mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-22 05:33:02 +00:00
add controls settings menu
This commit is contained in:
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03e9c9db0c
commit
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@ -114,6 +114,8 @@
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"soundtrack": "Soundtrack: {soundtrack}"
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},
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"controls": "Controls...",
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"language": "Language...",
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"behavior": "Behavior...",
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@ -125,6 +127,38 @@
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},
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"pause_on_focus_loss": "Pause on focus loss:"
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}
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},
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"controls_menu": {
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"select_player": {
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"entry": "Select player:",
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"player_1": "Player 1",
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"player_2": "Player 2"
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},
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"controller": {
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"entry": "Controller:",
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"keyboard": "Keyboard"
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},
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"rebind": "Rebind...",
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"rebind_menu": {
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"up": "Up",
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"down": "Down",
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"left": "Left",
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"right": "Right",
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"jump": "Jump",
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"shoot": "Shoot",
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"prev_weapon": "Previous weapon",
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"next_weapon": "Next weapon",
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"inventory": "Inventory",
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"map": "Map system",
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"skip": "Skip",
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"strafe": "Strafe"
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},
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"rebind_confirm_menu": {
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"title": "Press button for \"{control}\"",
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"cancel": "(Esc to cancel)"
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}
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}
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},
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@ -106,6 +106,8 @@
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"soundtrack": "サウンドトラック: {soundtrack}"
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},
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"controls": "ボタン変更",
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"language": "言語",
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"behavior": "動作",
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@ -117,8 +119,41 @@
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},
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"pause_on_focus_loss": "フォーカスが外れた時のポーズ:"
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}
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},
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"controls_menu": {
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"select_player": {
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"entry": "プレイヤーを選択:",
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"player_1": "プレーヤー 1",
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"player_2": "プレーヤー 2"
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},
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"controller": {
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"entry": "コントローラ:",
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"keyboard": "キーボード"
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},
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"rebind": "再バインド",
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"rebind_menu": {
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"up": "うえ",
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"down": "した",
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"left": "ひだり",
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"right": "みぎ",
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"jump": "ジャンプ",
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"shoot": "ショット",
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"prev_weapon": "前の武器",
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"next_weapon": "次の武器",
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"inventory": "在庫",
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"map": "マップシステム",
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"skip": "スキップ",
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"strafe": "ストレイフ"
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},
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"rebind_confirm_menu": {
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"title": "新しい「ジャンプ」ボタンを押す",
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"cancel": "(Escキーを押してキャンセル)"
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}
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}
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},
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"soundtrack": {
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"organya": "オルガーニャ",
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"remastered": "リマスター",
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@ -33,6 +33,26 @@ pub enum AxisDirection {
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}
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impl AxisDirection {
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pub fn from_axis_data(axis: Axis, value: f64) -> Self {
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match axis {
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Axis::LeftX | Axis::RightX => {
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if value < 0.0 {
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AxisDirection::Left
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} else {
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AxisDirection::Right
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}
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}
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Axis::LeftY | Axis::RightY => {
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if value < 0.0 {
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AxisDirection::Up
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} else {
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AxisDirection::Down
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}
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}
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Axis::TriggerLeft | Axis::TriggerRight => AxisDirection::Either,
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}
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}
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pub fn compare(&self, value: f64, axis_sensitivity: f64) -> bool {
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match self {
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AxisDirection::None => false,
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@ -143,6 +163,26 @@ impl GamepadData {
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1
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}
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pub fn get_gamepad_name(&self) -> String {
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let name = if let Some(controller_type) = self.controller_type {
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match controller_type {
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sdl2_sys::SDL_GameControllerType::SDL_CONTROLLER_TYPE_PS3
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| sdl2_sys::SDL_GameControllerType::SDL_CONTROLLER_TYPE_PS4
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| sdl2_sys::SDL_GameControllerType::SDL_CONTROLLER_TYPE_PS5 => "PlayStation Controller".to_string(),
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sdl2_sys::SDL_GameControllerType::SDL_CONTROLLER_TYPE_XBOX360
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| sdl2_sys::SDL_GameControllerType::SDL_CONTROLLER_TYPE_XBOXONE => "Xbox Controller".to_string(),
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sdl2_sys::SDL_GameControllerType::SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO => {
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"Nintendo Switch Controller".to_string()
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}
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_ => "Unknown Controller".to_string(),
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}
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} else {
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"Unknown controller".to_string()
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};
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name
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}
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}
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pub struct GamepadContext {
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@ -258,6 +298,28 @@ impl GamepadContext {
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}
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}
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}
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pub(crate) fn get_gamepads(&self) -> &Vec<GamepadData> {
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&self.gamepads
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}
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pub(crate) fn pressed_buttons(&self, gamepad_index: u32) -> HashSet<Button> {
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if let Some(gamepad) = self.get_gamepad_by_index(gamepad_index as usize) {
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return gamepad.pressed_buttons_set.clone();
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}
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HashSet::new()
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}
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pub(crate) fn active_axes(&self, gamepad_index: u32) -> HashMap<Axis, f64> {
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if let Some(gamepad) = self.get_gamepad_by_index(gamepad_index as usize) {
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let mut active_axes = gamepad.axis_values.clone();
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active_axes.retain(|_, v| v.abs() > gamepad.axis_sensitivity);
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return active_axes;
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}
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HashMap::new()
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}
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}
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impl Default for GamepadContext {
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@ -293,3 +355,15 @@ pub fn is_button_active(ctx: &Context, gamepad_index: u32, button: Button) -> bo
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pub fn is_axis_active(ctx: &Context, gamepad_index: u32, axis: Axis, direction: AxisDirection) -> bool {
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ctx.gamepad_context.is_axis_active(gamepad_index, axis, direction)
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}
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pub fn get_gamepads(ctx: &Context) -> &Vec<GamepadData> {
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ctx.gamepad_context.get_gamepads()
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}
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pub fn pressed_buttons(ctx: &Context, gamepad_index: u32) -> HashSet<Button> {
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ctx.gamepad_context.pressed_buttons(gamepad_index)
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}
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pub fn active_axes(ctx: &Context, gamepad_index: u32) -> HashMap<Axis, f64> {
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ctx.gamepad_context.active_axes(gamepad_index)
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}
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823
src/menu/controls_menu.rs
Normal file
823
src/menu/controls_menu.rs
Normal file
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@ -0,0 +1,823 @@
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use std::collections::HashMap;
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use crate::framework::gamepad::{self, Axis, AxisDirection, Button, PlayerControllerInputType};
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use crate::framework::keyboard::ScanCode;
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use crate::input::combined_menu_controller::CombinedMenuController;
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use crate::settings::{ControllerType, PlayerControllerButtonMap, PlayerKeyMap};
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use crate::shared_game_state::SharedGameState;
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use super::{ControlMenuData, Menu, MenuEntry, MenuSelectionResult};
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const FORBIDDEN_SCANCODES: [ScanCode; 12] = [
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ScanCode::F1,
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ScanCode::F2,
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ScanCode::F3,
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ScanCode::F4,
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ScanCode::F5,
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ScanCode::F6,
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ScanCode::F7,
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ScanCode::F8,
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ScanCode::F9,
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ScanCode::F10,
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ScanCode::F11,
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ScanCode::F12,
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];
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#[derive(PartialEq, Eq, Clone, Debug)]
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#[repr(u8)]
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enum CurrentMenu {
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ControllerMenu,
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RebindMenu,
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ConfirmRebindMenu,
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq)]
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enum ControllerMenuEntry {
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SelectedPlayer,
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Controller,
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Rebind,
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Back,
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}
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impl Default for ControllerMenuEntry {
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fn default() -> Self {
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ControllerMenuEntry::SelectedPlayer
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}
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq)]
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enum RebindMenuEntry {
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Control(ControlEntry),
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Back,
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}
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impl Default for RebindMenuEntry {
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fn default() -> Self {
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RebindMenuEntry::Control(ControlEntry::Up)
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}
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq)]
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enum Player {
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Player1,
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Player2,
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}
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impl Player {
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fn controller_type(self, state: &SharedGameState) -> ControllerType {
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match self {
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Player::Player1 => state.settings.player1_controller_type,
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Player::Player2 => state.settings.player2_controller_type,
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}
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}
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}
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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enum ControlEntry {
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Left,
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Up,
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Right,
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Down,
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PrevWeapon,
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NextWeapon,
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Jump,
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Shoot,
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Skip,
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Inventory,
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Map,
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Strafe,
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}
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impl ControlEntry {
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fn to_string(&self, state: &SharedGameState) -> String {
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match self {
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ControlEntry::Left => state.t("menus.controls_menu.rebind_menu.left"),
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ControlEntry::Up => state.t("menus.controls_menu.rebind_menu.up"),
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ControlEntry::Right => state.t("menus.controls_menu.rebind_menu.right"),
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ControlEntry::Down => state.t("menus.controls_menu.rebind_menu.down"),
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ControlEntry::PrevWeapon => state.t("menus.controls_menu.rebind_menu.prev_weapon"),
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ControlEntry::NextWeapon => state.t("menus.controls_menu.rebind_menu.next_weapon"),
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ControlEntry::Jump => state.t("menus.controls_menu.rebind_menu.jump"),
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ControlEntry::Shoot => state.t("menus.controls_menu.rebind_menu.shoot"),
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ControlEntry::Skip => state.t("menus.controls_menu.rebind_menu.skip"),
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ControlEntry::Inventory => state.t("menus.controls_menu.rebind_menu.inventory"),
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ControlEntry::Map => state.t("menus.controls_menu.rebind_menu.map"),
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ControlEntry::Strafe => state.t("menus.controls_menu.rebind_menu.strafe"),
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}
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}
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}
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pub struct ControlsMenu {
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current: CurrentMenu,
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controller: Menu<ControllerMenuEntry>,
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rebind: Menu<RebindMenuEntry>,
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confirm_rebind: Menu<usize>,
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selected_player: Player,
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selected_controller: ControllerType,
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selected_control: Option<ControlEntry>,
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player1_key_map: Vec<(ControlEntry, ScanCode)>,
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player2_key_map: Vec<(ControlEntry, ScanCode)>,
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player1_controller_button_map: Vec<(ControlEntry, PlayerControllerInputType)>,
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player2_controller_button_map: Vec<(ControlEntry, PlayerControllerInputType)>,
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input_busy: bool,
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}
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impl ControlsMenu {
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pub fn new() -> ControlsMenu {
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let controller = Menu::new(0, 0, 220, 0);
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let rebind = Menu::new(0, 0, 220, 0);
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let confirm_rebind = Menu::new(0, 0, 220, 0);
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ControlsMenu {
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current: CurrentMenu::ControllerMenu,
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controller,
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rebind,
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confirm_rebind,
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selected_player: Player::Player1,
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selected_controller: ControllerType::Keyboard,
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selected_control: None,
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player1_key_map: Vec::new(),
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player2_key_map: Vec::new(),
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player1_controller_button_map: Vec::new(),
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player2_controller_button_map: Vec::new(),
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input_busy: false,
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}
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}
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pub fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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self.controller.push_entry(
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ControllerMenuEntry::SelectedPlayer,
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MenuEntry::Options(
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state.t("menus.controls_menu.select_player.entry"),
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self.selected_player as usize,
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vec![
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state.t("menus.controls_menu.select_player.player_1"),
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state.t("menus.controls_menu.select_player.player_2"),
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],
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),
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);
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self.controller.push_entry(ControllerMenuEntry::Controller, MenuEntry::Hidden);
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self.controller
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.push_entry(ControllerMenuEntry::Rebind, MenuEntry::Active(state.t("menus.controls_menu.rebind")));
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self.controller.push_entry(ControllerMenuEntry::Back, MenuEntry::Active(state.t("common.back")));
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self.player1_key_map = self.init_key_map(&state.settings.player1_key_map);
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self.player2_key_map = self.init_key_map(&state.settings.player2_key_map);
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self.player1_controller_button_map =
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self.init_controller_button_map(&state.settings.player1_controller_button_map);
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self.player2_controller_button_map =
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self.init_controller_button_map(&state.settings.player2_controller_button_map);
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self.confirm_rebind.draw_cursor = false;
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self.confirm_rebind.non_interactive = true;
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self.update_controller_options(state, ctx);
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self.update_rebind_menu(state, ctx);
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self.update_sizes(state);
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Ok(())
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}
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fn update_sizes(&mut self, state: &SharedGameState) {
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self.controller.update_width(state);
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self.controller.update_height();
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self.controller.x = ((state.canvas_size.0 - self.controller.width as f32) / 2.0).floor() as isize;
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self.controller.y = ((state.canvas_size.1 - self.controller.height as f32) / 2.0).floor() as isize;
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self.rebind.update_width(state);
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self.rebind.update_height();
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self.rebind.x = ((state.canvas_size.0 - self.rebind.width as f32) / 2.0).floor() as isize;
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self.rebind.y = ((state.canvas_size.1 - self.rebind.height as f32) / 2.0).floor() as isize;
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self.confirm_rebind.update_width(state);
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self.confirm_rebind.update_height();
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self.confirm_rebind.x = ((state.canvas_size.0 - self.confirm_rebind.width as f32) / 2.0).floor() as isize;
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self.confirm_rebind.y = ((state.canvas_size.1 - self.confirm_rebind.height as f32) / 2.0).floor() as isize;
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}
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fn init_key_map(&self, settings_key_map: &PlayerKeyMap) -> Vec<(ControlEntry, ScanCode)> {
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let mut map = Vec::new();
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map.push((ControlEntry::Up, settings_key_map.up));
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map.push((ControlEntry::Down, settings_key_map.down));
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map.push((ControlEntry::Left, settings_key_map.left));
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map.push((ControlEntry::Right, settings_key_map.right));
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map.push((ControlEntry::Jump, settings_key_map.jump));
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map.push((ControlEntry::Shoot, settings_key_map.shoot));
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map.push((ControlEntry::PrevWeapon, settings_key_map.prev_weapon));
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map.push((ControlEntry::NextWeapon, settings_key_map.next_weapon));
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map.push((ControlEntry::Inventory, settings_key_map.inventory));
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map.push((ControlEntry::Map, settings_key_map.map));
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map.push((ControlEntry::Skip, settings_key_map.skip));
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map.push((ControlEntry::Strafe, settings_key_map.strafe));
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map
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}
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fn init_controller_button_map(
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&self,
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settings_controller_button_map: &PlayerControllerButtonMap,
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) -> Vec<(ControlEntry, PlayerControllerInputType)> {
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let mut map = Vec::new();
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map.push((ControlEntry::Up, settings_controller_button_map.up));
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map.push((ControlEntry::Down, settings_controller_button_map.down));
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map.push((ControlEntry::Left, settings_controller_button_map.left));
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map.push((ControlEntry::Right, settings_controller_button_map.right));
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map.push((ControlEntry::Jump, settings_controller_button_map.jump));
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map.push((ControlEntry::Shoot, settings_controller_button_map.shoot));
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map.push((ControlEntry::PrevWeapon, settings_controller_button_map.prev_weapon));
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map.push((ControlEntry::NextWeapon, settings_controller_button_map.next_weapon));
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map.push((ControlEntry::Inventory, settings_controller_button_map.inventory));
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map.push((ControlEntry::Map, settings_controller_button_map.map));
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map.push((ControlEntry::Skip, settings_controller_button_map.skip));
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map.push((ControlEntry::Strafe, settings_controller_button_map.strafe));
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map
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}
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fn update_rebind_menu(&mut self, state: &SharedGameState, ctx: &Context) {
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self.rebind.entries.clear();
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match self.selected_player {
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Player::Player1 => {
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if self.selected_controller == ControllerType::Keyboard {
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for (k, v) in self.player1_key_map.iter() {
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self.rebind.push_entry(
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RebindMenuEntry::Control(*k),
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MenuEntry::Control(
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||||
k.to_string(state).to_owned(),
|
||||
ControlMenuData::String(format!("{:?}", v)),
|
||||
),
|
||||
);
|
||||
}
|
||||
} else {
|
||||
for (k, v) in self.player1_controller_button_map.iter() {
|
||||
let gamepad_sprite_offset = match state.settings.player1_controller_type {
|
||||
ControllerType::Keyboard => 1,
|
||||
ControllerType::Gamepad(index) => {
|
||||
ctx.gamepad_context.get_gamepad_sprite_offset(index as usize)
|
||||
}
|
||||
};
|
||||
|
||||
self.rebind.push_entry(
|
||||
RebindMenuEntry::Control(*k),
|
||||
MenuEntry::Control(
|
||||
k.to_string(state).to_owned(),
|
||||
ControlMenuData::Rect(v.get_rect(gamepad_sprite_offset, &state.constants)),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
Player::Player2 => {
|
||||
if self.selected_controller == ControllerType::Keyboard {
|
||||
for (k, v) in self.player2_key_map.iter() {
|
||||
self.rebind.push_entry(
|
||||
RebindMenuEntry::Control(*k),
|
||||
MenuEntry::Control(
|
||||
k.to_string(state).to_owned(),
|
||||
ControlMenuData::String(format!("{:?}", v)),
|
||||
),
|
||||
);
|
||||
}
|
||||
} else {
|
||||
for (k, v) in self.player2_controller_button_map.iter() {
|
||||
let gamepad_sprite_offset = match state.settings.player2_controller_type {
|
||||
ControllerType::Keyboard => 1,
|
||||
ControllerType::Gamepad(index) => {
|
||||
ctx.gamepad_context.get_gamepad_sprite_offset(index as usize)
|
||||
}
|
||||
};
|
||||
|
||||
self.rebind.push_entry(
|
||||
RebindMenuEntry::Control(*k),
|
||||
MenuEntry::Control(
|
||||
k.to_string(state).to_owned(),
|
||||
ControlMenuData::Rect(v.get_rect(gamepad_sprite_offset, &state.constants)),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
self.rebind.push_entry(RebindMenuEntry::Back, MenuEntry::Active(state.t("common.back")));
|
||||
}
|
||||
|
||||
fn update_controller_options(&mut self, state: &SharedGameState, ctx: &Context) {
|
||||
let mut controllers = Vec::new();
|
||||
controllers.push(state.t("menus.controls_menu.controller.keyboard"));
|
||||
|
||||
let gamepads = gamepad::get_gamepads(ctx);
|
||||
|
||||
for i in 0..gamepads.len() {
|
||||
controllers.push(format!("{} {}", gamepads[i].get_gamepad_name(), i + 1));
|
||||
}
|
||||
|
||||
let controller_type = match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_type,
|
||||
Player::Player2 => state.settings.player2_controller_type,
|
||||
};
|
||||
|
||||
if let ControllerType::Gamepad(index) = controller_type {
|
||||
if index as usize >= gamepads.len() {
|
||||
self.selected_controller = ControllerType::Keyboard;
|
||||
} else {
|
||||
self.selected_controller = controller_type;
|
||||
}
|
||||
} else {
|
||||
self.selected_controller = controller_type;
|
||||
}
|
||||
|
||||
let controller_idx = match self.selected_controller {
|
||||
ControllerType::Keyboard => 0,
|
||||
ControllerType::Gamepad(idx) => idx as usize + 1,
|
||||
};
|
||||
|
||||
self.controller.set_entry(
|
||||
ControllerMenuEntry::Controller,
|
||||
MenuEntry::Options(
|
||||
state.t("menus.controls_menu.controller.entry"),
|
||||
controller_idx as usize,
|
||||
controllers.clone(),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
fn update_confirm_controls_menu(&mut self, state: &SharedGameState) {
|
||||
match self.selected_control {
|
||||
Some(control) => {
|
||||
self.confirm_rebind.entries.clear();
|
||||
|
||||
self.confirm_rebind.push_entry(
|
||||
0,
|
||||
MenuEntry::DisabledWhite(state.tt(
|
||||
"menus.controls_menu.rebind_confirm_menu.title",
|
||||
HashMap::from([("control".to_string(), control.to_string(state))]),
|
||||
)),
|
||||
);
|
||||
self.confirm_rebind
|
||||
.push_entry(1, MenuEntry::Disabled(state.t("menus.controls_menu.rebind_confirm_menu.cancel")));
|
||||
}
|
||||
None => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn is_key_occupied(&self, scan_code: ScanCode) -> bool {
|
||||
let keymap = match self.selected_player {
|
||||
Player::Player1 => &self.player2_key_map,
|
||||
Player::Player2 => &self.player1_key_map,
|
||||
};
|
||||
|
||||
for (_, v) in keymap.iter() {
|
||||
if *v == scan_code {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
false
|
||||
}
|
||||
|
||||
fn set_key(&mut self, state: &mut SharedGameState, scan_code: ScanCode, ctx: &Context) -> GameResult {
|
||||
if self.selected_control.is_none() {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
match self.selected_control.unwrap() {
|
||||
ControlEntry::Left => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.left = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.left = scan_code,
|
||||
},
|
||||
ControlEntry::Up => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.up = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.up = scan_code,
|
||||
},
|
||||
ControlEntry::Right => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.right = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.right = scan_code,
|
||||
},
|
||||
ControlEntry::Down => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.down = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.down = scan_code,
|
||||
},
|
||||
ControlEntry::PrevWeapon => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.prev_weapon = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.prev_weapon = scan_code,
|
||||
},
|
||||
ControlEntry::NextWeapon => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.next_weapon = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.next_weapon = scan_code,
|
||||
},
|
||||
ControlEntry::Jump => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.jump = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.jump = scan_code,
|
||||
},
|
||||
ControlEntry::Shoot => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.shoot = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.shoot = scan_code,
|
||||
},
|
||||
ControlEntry::Skip => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.skip = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.skip = scan_code,
|
||||
},
|
||||
ControlEntry::Inventory => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.inventory = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.inventory = scan_code,
|
||||
},
|
||||
ControlEntry::Map => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.map = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.map = scan_code,
|
||||
},
|
||||
ControlEntry::Strafe => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_key_map.strafe = scan_code,
|
||||
Player::Player2 => state.settings.player2_key_map.strafe = scan_code,
|
||||
},
|
||||
}
|
||||
|
||||
state.settings.save(ctx)?;
|
||||
|
||||
let keymap = match self.selected_player {
|
||||
Player::Player1 => &mut self.player1_key_map,
|
||||
Player::Player2 => &mut self.player2_key_map,
|
||||
};
|
||||
|
||||
for (entry, value) in keymap.iter_mut() {
|
||||
if *entry == self.selected_control.unwrap() {
|
||||
*value = scan_code;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn set_controller_input(
|
||||
&mut self,
|
||||
state: &mut SharedGameState,
|
||||
input_type: PlayerControllerInputType,
|
||||
ctx: &Context,
|
||||
) -> GameResult {
|
||||
if self.selected_control.is_none() {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
match self.selected_control.unwrap() {
|
||||
ControlEntry::Left => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.left = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.left = input_type,
|
||||
},
|
||||
ControlEntry::Up => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.up = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.up = input_type,
|
||||
},
|
||||
ControlEntry::Right => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.right = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.right = input_type,
|
||||
},
|
||||
ControlEntry::Down => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.down = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.down = input_type,
|
||||
},
|
||||
ControlEntry::PrevWeapon => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.prev_weapon = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.prev_weapon = input_type,
|
||||
},
|
||||
ControlEntry::NextWeapon => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.next_weapon = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.next_weapon = input_type,
|
||||
},
|
||||
ControlEntry::Jump => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.jump = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.jump = input_type,
|
||||
},
|
||||
ControlEntry::Shoot => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.shoot = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.shoot = input_type,
|
||||
},
|
||||
ControlEntry::Skip => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.skip = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.skip = input_type,
|
||||
},
|
||||
ControlEntry::Inventory => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.inventory = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.inventory = input_type,
|
||||
},
|
||||
ControlEntry::Map => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.map = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.map = input_type,
|
||||
},
|
||||
ControlEntry::Strafe => match self.selected_player {
|
||||
Player::Player1 => state.settings.player1_controller_button_map.strafe = input_type,
|
||||
Player::Player2 => state.settings.player2_controller_button_map.strafe = input_type,
|
||||
},
|
||||
}
|
||||
|
||||
state.settings.save(ctx)?;
|
||||
|
||||
let button_map = match self.selected_player {
|
||||
Player::Player1 => &mut self.player1_controller_button_map,
|
||||
Player::Player2 => &mut self.player2_controller_button_map,
|
||||
};
|
||||
|
||||
for (entry, value) in button_map.iter_mut() {
|
||||
if *entry == self.selected_control.unwrap() {
|
||||
*value = input_type;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn normalize_gamepad_input(&self, input: PlayerControllerInputType) -> PlayerControllerInputType {
|
||||
match input {
|
||||
PlayerControllerInputType::ButtonInput(Button::DPadUp) => {
|
||||
PlayerControllerInputType::Either(Button::DPadUp, Axis::LeftY, AxisDirection::Up)
|
||||
}
|
||||
PlayerControllerInputType::ButtonInput(Button::DPadDown) => {
|
||||
PlayerControllerInputType::Either(Button::DPadDown, Axis::LeftY, AxisDirection::Down)
|
||||
}
|
||||
PlayerControllerInputType::ButtonInput(Button::DPadLeft) => {
|
||||
PlayerControllerInputType::Either(Button::DPadLeft, Axis::LeftX, AxisDirection::Left)
|
||||
}
|
||||
PlayerControllerInputType::ButtonInput(Button::DPadRight) => {
|
||||
PlayerControllerInputType::Either(Button::DPadRight, Axis::LeftX, AxisDirection::Right)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::LeftY, AxisDirection::Up) => {
|
||||
PlayerControllerInputType::Either(Button::DPadUp, Axis::LeftY, AxisDirection::Up)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::LeftY, AxisDirection::Down) => {
|
||||
PlayerControllerInputType::Either(Button::DPadDown, Axis::LeftY, AxisDirection::Down)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::LeftX, AxisDirection::Left) => {
|
||||
PlayerControllerInputType::Either(Button::DPadLeft, Axis::LeftX, AxisDirection::Left)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::LeftX, AxisDirection::Right) => {
|
||||
PlayerControllerInputType::Either(Button::DPadRight, Axis::LeftX, AxisDirection::Right)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::RightY, AxisDirection::Up) => {
|
||||
PlayerControllerInputType::Either(Button::DPadUp, Axis::RightY, AxisDirection::Up)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::RightY, AxisDirection::Down) => {
|
||||
PlayerControllerInputType::Either(Button::DPadDown, Axis::RightY, AxisDirection::Down)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::RightX, AxisDirection::Left) => {
|
||||
PlayerControllerInputType::Either(Button::DPadLeft, Axis::RightX, AxisDirection::Left)
|
||||
}
|
||||
PlayerControllerInputType::AxisInput(Axis::RightX, AxisDirection::Right) => {
|
||||
PlayerControllerInputType::Either(Button::DPadRight, Axis::RightX, AxisDirection::Right)
|
||||
}
|
||||
_ => input,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn tick(
|
||||
&mut self,
|
||||
exit_action: &mut dyn FnMut(),
|
||||
controller: &mut CombinedMenuController,
|
||||
state: &mut SharedGameState,
|
||||
ctx: &mut Context,
|
||||
) -> GameResult {
|
||||
self.update_sizes(state);
|
||||
|
||||
match self.current {
|
||||
CurrentMenu::ControllerMenu => match self.controller.tick(controller, state) {
|
||||
MenuSelectionResult::Selected(ControllerMenuEntry::SelectedPlayer, toggle)
|
||||
| MenuSelectionResult::Left(ControllerMenuEntry::SelectedPlayer, toggle, _)
|
||||
| MenuSelectionResult::Right(ControllerMenuEntry::SelectedPlayer, toggle, _) => {
|
||||
if let MenuEntry::Options(_, value, _) = toggle {
|
||||
let (new_player, new_value) = match *value {
|
||||
0 => (Player::Player2, 1),
|
||||
1 => (Player::Player1, 0),
|
||||
_ => unreachable!(),
|
||||
};
|
||||
|
||||
*value = new_value;
|
||||
|
||||
self.selected_player = new_player;
|
||||
self.selected_controller = new_player.controller_type(state);
|
||||
|
||||
self.update_controller_options(state, ctx);
|
||||
self.update_rebind_menu(state, ctx);
|
||||
}
|
||||
}
|
||||
MenuSelectionResult::Selected(ControllerMenuEntry::Controller, toggle)
|
||||
| MenuSelectionResult::Right(ControllerMenuEntry::Controller, toggle, _) => {
|
||||
if self.input_busy {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
if let MenuEntry::Options(_, value, entries) = toggle {
|
||||
if *value == entries.len() - 1 {
|
||||
self.selected_controller = ControllerType::Keyboard;
|
||||
*value = 0;
|
||||
} else {
|
||||
self.selected_controller = ControllerType::Gamepad(*value as u32);
|
||||
*value = *value + 1;
|
||||
}
|
||||
}
|
||||
|
||||
if self.selected_player == Player::Player1 {
|
||||
state.settings.player1_controller_type = self.selected_controller;
|
||||
} else {
|
||||
state.settings.player2_controller_type = self.selected_controller;
|
||||
}
|
||||
|
||||
let _ = state.settings.save(ctx);
|
||||
|
||||
let mut new_menu_controller = CombinedMenuController::new();
|
||||
new_menu_controller.add(state.settings.create_player1_controller());
|
||||
new_menu_controller.add(state.settings.create_player2_controller());
|
||||
self.input_busy = true;
|
||||
*controller = new_menu_controller;
|
||||
|
||||
self.update_rebind_menu(state, ctx);
|
||||
}
|
||||
MenuSelectionResult::Left(ControllerMenuEntry::Controller, toggle, _) => {
|
||||
if self.input_busy {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
if let MenuEntry::Options(_, value, entries) = toggle {
|
||||
if *value == 1 {
|
||||
self.selected_controller = ControllerType::Keyboard;
|
||||
*value = 0;
|
||||
} else {
|
||||
self.selected_controller = ControllerType::Gamepad(*value as u32);
|
||||
|
||||
if *value == 0 {
|
||||
*value = entries.len() - 1;
|
||||
} else {
|
||||
*value = *value - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if self.selected_player == Player::Player1 {
|
||||
state.settings.player1_controller_type = self.selected_controller;
|
||||
} else {
|
||||
state.settings.player2_controller_type = self.selected_controller;
|
||||
}
|
||||
|
||||
let _ = state.settings.save(ctx);
|
||||
|
||||
let mut new_menu_controller = CombinedMenuController::new();
|
||||
new_menu_controller.add(state.settings.create_player1_controller());
|
||||
new_menu_controller.add(state.settings.create_player2_controller());
|
||||
self.input_busy = true;
|
||||
*controller = new_menu_controller;
|
||||
|
||||
self.update_rebind_menu(state, ctx);
|
||||
}
|
||||
MenuSelectionResult::Selected(ControllerMenuEntry::Rebind, _) => {
|
||||
self.current = CurrentMenu::RebindMenu;
|
||||
}
|
||||
MenuSelectionResult::Selected(ControllerMenuEntry::Back, _) | MenuSelectionResult::Canceled => {
|
||||
exit_action()
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
CurrentMenu::RebindMenu => match self.rebind.tick(controller, state) {
|
||||
MenuSelectionResult::Selected(RebindMenuEntry::Back, _) | MenuSelectionResult::Canceled => {
|
||||
self.current = CurrentMenu::ControllerMenu;
|
||||
}
|
||||
MenuSelectionResult::Selected(RebindMenuEntry::Control(control), _) => {
|
||||
if !self.input_busy {
|
||||
self.selected_control = Some(control);
|
||||
self.update_confirm_controls_menu(state);
|
||||
self.input_busy = true;
|
||||
self.current = CurrentMenu::ConfirmRebindMenu;
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
CurrentMenu::ConfirmRebindMenu => match self.confirm_rebind.tick(controller, state) {
|
||||
_ => {
|
||||
let pressed_keys: Vec<_> = ctx.keyboard_context.pressed_keys().into_iter().collect();
|
||||
|
||||
for key in pressed_keys.clone() {
|
||||
if *key == ScanCode::Escape {
|
||||
state.sound_manager.play_sfx(5);
|
||||
self.current = CurrentMenu::RebindMenu;
|
||||
return Ok(());
|
||||
}
|
||||
}
|
||||
|
||||
match self.selected_controller {
|
||||
ControllerType::Keyboard => {
|
||||
if pressed_keys.len() == 1 {
|
||||
if !self.input_busy {
|
||||
self.input_busy = true;
|
||||
|
||||
let key = **pressed_keys.first().unwrap();
|
||||
|
||||
if self.is_key_occupied(key)
|
||||
|| FORBIDDEN_SCANCODES.contains(&key)
|
||||
|| self.selected_controller != ControllerType::Keyboard
|
||||
{
|
||||
state.sound_manager.play_sfx(12);
|
||||
} else {
|
||||
self.set_key(state, key, ctx)?;
|
||||
self.update_rebind_menu(state, ctx);
|
||||
self.selected_control = None;
|
||||
state.sound_manager.play_sfx(18);
|
||||
self.current = CurrentMenu::RebindMenu;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ControllerType::Gamepad(idx) => {
|
||||
let pressed_gamepad_buttons: Vec<_> =
|
||||
ctx.gamepad_context.pressed_buttons(idx).into_iter().collect();
|
||||
|
||||
if pressed_gamepad_buttons.len() == 1 {
|
||||
if !self.input_busy {
|
||||
self.input_busy = true;
|
||||
|
||||
if self.selected_player.controller_type(state) != self.selected_controller {
|
||||
state.sound_manager.play_sfx(12);
|
||||
} else {
|
||||
let button = *pressed_gamepad_buttons.first().unwrap();
|
||||
let normalized_input = self
|
||||
.normalize_gamepad_input(PlayerControllerInputType::ButtonInput(button));
|
||||
|
||||
self.set_controller_input(state, normalized_input, ctx)?;
|
||||
self.update_rebind_menu(state, ctx);
|
||||
self.selected_control = None;
|
||||
state.sound_manager.play_sfx(18);
|
||||
self.current = CurrentMenu::RebindMenu;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let active_axes: Vec<_> = ctx.gamepad_context.active_axes(idx).into_iter().collect();
|
||||
|
||||
if active_axes.len() == 1 {
|
||||
if !self.input_busy {
|
||||
self.input_busy = true;
|
||||
|
||||
if self.selected_player.controller_type(state) != self.selected_controller {
|
||||
state.sound_manager.play_sfx(12);
|
||||
} else {
|
||||
let (axis, value) = *active_axes.first().unwrap();
|
||||
let direction = AxisDirection::from_axis_data(axis, value);
|
||||
let normalized_input = self.normalize_gamepad_input(
|
||||
PlayerControllerInputType::AxisInput(axis, direction),
|
||||
);
|
||||
|
||||
self.set_controller_input(state, normalized_input, ctx)?;
|
||||
self.update_rebind_menu(state, ctx);
|
||||
self.selected_control = None;
|
||||
state.sound_manager.play_sfx(18);
|
||||
self.current = CurrentMenu::RebindMenu;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if pressed_keys.is_empty() && pressed_gamepad_buttons.is_empty() && active_axes.is_empty() {
|
||||
self.input_busy = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
if self.input_busy {
|
||||
let pressed_keys = ctx.keyboard_context.pressed_keys();
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
|
||||
match self.current {
|
||||
CurrentMenu::ControllerMenu => self.controller.draw(state, ctx)?,
|
||||
CurrentMenu::RebindMenu => self.rebind.draw(state, ctx)?,
|
||||
CurrentMenu::ConfirmRebindMenu => self.confirm_rebind.draw(state, ctx)?,
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
|
@ -9,6 +9,7 @@ use crate::input::combined_menu_controller::CombinedMenuController;
|
|||
use crate::menu::save_select_menu::MenuSaveInfo;
|
||||
use crate::shared_game_state::{GameDifficulty, MenuCharacter, SharedGameState};
|
||||
|
||||
pub mod controls_menu;
|
||||
pub mod coop_menu;
|
||||
pub mod pause_menu;
|
||||
pub mod save_select_menu;
|
||||
|
@ -16,6 +17,12 @@ pub mod settings_menu;
|
|||
|
||||
const MENU_MIN_PADDING: f32 = 30.0;
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub enum ControlMenuData {
|
||||
String(String),
|
||||
Rect(Rect<u16>),
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[derive(Clone)]
|
||||
pub enum MenuEntry {
|
||||
|
@ -31,6 +38,7 @@ pub enum MenuEntry {
|
|||
SaveDataSingle(MenuSaveInfo),
|
||||
NewSave,
|
||||
PlayerSkin,
|
||||
Control(String, ControlMenuData),
|
||||
}
|
||||
|
||||
impl MenuEntry {
|
||||
|
@ -48,6 +56,7 @@ impl MenuEntry {
|
|||
MenuEntry::SaveDataSingle(_) => 32.0,
|
||||
MenuEntry::NewSave => 32.0,
|
||||
MenuEntry::PlayerSkin => 24.0,
|
||||
MenuEntry::Control(_, _) => 16.0,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -65,6 +74,7 @@ impl MenuEntry {
|
|||
MenuEntry::SaveDataSingle(_) => true,
|
||||
MenuEntry::NewSave => true,
|
||||
MenuEntry::PlayerSkin => true,
|
||||
MenuEntry::Control(_, _) => true,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -88,6 +98,7 @@ pub struct Menu<T: std::cmp::PartialEq> {
|
|||
anim_wait: u16,
|
||||
custom_cursor: Cell<bool>,
|
||||
pub draw_cursor: bool,
|
||||
pub non_interactive: bool,
|
||||
}
|
||||
|
||||
impl<T: std::cmp::PartialEq + std::default::Default + Copy> Menu<T> {
|
||||
|
@ -103,6 +114,7 @@ impl<T: std::cmp::PartialEq + std::default::Default + Copy> Menu<T> {
|
|||
entries: Vec::new(),
|
||||
custom_cursor: Cell::new(true),
|
||||
draw_cursor: true,
|
||||
non_interactive: false,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -177,6 +189,7 @@ impl<T: std::cmp::PartialEq + std::default::Default + Copy> Menu<T> {
|
|||
MenuEntry::SaveDataSingle(_) => {}
|
||||
MenuEntry::NewSave => {}
|
||||
MenuEntry::PlayerSkin => {}
|
||||
MenuEntry::Control(_, _) => {}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -594,6 +607,39 @@ impl<T: std::cmp::PartialEq + std::default::Default + Copy> Menu<T> {
|
|||
|
||||
draw_number(right_edge - 36.0, y, save.life as usize, Alignment::Right, state, ctx)?;
|
||||
}
|
||||
MenuEntry::Control(name, data) => {
|
||||
state.font.draw_text(
|
||||
name.chars(),
|
||||
self.x as f32 + 20.0,
|
||||
y,
|
||||
&state.constants,
|
||||
&mut state.texture_set,
|
||||
ctx,
|
||||
)?;
|
||||
|
||||
match data {
|
||||
ControlMenuData::String(value) => {
|
||||
let text_width = state.font.text_width(value.chars(), &state.constants);
|
||||
|
||||
state.font.draw_text(
|
||||
value.chars(),
|
||||
self.x as f32 + self.width as f32 - 5.0 - text_width,
|
||||
y,
|
||||
&state.constants,
|
||||
&mut state.texture_set,
|
||||
ctx,
|
||||
)?;
|
||||
}
|
||||
ControlMenuData::Rect(value) => {
|
||||
let rect_width = value.width() as f32;
|
||||
let y = y + rect.height() as f32 / 2.0 - state.font.line_height(&state.constants) + 4.0;
|
||||
|
||||
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "buttons")?;
|
||||
batch.add_rect(self.x as f32 + self.width as f32 - 5.0 - rect_width, y, &value);
|
||||
batch.draw(ctx)?;
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
|
@ -622,6 +668,10 @@ impl<T: std::cmp::PartialEq + std::default::Default + Copy> Menu<T> {
|
|||
controller: &mut CombinedMenuController,
|
||||
state: &mut SharedGameState,
|
||||
) -> MenuSelectionResult<T> {
|
||||
if self.non_interactive {
|
||||
return MenuSelectionResult::None;
|
||||
}
|
||||
|
||||
if controller.trigger_back() {
|
||||
state.sound_manager.play_sfx(5);
|
||||
return MenuSelectionResult::Canceled;
|
||||
|
@ -709,6 +759,15 @@ impl<T: std::cmp::PartialEq + std::default::Default + Copy> Menu<T> {
|
|||
state.sound_manager.play_sfx(1);
|
||||
return MenuSelectionResult::Right(self.selected, entry, 1);
|
||||
}
|
||||
MenuEntry::Control(_, _) => {
|
||||
if self.selected == idx && controller.trigger_ok()
|
||||
|| state.touch_controls.consume_click_in(entry_bounds)
|
||||
{
|
||||
state.sound_manager.play_sfx(18);
|
||||
self.selected = idx;
|
||||
return MenuSelectionResult::Selected(idx, entry);
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,6 +13,8 @@ use crate::shared_game_state::{Language, ScreenShakeIntensity, SharedGameState,
|
|||
use crate::sound::InterpolationMode;
|
||||
use crate::{graphics, VSyncMode};
|
||||
|
||||
use super::controls_menu::ControlsMenu;
|
||||
|
||||
#[derive(PartialEq, Eq, Copy, Clone)]
|
||||
#[repr(u8)]
|
||||
#[allow(unused)]
|
||||
|
@ -20,6 +22,7 @@ enum CurrentMenu {
|
|||
MainMenu,
|
||||
GraphicsMenu,
|
||||
SoundMenu,
|
||||
ControlsMenu,
|
||||
SoundtrackMenu,
|
||||
LanguageMenu,
|
||||
BehaviorMenu,
|
||||
|
@ -29,6 +32,7 @@ enum CurrentMenu {
|
|||
enum MainMenuEntry {
|
||||
Graphics,
|
||||
Sound,
|
||||
Controls,
|
||||
Language,
|
||||
Behavior,
|
||||
DiscordLink,
|
||||
|
@ -123,6 +127,7 @@ pub struct SettingsMenu {
|
|||
soundtrack: Menu<SoundtrackMenuEntry>,
|
||||
language: Menu<LanguageMenuEntry>,
|
||||
behavior: Menu<BehaviorMenuEntry>,
|
||||
controls_menu: ControlsMenu,
|
||||
pub on_title: bool,
|
||||
}
|
||||
|
||||
|
@ -137,6 +142,8 @@ impl SettingsMenu {
|
|||
let language = Menu::new(0, 0, 120, 0);
|
||||
let behavior = Menu::new(0, 0, 220, 0);
|
||||
|
||||
let controls_menu = ControlsMenu::new();
|
||||
|
||||
SettingsMenu {
|
||||
current: CurrentMenu::MainMenu,
|
||||
main,
|
||||
|
@ -145,6 +152,7 @@ impl SettingsMenu {
|
|||
soundtrack,
|
||||
language,
|
||||
behavior,
|
||||
controls_menu,
|
||||
on_title: false,
|
||||
}
|
||||
}
|
||||
|
@ -264,6 +272,9 @@ impl SettingsMenu {
|
|||
self.main.push_entry(MainMenuEntry::Graphics, MenuEntry::Active(state.t("menus.options_menu.graphics")));
|
||||
self.main.push_entry(MainMenuEntry::Sound, MenuEntry::Active(state.t("menus.options_menu.sound")));
|
||||
|
||||
#[cfg(not(target_os = "android"))]
|
||||
self.main.push_entry(MainMenuEntry::Controls, MenuEntry::Active(state.t("menus.options_menu.controls")));
|
||||
|
||||
self.language.push_entry(LanguageMenuEntry::Title, MenuEntry::Disabled(state.t("menus.options_menu.language")));
|
||||
|
||||
for language in Language::values() {
|
||||
|
@ -374,6 +385,8 @@ impl SettingsMenu {
|
|||
|
||||
self.behavior.push_entry(BehaviorMenuEntry::Back, MenuEntry::Active(state.t("common.back")));
|
||||
|
||||
self.controls_menu.init(state, ctx)?;
|
||||
|
||||
self.update_sizes(state);
|
||||
|
||||
Ok(())
|
||||
|
@ -428,6 +441,9 @@ impl SettingsMenu {
|
|||
MenuSelectionResult::Selected(MainMenuEntry::Sound, _) => {
|
||||
self.current = CurrentMenu::SoundMenu;
|
||||
}
|
||||
MenuSelectionResult::Selected(MainMenuEntry::Controls, _) => {
|
||||
self.current = CurrentMenu::ControlsMenu;
|
||||
}
|
||||
MenuSelectionResult::Selected(MainMenuEntry::Language, _) => {
|
||||
self.language.selected = LanguageMenuEntry::Language(state.settings.locale);
|
||||
self.current = CurrentMenu::LanguageMenu;
|
||||
|
@ -643,6 +659,17 @@ impl SettingsMenu {
|
|||
}
|
||||
_ => (),
|
||||
},
|
||||
CurrentMenu::ControlsMenu => {
|
||||
let cm = &mut self.current;
|
||||
self.controls_menu.tick(
|
||||
&mut || {
|
||||
*cm = CurrentMenu::MainMenu;
|
||||
},
|
||||
controller,
|
||||
state,
|
||||
ctx,
|
||||
)?;
|
||||
}
|
||||
CurrentMenu::LanguageMenu => match self.language.tick(controller, state) {
|
||||
MenuSelectionResult::Selected(LanguageMenuEntry::Language(new_locale), entry) => {
|
||||
if let MenuEntry::Active(_) = entry {
|
||||
|
@ -727,6 +754,7 @@ impl SettingsMenu {
|
|||
CurrentMenu::GraphicsMenu => self.graphics.draw(state, ctx)?,
|
||||
CurrentMenu::SoundMenu => self.sound.draw(state, ctx)?,
|
||||
CurrentMenu::SoundtrackMenu => self.soundtrack.draw(state, ctx)?,
|
||||
CurrentMenu::ControlsMenu => self.controls_menu.draw(state, ctx)?,
|
||||
CurrentMenu::LanguageMenu => self.language.draw(state, ctx)?,
|
||||
CurrentMenu::BehaviorMenu => self.behavior.draw(state, ctx)?,
|
||||
}
|
||||
|
|
|
@ -389,7 +389,7 @@ fn p2_default_keymap() -> PlayerKeyMap {
|
|||
}
|
||||
}
|
||||
|
||||
#[derive(serde::Serialize, serde::Deserialize, Eq, PartialEq)]
|
||||
#[derive(serde::Serialize, serde::Deserialize, Eq, PartialEq, Copy, Clone)]
|
||||
pub enum ControllerType {
|
||||
Keyboard,
|
||||
Gamepad(u32),
|
||||
|
|
Loading…
Reference in a new issue