
This commit is contained in:
Dav999-v 2023-03-13 04:16:36 +01:00 committed by Misa Elizabeth Kai
parent 09365347b6
commit e55e9efd9b
9 changed files with 226 additions and 61 deletions

View File

@ -213,6 +213,7 @@
<string english="Toggle whether you interact with prompts using ENTER or E." translation="" explanation="prompts: see the `Press {button} to talk to .../activate terminal/teleport` below" max="38*3"/>
<string english="E" translation="" explanation="keyboard key E. Speedrunner options menu"/>
<string english="ENTER" translation="" explanation="keyboard key ENTER. Speedrunner options menu"/>
<string english="ESC" translation="" explanation="keyboard key ESC"/>
<string english="ACTION" translation="" explanation="the ACTION key is either the SPACE key, Z or V (this is explained on the title screen). It's used in strings like `Press ACTION to advance text`"/>
<string english="Interact button: {button}" translation="" explanation="keyboard key (E or ENTER) is filled in for {button}. Speedrunner options menu" max="38*2"/>
<string english="fake load screen" translation="" explanation="menu option"/>

View File

@ -53,7 +53,9 @@ typedef enum
{
Action_InGame_ACTION,
Action_InGame_Interact,
Action_InGame_Map
Action_InGame_Map,
Action_InGame_Restart,
Action_InGame_Esc
}
Action_InGame;

View File

@ -68,6 +68,74 @@ ButtonGlyphKey;
static char glyph[GLYPH_TOTAL][5];
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]
}
};
void BUTTONGLYPHS_init(void)
{
/* Set glyph array to strings for all the button glyph codepoints (U+EBxx) */
@ -101,18 +169,57 @@ const char* BUTTONGLYPHS_get_wasd_text(void)
return loc::gettext("Press left/right to move");
}
const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action action)
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)
{
/* 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". */
* 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;
}
switch (actionset)
{
case ActionSet_Menu:
switch (action.Menu)
{
case Action_Menu_Accept:
if (show_controller)
{
return glyph_for_vector(game.controllerButton_flip, binding);
}
return loc::gettext("ACTION");
}
break;
@ -120,16 +227,43 @@ const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action acti
switch (action.InGame)
{
case Action_InGame_ACTION:
if (show_controller)
{
return glyph_for_vector(game.controllerButton_flip, binding);
}
return loc::gettext("ACTION");
case Action_InGame_Interact:
if (show_controller)
{
return glyph_for_vector(game.controllerButton_interact, binding);
}
if (game.separate_interact)
{
return "E";
}
return loc::gettext("ENTER");
case Action_InGame_Map:
if (show_controller)
{
return glyph_for_vector(game.controllerButton_map, binding);
}
return loc::gettext("ENTER");
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";
}
break;
}
@ -138,4 +272,40 @@ const char* BUTTONGLYPHS_get_button(const ActionSet actionset, const Action acti
return glyph[GLYPH_UNKNOWN];
}
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;
}
} // extern "C"

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@ -1,6 +1,7 @@
#ifndef BUTTONGLYPHS_H
#define BUTTONGLYPHS_H
#include <SDL.h>
#include <stdbool.h>
#include "ActionSets.h"
@ -15,7 +16,14 @@ void BUTTONGLYPHS_init(void);
bool BUTTONGLYPHS_keyboard_is_available(void);
bool BUTTONGLYPHS_keyboard_is_active(void);
const char* BUTTONGLYPHS_get_wasd_text(void);
const char* BUTTONGLYPHS_get_button(ActionSet actionset, Action action);
const char* BUTTONGLYPHS_get_button(ActionSet actionset, Action action, int binding);
char* BUTTONGLYPHS_get_all_gamepad_buttons(
char* buffer,
size_t buffer_len,
ActionSet actionset,
int action
);
#ifdef __cplusplus
} // extern "C"

View File

@ -770,10 +770,14 @@ static void fill_buttons(char* buffer, const size_t buffer_len, const char* line
line,
"b_act:but,"
"b_int:but,"
"b_map:but",
"b_map:but,"
"b_res:but,"
"b_esc:but",
vformat_button(ActionSet_InGame, Action_InGame_ACTION),
vformat_button(ActionSet_InGame, Action_InGame_Interact),
vformat_button(ActionSet_InGame, Action_InGame_Map)
vformat_button(ActionSet_InGame, Action_InGame_Map),
vformat_button(ActionSet_InGame, Action_InGame_Restart),
vformat_button(ActionSet_InGame, Action_InGame_Esc)
);
}

View File

@ -599,13 +599,42 @@ static void menurender(void)
case 3:
case 4:
case 5:
font::print(PR_CEN, -1, 75, loc::gettext("Flip is bound to: ") + std::string(help.GCString(game.controllerButton_flip)) , tr, tg, tb);
font::print(PR_CEN, -1, 85, loc::gettext("Enter is bound to: ") + std::string(help.GCString(game.controllerButton_map)), tr, tg, tb);
font::print(PR_CEN, -1, 95, loc::gettext("Menu is bound to: ") + std::string(help.GCString(game.controllerButton_esc)) , tr, tg, tb);
font::print(PR_CEN, -1, 105, loc::gettext("Restart is bound to: ") + std::string(help.GCString(game.controllerButton_restart)) , tr, tg, tb);
font::print(PR_CEN, -1, 115, loc::gettext("Interact is bound to: ") + std::string(help.GCString(game.controllerButton_interact)) , tr, tg, tb);
{
char buffer_a[SCREEN_WIDTH_CHARS + 1];
char buffer_b[SCREEN_WIDTH_CHARS + 1];
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Flip is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_ACTION)
);
font::print(PR_CEN, -1, 75, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Enter is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Map)
);
font::print(PR_CEN, -1, 85, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Menu is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Esc)
);
font::print(PR_CEN, -1, 95, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Restart is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Restart)
);
font::print(PR_CEN, -1, 105, buffer_a, tr, tg, tb);
SDL_snprintf(buffer_a, sizeof(buffer_a), "%s%s",
loc::gettext("Interact is bound to: "),
BUTTONGLYPHS_get_all_gamepad_buttons(buffer_b, sizeof(buffer_b), ActionSet_InGame, Action_InGame_Interact)
);
font::print(PR_CEN, -1, 115, buffer_a, tr, tg, tb);
break;
}
}
break;

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@ -9,38 +9,6 @@
#include "Maths.h"
#include "VFormat.h"
static const char* GCChar(const SDL_GameControllerButton button)
{
switch (button)
{
case SDL_CONTROLLER_BUTTON_A:
return "A";
case SDL_CONTROLLER_BUTTON_B:
return "B";
case SDL_CONTROLLER_BUTTON_X:
return "X";
case SDL_CONTROLLER_BUTTON_Y:
return "Y";
case SDL_CONTROLLER_BUTTON_BACK:
return "BACK";
case SDL_CONTROLLER_BUTTON_GUIDE:
return "GUIDE";
case SDL_CONTROLLER_BUTTON_START:
return "START";
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
return "L3";
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return "R3";
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return "LB";
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
return "RB";
default:
SDL_assert(0 && "Unhandled button!");
return NULL;
}
}
int ss_toi(const std::string& str)
{
int retval = 0;
@ -157,20 +125,6 @@ int UtilityClass::Int(const char* str, int fallback /*= 0*/)
return (int) SDL_strtol(str, NULL, 0);
}
std::string UtilityClass::GCString(const std::vector<SDL_GameControllerButton>& buttons)
{
std::string retval = "";
for (size_t i = 0; i < buttons.size(); i += 1)
{
retval += GCChar(buttons[i]);
if ((i + 1) < buttons.size())
{
retval += ",";
}
}
return retval;
}
int UtilityClass::hms_to_seconds(int h, int m, int s)
{
return h*3600 + m*60 + s;

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@ -3,7 +3,6 @@
#include <SDL.h>
#include <string>
#include <vector>
int ss_toi(const std::string& str);
@ -102,8 +101,6 @@ public:
static int Int(const char* str, int fallback = 0);
static std::string GCString(const std::vector<SDL_GameControllerButton>& buttons);
int hms_to_seconds(int h, int m, int s);
void format_time(char* buffer, const size_t buffer_size, int seconds, int frames, bool always_minutes);

View File

@ -52,7 +52,7 @@ static inline void call_with_button(format_callback callback, void* userdata, in
Action action;
vformat_unbutton(&actionset, &action, vararg_value);
const char* button_text = BUTTONGLYPHS_get_button(actionset, action);
const char* button_text = BUTTONGLYPHS_get_button(actionset, action, -1);
if (button_text == NULL)
{
callback(userdata, "[null]", 6);