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fix some controls menu bugs

This commit is contained in:
Sallai József 2022-07-31 02:16:34 +03:00
parent ffaf12cca8
commit 8a4201f381
3 changed files with 33 additions and 14 deletions

View file

@ -1671,7 +1671,9 @@ impl EngineConstants {
(Button::LeftShoulder, GamepadConsts::rects(Rect::new(32, 32, 64, 48))),
(Button::RightShoulder, GamepadConsts::rects(Rect::new(32, 48, 64, 64))),
(Button::Start, GamepadConsts::rects(Rect::new(32, 96, 64, 112))),
(Button::Guide, GamepadConsts::rects(Rect::new(32, 112, 64, 128))),
(Button::Back, GamepadConsts::rects(Rect::new(32, 112, 64, 128))),
(Button::LeftStick, GamepadConsts::rects(Rect::new(32, 0, 64, 16))),
(Button::RightStick, GamepadConsts::rects(Rect::new(32, 16, 64, 32))),
]),
axis_rects: HashMap::from([
(Axis::LeftX, GamepadConsts::rects(Rect::new(32, 0, 64, 16))),

View file

@ -86,7 +86,10 @@ pub enum Button {
impl Button {
pub fn get_rect(&self, offset: usize, constants: &EngineConstants) -> Rect<u16> {
constants.gamepad.button_rects.get(self).unwrap()[offset]
match self {
Button::Guide => Rect::new(0, 0, 0, 0),
_ => constants.gamepad.button_rects.get(self).unwrap()[offset],
}
}
}

View file

@ -320,7 +320,21 @@ impl ControlsMenu {
let gamepads = gamepad::get_gamepads(ctx);
let other_player_controller_type = match self.selected_player {
Player::Player1 => state.settings.player2_controller_type,
Player::Player2 => state.settings.player1_controller_type,
};
let mut available_gamepads = gamepads.len();
for i in 0..gamepads.len() {
if let ControllerType::Gamepad(index) = other_player_controller_type {
if index as usize == i {
available_gamepads -= 1;
continue;
}
}
controllers.push(format!("{} {}", gamepads[i].get_gamepad_name(), i + 1));
}
@ -330,7 +344,7 @@ impl ControlsMenu {
};
if let ControllerType::Gamepad(index) = controller_type {
if index as usize >= gamepads.len() {
if index as usize >= available_gamepads {
self.selected_controller = ControllerType::Keyboard;
} else {
self.selected_controller = controller_type;
@ -687,7 +701,9 @@ impl ControlsMenu {
},
CurrentMenu::RebindMenu => match self.rebind.tick(controller, state) {
MenuSelectionResult::Selected(RebindMenuEntry::Back, _) | MenuSelectionResult::Canceled => {
self.current = CurrentMenu::ControllerMenu;
if !self.input_busy {
self.current = CurrentMenu::ControllerMenu;
}
}
MenuSelectionResult::Selected(RebindMenuEntry::Control(control), _) => {
if !self.input_busy {
@ -793,19 +809,17 @@ impl ControlsMenu {
if self.input_busy {
let pressed_keys = ctx.keyboard_context.pressed_keys();
let mut input_busy = pressed_keys.len() > 0;
if let ControllerType::Gamepad(idx) = self.selected_controller {
let pressed_buttons = ctx.gamepad_context.pressed_buttons(idx);
let active_axes = ctx.gamepad_context.active_axes(idx);
let gamepads = ctx.gamepad_context.get_gamepads();
for idx in 0..gamepads.len() {
let pressed_gamepad_buttons = ctx.gamepad_context.pressed_buttons(idx as u32);
let active_axes = ctx.gamepad_context.active_axes(idx as u32);
if pressed_keys.is_empty() && pressed_buttons.is_empty() && active_axes.is_empty() {
self.input_busy = false;
}
} else {
if pressed_keys.is_empty() {
self.input_busy = false;
}
input_busy = input_busy || !pressed_gamepad_buttons.is_empty() || !active_axes.is_empty();
}
self.input_busy = input_busy;
}
Ok(())