* Add Challenge Indicators * more * more * use c++20 * shorten messages * progress * more * more * more * more
1049 lines
38 KiB
Rust
1049 lines
38 KiB
Rust
use std::ops::Neg;
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use crate::ui;
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const R_DPAD: usize = 0;
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const L_DPAD: usize = 1;
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const D_DPAD: usize = 2;
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const U_DPAD: usize = 3;
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const START_BUTTON: usize = 4;
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const Z_TRIG: usize = 5;
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const B_BUTTON: usize = 6;
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const A_BUTTON: usize = 7;
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const R_CBUTTON: usize = 8;
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const L_CBUTTON: usize = 9;
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const D_CBUTTON: usize = 10;
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const U_CBUTTON: usize = 11;
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const R_TRIG: usize = 12;
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const L_TRIG: usize = 13;
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const AXIS_LEFT: usize = 14;
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const AXIS_RIGHT: usize = 15;
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const AXIS_UP: usize = 16;
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const AXIS_DOWN: usize = 17;
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const CHANGE_PAK: usize = 18;
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pub const PROFILE_SIZE: usize = 19;
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const X_AXIS_SHIFT: usize = 16;
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const Y_AXIS_SHIFT: usize = 24;
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const MAX_AXIS_VALUE: f64 = 85.0;
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pub const DEADZONE_DEFAULT: i32 = 5;
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pub struct Controllers {
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pub rumble: bool,
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pub game_controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
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pub joystick: *mut sdl3_sys::joystick::SDL_Joystick,
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}
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pub struct InputData {
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pub data: u32,
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pub pak_change_pressed: bool,
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}
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fn bound_axis(x: &mut f64, y: &mut f64) {
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let radius = f64::sqrt(70.0 * 70.0 + 70.0 * 70.0); // this is roughly the maxium diagonal distance of the controller
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// Calculate the distance from the origin (0, 0)
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let distance = f64::sqrt((*x) * (*x) + (*y) * (*y));
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// If the distance is greater than the radius, scale the coordinates
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if distance > radius {
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let scale_factor = radius / distance;
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*x *= scale_factor;
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*y *= scale_factor;
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}
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}
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fn apply_deadzone(x: &mut f64, y: &mut f64, deadzone: i32) {
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let axis_deadzone = MAX_AXIS_VALUE * (deadzone as f64 / 100.0);
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// Calculate the distance from the origin (0, 0)
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let distance = f64::sqrt((*x) * (*x) + (*y) * (*y));
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if distance <= axis_deadzone {
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*x = 0.0;
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*y = 0.0;
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return;
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}
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let new_distance =
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(distance - axis_deadzone) * MAX_AXIS_VALUE / (MAX_AXIS_VALUE - axis_deadzone);
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*x = *x / distance * new_distance;
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*y = *y / distance * new_distance;
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}
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fn set_axis_from_joystick(
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profile: &ui::config::InputProfile,
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joystick: *mut sdl3_sys::joystick::SDL_Joystick,
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) -> (f64, f64) {
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let mut x = 0.0;
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let mut y = 0.0;
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if profile.joystick_axis[AXIS_LEFT].enabled {
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let axis_position = unsafe {
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sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_LEFT].id)
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};
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if axis_position as isize * profile.joystick_axis[AXIS_LEFT].axis as isize > 0 {
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x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
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}
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}
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if profile.joystick_axis[AXIS_RIGHT].enabled {
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let axis_position = unsafe {
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sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_RIGHT].id)
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};
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if axis_position as isize * profile.joystick_axis[AXIS_RIGHT].axis as isize > 0 {
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x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
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}
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}
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if profile.joystick_axis[AXIS_DOWN].enabled {
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let axis_position = unsafe {
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sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_DOWN].id)
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};
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if axis_position as isize * profile.joystick_axis[AXIS_DOWN].axis as isize > 0 {
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y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
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}
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}
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if profile.joystick_axis[AXIS_UP].enabled {
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let axis_position = unsafe {
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sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_UP].id)
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};
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if axis_position as isize * profile.joystick_axis[AXIS_UP].axis as isize > 0 {
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y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
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}
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}
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(x, y)
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}
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fn get_axis_from_i32(axis: i32) -> sdl3_sys::gamepad::SDL_GamepadAxis {
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match axis {
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0 => sdl3_sys::gamepad::SDL_GamepadAxis::LEFTX,
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1 => sdl3_sys::gamepad::SDL_GamepadAxis::LEFTY,
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2 => sdl3_sys::gamepad::SDL_GamepadAxis::RIGHTX,
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3 => sdl3_sys::gamepad::SDL_GamepadAxis::RIGHTY,
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4 => sdl3_sys::gamepad::SDL_GamepadAxis::LEFT_TRIGGER,
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5 => sdl3_sys::gamepad::SDL_GamepadAxis::RIGHT_TRIGGER,
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_ => panic!("Invalid axis"),
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}
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}
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fn get_button_from_i32(button: i32) -> sdl3_sys::gamepad::SDL_GamepadButton {
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match button {
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0 => sdl3_sys::gamepad::SDL_GamepadButton::SOUTH,
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1 => sdl3_sys::gamepad::SDL_GamepadButton::EAST,
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2 => sdl3_sys::gamepad::SDL_GamepadButton::WEST,
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3 => sdl3_sys::gamepad::SDL_GamepadButton::NORTH,
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4 => sdl3_sys::gamepad::SDL_GamepadButton::BACK,
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5 => sdl3_sys::gamepad::SDL_GamepadButton::GUIDE,
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6 => sdl3_sys::gamepad::SDL_GamepadButton::START,
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7 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_STICK,
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8 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_STICK,
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9 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_SHOULDER,
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10 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_SHOULDER,
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11 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_UP,
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12 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_DOWN,
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13 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_LEFT,
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14 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_RIGHT,
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15 => sdl3_sys::gamepad::SDL_GamepadButton::MISC1,
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16 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_PADDLE1,
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17 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_PADDLE1,
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18 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_PADDLE2,
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19 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_PADDLE2,
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20 => sdl3_sys::gamepad::SDL_GamepadButton::TOUCHPAD,
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21 => sdl3_sys::gamepad::SDL_GamepadButton::MISC2,
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22 => sdl3_sys::gamepad::SDL_GamepadButton::MISC3,
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23 => sdl3_sys::gamepad::SDL_GamepadButton::MISC4,
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24 => sdl3_sys::gamepad::SDL_GamepadButton::MISC5,
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25 => sdl3_sys::gamepad::SDL_GamepadButton::MISC6,
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_ => panic!("Invalid button"),
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}
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}
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fn set_axis_from_controller(
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profile: &ui::config::InputProfile,
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controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
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) -> (f64, f64) {
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let mut x = 0.0;
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let mut y = 0.0;
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if profile.controller_axis[AXIS_LEFT].enabled {
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let axis_position = unsafe {
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sdl3_sys::gamepad::SDL_GetGamepadAxis(
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controller,
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get_axis_from_i32(profile.controller_axis[AXIS_LEFT].id),
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)
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};
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if axis_position as isize * profile.controller_axis[AXIS_LEFT].axis as isize > 0 {
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x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
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}
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}
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if profile.controller_axis[AXIS_RIGHT].enabled {
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let axis_position = unsafe {
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sdl3_sys::gamepad::SDL_GetGamepadAxis(
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controller,
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get_axis_from_i32(profile.controller_axis[AXIS_RIGHT].id),
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)
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};
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if axis_position as isize * profile.controller_axis[AXIS_RIGHT].axis as isize > 0 {
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x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
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}
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}
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if profile.controller_axis[AXIS_DOWN].enabled {
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let axis_position = unsafe {
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sdl3_sys::gamepad::SDL_GetGamepadAxis(
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controller,
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get_axis_from_i32(profile.controller_axis[AXIS_DOWN].id),
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)
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};
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if axis_position as isize * profile.controller_axis[AXIS_DOWN].axis as isize > 0 {
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y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
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}
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}
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if profile.controller_axis[AXIS_UP].enabled {
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let axis_position = unsafe {
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sdl3_sys::gamepad::SDL_GetGamepadAxis(
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controller,
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get_axis_from_i32(profile.controller_axis[AXIS_UP].id),
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)
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};
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if axis_position as isize * profile.controller_axis[AXIS_UP].axis as isize > 0 {
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y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
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}
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}
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(x, y)
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}
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fn set_axis_from_keys(
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profile: &ui::config::InputProfile,
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keyboard_state: *const bool,
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) -> (f64, f64) {
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let mut x = 0.0;
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let mut y = 0.0;
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if profile.keys[AXIS_LEFT].enabled
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&& unsafe { *keyboard_state.offset(profile.keys[AXIS_LEFT].id as isize) }
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{
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x = -MAX_AXIS_VALUE
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}
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if profile.keys[AXIS_RIGHT].enabled
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&& unsafe { *keyboard_state.offset(profile.keys[AXIS_RIGHT].id as isize) }
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{
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x = MAX_AXIS_VALUE
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}
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if profile.keys[AXIS_DOWN].enabled
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&& unsafe { *keyboard_state.offset(profile.keys[AXIS_DOWN].id as isize) }
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{
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y = -MAX_AXIS_VALUE
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}
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if profile.keys[AXIS_UP].enabled
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&& unsafe { *keyboard_state.offset(profile.keys[AXIS_UP].id as isize) }
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{
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y = MAX_AXIS_VALUE
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}
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(x, y)
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}
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fn set_buttons_from_joystick(
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profile: &ui::config::InputProfile,
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i: usize,
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joystick: *mut sdl3_sys::joystick::SDL_Joystick,
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keys: &mut u32,
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) {
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let profile_joystick_button = profile.joystick_buttons[i];
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if profile_joystick_button.enabled {
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*keys |= (unsafe {
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sdl3_sys::joystick::SDL_GetJoystickButton(joystick, profile_joystick_button.id)
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} as u32)
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<< i;
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}
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let profile_joystick_hat = profile.joystick_hat[i];
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if profile_joystick_hat.enabled
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&& (unsafe { sdl3_sys::joystick::SDL_GetJoystickHat(joystick, profile_joystick_hat.id) }
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& profile_joystick_hat.direction)
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!= 0
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{
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*keys |= 1 << i;
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}
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let profile_joystick_axis = profile.joystick_axis[i];
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if profile_joystick_axis.enabled {
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let axis_position =
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unsafe { sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile_joystick_axis.id) };
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if axis_position as isize * profile_joystick_axis.axis as isize > 0
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&& axis_position.saturating_abs() > i16::MAX / 2
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{
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*keys |= 1 << i;
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}
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}
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}
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fn set_buttons_from_controller(
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profile: &ui::config::InputProfile,
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i: usize,
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controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
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keys: &mut u32,
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) {
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let profile_controller_button = profile.controller_buttons[i];
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if profile_controller_button.enabled {
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*keys |= (unsafe {
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sdl3_sys::gamepad::SDL_GetGamepadButton(
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controller,
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get_button_from_i32(profile_controller_button.id),
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)
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} as u32)
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<< i;
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}
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let profile_controller_axis = profile.controller_axis[i];
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if profile_controller_axis.enabled {
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let axis_position = unsafe {
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sdl3_sys::gamepad::SDL_GetGamepadAxis(
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controller,
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get_axis_from_i32(profile_controller_axis.id),
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)
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};
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if axis_position as isize * profile_controller_axis.axis as isize > 0
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&& axis_position.saturating_abs() > i16::MAX / 2
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{
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*keys |= 1 << i;
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}
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}
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}
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pub fn set_rumble(ui: &ui::Ui, channel: usize, rumble: u8) {
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if !ui.input.controllers[channel].rumble {
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return;
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}
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let controller = ui.input.controllers[channel].game_controller;
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let joystick = ui.input.controllers[channel].joystick;
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if !controller.is_null() {
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unsafe {
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sdl3_sys::gamepad::SDL_RumbleGamepad(
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controller,
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(rumble & 1) as u16 * u16::MAX,
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(rumble & 1) as u16 * u16::MAX,
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(rumble & 1) as u32 * sdl3_sys::haptic::SDL_HAPTIC_INFINITY,
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)
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};
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} else if !joystick.is_null() {
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unsafe {
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sdl3_sys::joystick::SDL_RumbleJoystick(
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joystick,
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(rumble & 1) as u16 * u16::MAX,
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(rumble & 1) as u16 * u16::MAX,
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(rumble & 1) as u32 * sdl3_sys::haptic::SDL_HAPTIC_INFINITY,
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)
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};
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}
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}
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fn change_paks(
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profile: &ui::config::InputProfile,
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joystick: *mut sdl3_sys::joystick::SDL_Joystick,
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controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
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keyboard_state: *const bool,
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) -> bool {
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let controller_button = profile.controller_buttons[CHANGE_PAK];
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let joystick_button = profile.joystick_buttons[CHANGE_PAK];
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let joystick_hat = profile.joystick_hat[CHANGE_PAK];
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let key = profile.keys[CHANGE_PAK];
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let mut pressed = false;
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if controller_button.enabled && !controller.is_null() {
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pressed = unsafe {
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sdl3_sys::gamepad::SDL_GetGamepadButton(
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controller,
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get_button_from_i32(controller_button.id),
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)
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};
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} else if joystick_button.enabled && !joystick.is_null() {
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pressed =
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unsafe { sdl3_sys::joystick::SDL_GetJoystickButton(joystick, joystick_button.id) };
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} else if joystick_hat.enabled && !joystick.is_null() {
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pressed = (unsafe { sdl3_sys::joystick::SDL_GetJoystickHat(joystick, joystick_hat.id) }
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& joystick_hat.direction)
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!= 0;
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} else if key.enabled {
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pressed = unsafe { *keyboard_state.offset(key.id as isize) };
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}
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pressed
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}
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pub fn get_controller_names(game_ui: &ui::Ui) -> Vec<String> {
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let mut controllers: Vec<String> = vec![];
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for joystick in game_ui.input.joysticks.iter() {
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let name = unsafe {
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std::ffi::CStr::from_ptr(sdl3_sys::joystick::SDL_GetJoystickNameForID(*joystick))
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};
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controllers.push(name.to_string_lossy().to_string());
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}
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controllers
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}
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pub fn get_controller_paths(game_ui: &ui::Ui) -> Vec<Option<String>> {
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let mut controller_paths: Vec<Option<String>> = vec![];
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for joystick in game_ui.input.joysticks.iter() {
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let path = unsafe {
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std::ffi::CStr::from_ptr(sdl3_sys::joystick::SDL_GetJoystickPathForID(*joystick))
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.to_string_lossy()
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.to_string()
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};
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controller_paths.push(Some(path));
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}
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controller_paths
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}
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pub fn get(ui: &ui::Ui, channel: usize) -> InputData {
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let profile_name = ui.config.input.input_profile_binding[channel].clone();
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let profile = ui.config.input.input_profiles.get(&profile_name).unwrap();
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let mut keys = 0;
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let controller = ui.input.controllers[channel].game_controller;
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let joystick = ui.input.controllers[channel].joystick;
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let alt_pressed = unsafe {
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// ignore key presses if ALT is pressed
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*ui.input
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.keyboard_state
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.offset(i32::from(sdl3_sys::scancode::SDL_SCANCODE_LALT) as isize)
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|| *ui
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.input
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.keyboard_state
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.offset(i32::from(sdl3_sys::scancode::SDL_SCANCODE_RALT) as isize)
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};
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for i in 0..14 {
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if profile_name != "default" || channel == 0 {
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let profile_key = profile.keys[i];
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if profile_key.enabled && !alt_pressed {
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keys |= (unsafe { *ui.input.keyboard_state.offset(profile_key.id as isize) }
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as u32)
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<< i;
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}
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}
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if !controller.is_null() {
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set_buttons_from_controller(profile, i, controller, &mut keys);
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} else if !joystick.is_null() {
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set_buttons_from_joystick(profile, i, joystick, &mut keys);
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}
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}
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let mut x: f64 = 0.0;
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let mut y: f64 = 0.0;
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if profile_name != "default" || channel == 0 {
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(x, y) = set_axis_from_keys(profile, ui.input.keyboard_state);
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}
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if !controller.is_null() {
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(x, y) = set_axis_from_controller(profile, controller);
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apply_deadzone(&mut x, &mut y, profile.deadzone);
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} else if !joystick.is_null() {
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(x, y) = set_axis_from_joystick(profile, joystick);
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apply_deadzone(&mut x, &mut y, profile.deadzone);
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}
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bound_axis(&mut x, &mut y);
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|
|
|
keys |= (x.round() as i8 as u8 as u32) << X_AXIS_SHIFT;
|
|
keys |= (y.round() as i8 as u8 as u32) << Y_AXIS_SHIFT;
|
|
|
|
InputData {
|
|
data: keys,
|
|
pak_change_pressed: change_paks(profile, joystick, controller, ui.input.keyboard_state),
|
|
}
|
|
}
|
|
|
|
pub fn assign_controller(ui: &mut ui::Ui, controller: i32, port: usize) {
|
|
if controller < ui.input.joysticks.len() as i32 {
|
|
let path = unsafe {
|
|
std::ffi::CStr::from_ptr(sdl3_sys::joystick::SDL_GetJoystickPathForID(
|
|
ui.input.joysticks[controller as usize],
|
|
))
|
|
.to_string_lossy()
|
|
.to_string()
|
|
};
|
|
ui.config.input.controller_assignment[port - 1] = Some(path);
|
|
} else {
|
|
println!("Invalid controller number")
|
|
}
|
|
}
|
|
|
|
pub fn bind_input_profile(ui: &mut ui::Ui, profile: String, port: usize) {
|
|
if ui.config.input.input_profiles.contains_key(&profile) {
|
|
ui.config.input.input_profile_binding[port - 1] = profile;
|
|
} else {
|
|
println!("Invalid profile name")
|
|
}
|
|
}
|
|
|
|
pub fn clear_bindings(ui: &mut ui::Ui) {
|
|
for i in 0..4 {
|
|
ui.config.input.controller_assignment[i] = None;
|
|
ui.config.input.input_profile_binding[i] = "default".to_string();
|
|
}
|
|
}
|
|
|
|
fn close_input_profile_window(
|
|
open_joysticks: Vec<*mut sdl3_sys::joystick::SDL_Joystick>,
|
|
open_controllers: Vec<*mut sdl3_sys::gamepad::SDL_Gamepad>,
|
|
renderer: *mut sdl3_sys::render::SDL_Renderer,
|
|
text_engine: *mut sdl3_ttf_sys::ttf::TTF_TextEngine,
|
|
font: *mut sdl3_ttf_sys::ttf::TTF_Font,
|
|
window: *mut sdl3_sys::video::SDL_Window,
|
|
) {
|
|
for joystick in open_joysticks {
|
|
unsafe { sdl3_sys::joystick::SDL_CloseJoystick(joystick) }
|
|
}
|
|
for controller in open_controllers {
|
|
unsafe { sdl3_sys::gamepad::SDL_CloseGamepad(controller) }
|
|
}
|
|
|
|
unsafe {
|
|
sdl3_ttf_sys::ttf::TTF_CloseFont(font);
|
|
sdl3_ttf_sys::ttf::TTF_DestroyRendererTextEngine(text_engine);
|
|
sdl3_sys::render::SDL_DestroyRenderer(renderer);
|
|
sdl3_sys::video::SDL_DestroyWindow(window);
|
|
}
|
|
}
|
|
|
|
pub fn configure_input_profile(ui: &mut ui::Ui, profile: String, dinput: bool, deadzone: i32) {
|
|
ui::sdl_init(sdl3_sys::init::SDL_INIT_VIDEO);
|
|
ui::ttf_init();
|
|
|
|
if profile == "default" {
|
|
println!("Profile name cannot be default");
|
|
return;
|
|
}
|
|
if profile.is_empty() {
|
|
println!("Profile name cannot be empty");
|
|
return;
|
|
}
|
|
let mut open_joysticks: Vec<*mut sdl3_sys::joystick::SDL_Joystick> = Vec::new();
|
|
let mut open_controllers: Vec<*mut sdl3_sys::gamepad::SDL_Gamepad> = Vec::new();
|
|
|
|
for joystick in ui.input.joysticks.iter() {
|
|
if !dinput {
|
|
let controller = unsafe { sdl3_sys::gamepad::SDL_OpenGamepad(*joystick) };
|
|
if !controller.is_null() {
|
|
open_controllers.push(controller);
|
|
}
|
|
} else {
|
|
let joystick = unsafe { sdl3_sys::joystick::SDL_OpenJoystick(*joystick) };
|
|
if !joystick.is_null() {
|
|
open_joysticks.push(joystick);
|
|
}
|
|
}
|
|
}
|
|
|
|
let title = std::ffi::CString::new("configure input profile").unwrap();
|
|
let mut window: *mut sdl3_sys::video::SDL_Window = std::ptr::null_mut();
|
|
let mut renderer: *mut sdl3_sys::render::SDL_Renderer = std::ptr::null_mut();
|
|
if !unsafe {
|
|
sdl3_sys::render::SDL_CreateWindowAndRenderer(
|
|
title.as_ptr(),
|
|
640,
|
|
480,
|
|
sdl3_sys::video::SDL_WindowFlags(0),
|
|
&mut window,
|
|
&mut renderer,
|
|
)
|
|
} {
|
|
panic!("Could not create window and renderer")
|
|
}
|
|
if !unsafe { sdl3_sys::video::SDL_ShowWindow(window) } {
|
|
panic!("Could not show window")
|
|
}
|
|
|
|
let key_labels: [(&str, usize); PROFILE_SIZE] = [
|
|
("A", A_BUTTON),
|
|
("B", B_BUTTON),
|
|
("Start", START_BUTTON),
|
|
("D Up", U_DPAD),
|
|
("D Down", D_DPAD),
|
|
("D Left", L_DPAD),
|
|
("D Right", R_DPAD),
|
|
("C Up", U_CBUTTON),
|
|
("C Down", D_CBUTTON),
|
|
("C Left", L_CBUTTON),
|
|
("C Right", R_CBUTTON),
|
|
("L", L_TRIG),
|
|
("R", R_TRIG),
|
|
("Z", Z_TRIG),
|
|
("Control Stick Up", AXIS_UP),
|
|
("Control Stick Down", AXIS_DOWN),
|
|
("Control Stick Left", AXIS_LEFT),
|
|
("Control Stick Right", AXIS_RIGHT),
|
|
("Change Pak", CHANGE_PAK),
|
|
];
|
|
|
|
let mut new_keys = [ui::config::InputKeyButton {
|
|
enabled: false,
|
|
id: 0,
|
|
}; PROFILE_SIZE];
|
|
let mut new_joystick_buttons = [ui::config::InputKeyButton {
|
|
enabled: false,
|
|
id: 0,
|
|
}; PROFILE_SIZE];
|
|
let mut new_joystick_hat = [ui::config::InputJoystickHat {
|
|
enabled: false,
|
|
id: 0,
|
|
direction: 0,
|
|
}; PROFILE_SIZE];
|
|
let mut new_joystick_axis = [ui::config::InputControllerAxis {
|
|
enabled: false,
|
|
id: 0,
|
|
axis: 0,
|
|
}; PROFILE_SIZE];
|
|
let mut new_controller_buttons = [ui::config::InputKeyButton {
|
|
enabled: false,
|
|
id: 0,
|
|
}; PROFILE_SIZE];
|
|
let mut new_controller_axis = [ui::config::InputControllerAxis {
|
|
enabled: false,
|
|
id: 0,
|
|
axis: 0,
|
|
}; PROFILE_SIZE];
|
|
|
|
let mut last_joystick_axis_result = ui::config::InputControllerAxis {
|
|
enabled: false,
|
|
id: 0,
|
|
axis: 0,
|
|
};
|
|
|
|
let text_engine = unsafe { sdl3_ttf_sys::ttf::TTF_CreateRendererTextEngine(renderer) };
|
|
let font = unsafe {
|
|
let font_bytes = include_bytes!("../../data/RobotoMono-Regular.ttf");
|
|
sdl3_ttf_sys::ttf::TTF_OpenFontIO(
|
|
sdl3_sys::everything::SDL_IOFromConstMem(
|
|
font_bytes.as_ptr() as *const std::ffi::c_void,
|
|
font_bytes.len(),
|
|
),
|
|
true,
|
|
35.0,
|
|
)
|
|
};
|
|
|
|
for (key, value) in key_labels.iter() {
|
|
let mut event: sdl3_sys::events::SDL_Event = Default::default();
|
|
while unsafe { sdl3_sys::events::SDL_PollEvent(&mut event) } {} // clear events
|
|
|
|
let mut key_set = false;
|
|
while !key_set {
|
|
ui::video::draw_text(
|
|
format!("Select binding for: {key}").as_str(),
|
|
renderer,
|
|
text_engine,
|
|
font,
|
|
);
|
|
std::thread::sleep(std::time::Duration::from_millis(100));
|
|
while unsafe { sdl3_sys::events::SDL_PollEvent(&mut event) } {
|
|
let event_type = unsafe { event.r#type };
|
|
if event_type == u32::from(sdl3_sys::events::SDL_EVENT_WINDOW_CLOSE_REQUESTED) {
|
|
close_input_profile_window(
|
|
open_joysticks,
|
|
open_controllers,
|
|
renderer,
|
|
text_engine,
|
|
font,
|
|
window,
|
|
);
|
|
return;
|
|
} else if event_type == u32::from(sdl3_sys::events::SDL_EVENT_KEY_DOWN) {
|
|
if unsafe {
|
|
!event.key.repeat
|
|
&& event.key.scancode != sdl3_sys::scancode::SDL_SCANCODE_LALT
|
|
&& event.key.scancode != sdl3_sys::scancode::SDL_SCANCODE_RALT
|
|
} {
|
|
new_keys[*value] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(unsafe { event.key.scancode }),
|
|
};
|
|
key_set = true
|
|
}
|
|
} else if event_type == u32::from(sdl3_sys::events::SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
|
|
if !open_controllers.is_empty() {
|
|
new_controller_buttons[*value] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(unsafe { event.gbutton.button }),
|
|
};
|
|
key_set = true
|
|
}
|
|
} else if event_type == u32::from(sdl3_sys::events::SDL_EVENT_GAMEPAD_AXIS_MOTION) {
|
|
let axis_value = unsafe { event.gaxis.value };
|
|
let axis = unsafe { event.gaxis.axis };
|
|
if !open_controllers.is_empty()
|
|
&& axis_value.saturating_abs() > (i16::MAX as i32 * 3 / 4) as i16
|
|
{
|
|
let result = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: axis as i32,
|
|
axis: axis_value / axis_value.saturating_abs(),
|
|
};
|
|
if result != last_joystick_axis_result {
|
|
new_controller_axis[*value] = result;
|
|
last_joystick_axis_result = result;
|
|
key_set = true
|
|
}
|
|
}
|
|
} else if event_type == u32::from(sdl3_sys::events::SDL_EVENT_JOYSTICK_BUTTON_DOWN)
|
|
{
|
|
if !open_joysticks.is_empty() {
|
|
new_joystick_buttons[*value] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(unsafe { event.jbutton.button }),
|
|
};
|
|
key_set = true
|
|
}
|
|
} else if event_type == u32::from(sdl3_sys::events::SDL_EVENT_JOYSTICK_HAT_MOTION) {
|
|
let state = unsafe { event.jhat.value };
|
|
let hat = unsafe { event.jhat.hat };
|
|
if !open_joysticks.is_empty() && state != sdl3_sys::joystick::SDL_HAT_CENTERED {
|
|
new_joystick_hat[*value] = ui::config::InputJoystickHat {
|
|
enabled: true,
|
|
id: hat as i32,
|
|
direction: state,
|
|
};
|
|
key_set = true
|
|
}
|
|
} else if event_type == u32::from(sdl3_sys::events::SDL_EVENT_JOYSTICK_AXIS_MOTION)
|
|
{
|
|
let axis_value = unsafe { event.jaxis.value };
|
|
let axis = unsafe { event.jaxis.axis };
|
|
if !open_joysticks.is_empty()
|
|
&& axis_value.saturating_abs() > (i16::MAX as i32 * 3 / 4) as i16
|
|
{
|
|
let result = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: axis as i32,
|
|
axis: axis_value / axis_value.saturating_abs(),
|
|
};
|
|
if result != last_joystick_axis_result {
|
|
new_joystick_axis[*value] = result;
|
|
last_joystick_axis_result = result;
|
|
key_set = true
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ui::video::draw_text("Binding set, please wait...", renderer, text_engine, font);
|
|
std::thread::sleep(std::time::Duration::from_millis(500));
|
|
}
|
|
|
|
close_input_profile_window(
|
|
open_joysticks,
|
|
open_controllers,
|
|
renderer,
|
|
text_engine,
|
|
font,
|
|
window,
|
|
);
|
|
|
|
let new_profile = ui::config::InputProfile {
|
|
keys: new_keys,
|
|
controller_buttons: new_controller_buttons,
|
|
controller_axis: new_controller_axis,
|
|
joystick_buttons: new_joystick_buttons,
|
|
joystick_hat: new_joystick_hat,
|
|
joystick_axis: new_joystick_axis,
|
|
dinput,
|
|
deadzone,
|
|
};
|
|
ui.config.input.input_profiles.insert(profile, new_profile);
|
|
}
|
|
|
|
pub fn get_default_profile() -> ui::config::InputProfile {
|
|
let mut default_controller_buttons = [ui::config::InputKeyButton {
|
|
enabled: false,
|
|
id: 0,
|
|
}; PROFILE_SIZE];
|
|
let mut default_controller_axis = [ui::config::InputControllerAxis {
|
|
enabled: false,
|
|
id: 0,
|
|
axis: 0,
|
|
}; PROFILE_SIZE];
|
|
let mut default_keys = [ui::config::InputKeyButton {
|
|
enabled: false,
|
|
id: 0,
|
|
}; PROFILE_SIZE];
|
|
default_keys[R_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_D),
|
|
};
|
|
default_keys[L_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_A),
|
|
};
|
|
default_keys[D_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_S),
|
|
};
|
|
default_keys[U_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_W),
|
|
};
|
|
default_keys[START_BUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_RETURN),
|
|
};
|
|
default_keys[Z_TRIG] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_Z),
|
|
};
|
|
default_keys[B_BUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_LCTRL),
|
|
};
|
|
default_keys[A_BUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_LSHIFT),
|
|
};
|
|
default_keys[R_CBUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_L),
|
|
};
|
|
default_keys[L_CBUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_J),
|
|
};
|
|
default_keys[D_CBUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_K),
|
|
};
|
|
default_keys[U_CBUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_I),
|
|
};
|
|
default_keys[R_TRIG] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_C),
|
|
};
|
|
default_keys[L_TRIG] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_X),
|
|
};
|
|
default_keys[AXIS_LEFT] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_LEFT),
|
|
};
|
|
default_keys[AXIS_RIGHT] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_RIGHT),
|
|
};
|
|
default_keys[AXIS_UP] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_UP),
|
|
};
|
|
default_keys[AXIS_DOWN] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_DOWN),
|
|
};
|
|
default_keys[CHANGE_PAK] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::scancode::SDL_SCANCODE_COMMA),
|
|
};
|
|
|
|
default_controller_buttons[R_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_DPAD_RIGHT),
|
|
};
|
|
default_controller_buttons[L_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_DPAD_LEFT),
|
|
};
|
|
default_controller_buttons[D_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_DPAD_DOWN),
|
|
};
|
|
default_controller_buttons[U_DPAD] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_DPAD_UP),
|
|
};
|
|
default_controller_buttons[START_BUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_START),
|
|
};
|
|
default_controller_axis[Z_TRIG] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_LEFT_TRIGGER),
|
|
axis: 1,
|
|
};
|
|
default_controller_buttons[B_BUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_WEST),
|
|
};
|
|
default_controller_buttons[A_BUTTON] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_SOUTH),
|
|
};
|
|
default_controller_axis[R_CBUTTON] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_RIGHTX),
|
|
axis: 1,
|
|
};
|
|
default_controller_axis[L_CBUTTON] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_RIGHTX),
|
|
axis: -1,
|
|
};
|
|
default_controller_axis[D_CBUTTON] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_RIGHTY),
|
|
axis: 1,
|
|
};
|
|
default_controller_axis[U_CBUTTON] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_RIGHTY),
|
|
axis: -1,
|
|
};
|
|
default_controller_buttons[R_TRIG] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER),
|
|
};
|
|
default_controller_buttons[L_TRIG] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_LEFT_SHOULDER),
|
|
};
|
|
default_controller_axis[AXIS_LEFT] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_LEFTX),
|
|
axis: -1,
|
|
};
|
|
default_controller_axis[AXIS_RIGHT] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_LEFTX),
|
|
axis: 1,
|
|
};
|
|
default_controller_axis[AXIS_UP] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_LEFTY),
|
|
axis: -1,
|
|
};
|
|
default_controller_axis[AXIS_DOWN] = ui::config::InputControllerAxis {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_AXIS_LEFTY),
|
|
axis: 1,
|
|
};
|
|
default_controller_buttons[CHANGE_PAK] = ui::config::InputKeyButton {
|
|
enabled: true,
|
|
id: i32::from(sdl3_sys::gamepad::SDL_GAMEPAD_BUTTON_BACK),
|
|
};
|
|
|
|
ui::config::InputProfile {
|
|
keys: default_keys,
|
|
controller_buttons: default_controller_buttons,
|
|
controller_axis: default_controller_axis,
|
|
joystick_buttons: [ui::config::InputKeyButton {
|
|
enabled: false,
|
|
id: 0,
|
|
}; PROFILE_SIZE],
|
|
joystick_hat: [ui::config::InputJoystickHat {
|
|
enabled: false,
|
|
id: 0,
|
|
direction: 0,
|
|
}; PROFILE_SIZE],
|
|
joystick_axis: [ui::config::InputControllerAxis {
|
|
enabled: false,
|
|
id: 0,
|
|
axis: 0,
|
|
}; PROFILE_SIZE],
|
|
dinput: false,
|
|
deadzone: DEADZONE_DEFAULT,
|
|
}
|
|
}
|
|
|
|
pub fn init(ui: &mut ui::Ui) {
|
|
ui.input.keyboard_state =
|
|
unsafe { sdl3_sys::keyboard::SDL_GetKeyboardState(std::ptr::null_mut()) };
|
|
if ui.input.keyboard_state.is_null() {
|
|
panic!("Could not get keyboard state");
|
|
}
|
|
|
|
for i in 0..4 {
|
|
let controller_assignment = &ui.config.input.controller_assignment[i];
|
|
if controller_assignment.is_some() && ui.config.input.controller_enabled[i] {
|
|
let mut joystick_id = sdl3_sys::everything::SDL_JoystickID(0);
|
|
let assigned_path = controller_assignment.as_ref().unwrap();
|
|
|
|
for joystick in ui.input.joysticks.iter() {
|
|
let path = unsafe {
|
|
std::ffi::CStr::from_ptr(sdl3_sys::joystick::SDL_GetJoystickPathForID(
|
|
*joystick,
|
|
))
|
|
.to_string_lossy()
|
|
.to_string()
|
|
};
|
|
if path == *assigned_path
|
|
&& unsafe { sdl3_sys::joystick::SDL_GetJoystickFromID(*joystick) }.is_null()
|
|
&& unsafe { sdl3_sys::gamepad::SDL_GetGamepadFromID(*joystick) }.is_null()
|
|
{
|
|
joystick_id = *joystick;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if joystick_id != 0 {
|
|
let profile_name = ui.config.input.input_profile_binding[i].clone();
|
|
let profile = ui.config.input.input_profiles.get(&profile_name).unwrap();
|
|
|
|
if !profile.dinput {
|
|
let gamepad = unsafe { sdl3_sys::gamepad::SDL_OpenGamepad(joystick_id) };
|
|
if gamepad.is_null() {
|
|
println!("could not connect gamepad: {}", u32::from(joystick_id))
|
|
} else {
|
|
ui.input.controllers[i].game_controller = gamepad;
|
|
let properties =
|
|
unsafe { sdl3_sys::gamepad::SDL_GetGamepadProperties(gamepad) };
|
|
if properties == 0 {
|
|
println!("could not get gamepad properties");
|
|
}
|
|
ui.input.controllers[i].rumble = unsafe {
|
|
sdl3_sys::properties::SDL_GetBooleanProperty(
|
|
properties,
|
|
sdl3_sys::gamepad::SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN,
|
|
false,
|
|
)
|
|
};
|
|
}
|
|
} else {
|
|
let joystick = unsafe { sdl3_sys::joystick::SDL_OpenJoystick(joystick_id) };
|
|
if joystick.is_null() {
|
|
println!("could not connect joystick: {}", u32::from(joystick_id))
|
|
} else {
|
|
ui.input.controllers[i].joystick = joystick;
|
|
let properties =
|
|
unsafe { sdl3_sys::joystick::SDL_GetJoystickProperties(joystick) };
|
|
if properties == 0 {
|
|
println!("could not get joystick properties");
|
|
}
|
|
ui.input.controllers[i].rumble = unsafe {
|
|
sdl3_sys::properties::SDL_GetBooleanProperty(
|
|
properties,
|
|
sdl3_sys::joystick::SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN,
|
|
false,
|
|
)
|
|
};
|
|
}
|
|
}
|
|
} else {
|
|
println!("Could not bind assigned controller");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn close(ui: &mut ui::Ui) {
|
|
for controller in ui.input.controllers.iter_mut() {
|
|
if !controller.joystick.is_null() {
|
|
unsafe { sdl3_sys::joystick::SDL_CloseJoystick(controller.joystick) }
|
|
controller.joystick = std::ptr::null_mut();
|
|
}
|
|
if !controller.game_controller.is_null() {
|
|
unsafe { sdl3_sys::gamepad::SDL_CloseGamepad(controller.game_controller) }
|
|
controller.game_controller = std::ptr::null_mut();
|
|
}
|
|
}
|
|
}
|