1
0
Fork 0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-11-05 18:59:41 +01:00
VVVVVV/desktop_version/src/ButtonGlyphs.cpp
Ethan Lee afbcb3f867 Add support for GameCube glyphs.
It's kind of a bummer that L/R don't actually do anything... we should add ZL/ZR support at some point.

Also note that GameCube binds X to 'back' rather than B, this will be fixed by SDL_ActionSet for 2.5.
2024-01-18 00:10:20 -05:00

420 lines
12 KiB
C++

#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,
/* Added after 2.4 */
GLYPH_NINTENDO_GAMECUBE_A,
GLYPH_NINTENDO_GAMECUBE_B,
GLYPH_NINTENDO_GAMECUBE_X,
GLYPH_NINTENDO_GAMECUBE_Y,
GLYPH_NINTENDO_GAMECUBE_L,
GLYPH_NINTENDO_GAMECUBE_R,
GLYPH_NINTENDO_GAMECUBE_Z,
GLYPH_TOTAL
}
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,
/* Added after 2.4 */
LAYOUT_GAMECUBE,
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]
},
{ // GAMECUBE
glyph[GLYPH_NINTENDO_GAMECUBE_A], glyph[GLYPH_NINTENDO_GAMECUBE_X],
glyph[GLYPH_NINTENDO_GAMECUBE_B], glyph[GLYPH_NINTENDO_GAMECUBE_Y],
glyph[GLYPH_UNKNOWN], glyph[GLYPH_UNKNOWN], "START",
glyph[GLYPH_UNKNOWN], glyph[GLYPH_UNKNOWN],
glyph[GLYPH_UNKNOWN], glyph[GLYPH_NINTENDO_GAMECUBE_Z]
}
};
static bool keyboard_is_active = true;
static ButtonGlyphLayout layout = LAYOUT_GENERIC;
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. */
if (BUTTONGLYPHS_keyboard_is_active())
{
/* The keyboard is active, so there HAS to be a keyboard available */
return true;
}
#ifdef __ANDROID__
return false;
#else
return !SDL_GetHintBoolean("SteamDeck", SDL_FALSE);
#endif
}
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 keyboard_is_active;
}
void BUTTONGLYPHS_keyboard_set_active(bool active)
{
keyboard_is_active = active;
}
void BUTTONGLYPHS_update_layout(SDL_GameController *c)
{
Uint16 vendor = SDL_GameControllerGetVendor(c);
Uint16 product = SDL_GameControllerGetProduct(c);
if (vendor == 0x054c)
{
layout = LAYOUT_PLAYSTATION;
}
else if (vendor == 0x28de)
{
/* Steam Virtual Gamepads can hypothetically tell us that the physical
* device is a PlayStation controller, so try to catch that scenario */
SDL_GameControllerType gct = SDL_GameControllerGetType(c);
if ( gct == SDL_CONTROLLER_TYPE_PS3 ||
gct == SDL_CONTROLLER_TYPE_PS4 ||
gct == SDL_CONTROLLER_TYPE_PS5 )
{
layout = LAYOUT_PLAYSTATION;
}
else
{
layout = LAYOUT_DECK;
}
}
else if (vendor == 0x057e)
{
if (product == 0x2006)
{
layout = LAYOUT_NINTENDO_SWITCH_JOYCON_L;
}
else if (product == 0x2007)
{
layout = LAYOUT_NINTENDO_SWITCH_JOYCON_R;
}
else if (product == 0x0337)
{
layout = LAYOUT_GAMECUBE;
}
else
{
layout = LAYOUT_NINTENDO_SWITCH_PRO;
}
}
else if (vendor == 0x2dc8) /* 8BitDo */
{
if ( product == 0x2002 || /* Ultimate Wired Controller for Xbox */
product == 0x3106 ) /* Ultimate Wireless / Pro 2 Wired Controller */
{
layout = LAYOUT_XBOX;
}
else
{
layout = LAYOUT_NINTENDO_SWITCH_PRO;
}
}
else
{
/* For now we assume Xbox (0x045e), Generic will be used when
* migrating to SDL_ActionSet
*/
layout = LAYOUT_XBOX;
}
}
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");
}
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][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".
*
* 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;
case ActionSet_InGame:
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)
{
/* FIXME: this really does depend on the Enter/E speedrunner option...
* This is messy, but let's not show the wrong thing here... */
if (game.separate_interact)
{
return glyph_for_vector(game.controllerButton_interact, binding);
}
return glyph_for_vector(game.controllerButton_map, 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;
}
SDL_assert(0 && "Trying to get label/glyph for unknown action!");
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"