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gopher64-netplay/src/ui/input.rs
Logan McNaughton c4b86eb4b1
challenge indicators (#739)
* Add Challenge Indicators

* more

* more

* use c++20

* shorten messages

* progress

* more

* more

* more

* more
2026-04-13 09:16:15 +02:00

1049 lines
38 KiB
Rust

use std::ops::Neg;
use crate::ui;
const R_DPAD: usize = 0;
const L_DPAD: usize = 1;
const D_DPAD: usize = 2;
const U_DPAD: usize = 3;
const START_BUTTON: usize = 4;
const Z_TRIG: usize = 5;
const B_BUTTON: usize = 6;
const A_BUTTON: usize = 7;
const R_CBUTTON: usize = 8;
const L_CBUTTON: usize = 9;
const D_CBUTTON: usize = 10;
const U_CBUTTON: usize = 11;
const R_TRIG: usize = 12;
const L_TRIG: usize = 13;
const AXIS_LEFT: usize = 14;
const AXIS_RIGHT: usize = 15;
const AXIS_UP: usize = 16;
const AXIS_DOWN: usize = 17;
const CHANGE_PAK: usize = 18;
pub const PROFILE_SIZE: usize = 19;
const X_AXIS_SHIFT: usize = 16;
const Y_AXIS_SHIFT: usize = 24;
const MAX_AXIS_VALUE: f64 = 85.0;
pub const DEADZONE_DEFAULT: i32 = 5;
pub struct Controllers {
pub rumble: bool,
pub game_controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
pub joystick: *mut sdl3_sys::joystick::SDL_Joystick,
}
pub struct InputData {
pub data: u32,
pub pak_change_pressed: bool,
}
fn bound_axis(x: &mut f64, y: &mut f64) {
let radius = f64::sqrt(70.0 * 70.0 + 70.0 * 70.0); // this is roughly the maxium diagonal distance of the controller
// Calculate the distance from the origin (0, 0)
let distance = f64::sqrt((*x) * (*x) + (*y) * (*y));
// If the distance is greater than the radius, scale the coordinates
if distance > radius {
let scale_factor = radius / distance;
*x *= scale_factor;
*y *= scale_factor;
}
}
fn apply_deadzone(x: &mut f64, y: &mut f64, deadzone: i32) {
let axis_deadzone = MAX_AXIS_VALUE * (deadzone as f64 / 100.0);
// Calculate the distance from the origin (0, 0)
let distance = f64::sqrt((*x) * (*x) + (*y) * (*y));
if distance <= axis_deadzone {
*x = 0.0;
*y = 0.0;
return;
}
let new_distance =
(distance - axis_deadzone) * MAX_AXIS_VALUE / (MAX_AXIS_VALUE - axis_deadzone);
*x = *x / distance * new_distance;
*y = *y / distance * new_distance;
}
fn set_axis_from_joystick(
profile: &ui::config::InputProfile,
joystick: *mut sdl3_sys::joystick::SDL_Joystick,
) -> (f64, f64) {
let mut x = 0.0;
let mut y = 0.0;
if profile.joystick_axis[AXIS_LEFT].enabled {
let axis_position = unsafe {
sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_LEFT].id)
};
if axis_position as isize * profile.joystick_axis[AXIS_LEFT].axis as isize > 0 {
x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
}
}
if profile.joystick_axis[AXIS_RIGHT].enabled {
let axis_position = unsafe {
sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_RIGHT].id)
};
if axis_position as isize * profile.joystick_axis[AXIS_RIGHT].axis as isize > 0 {
x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
}
}
if profile.joystick_axis[AXIS_DOWN].enabled {
let axis_position = unsafe {
sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_DOWN].id)
};
if axis_position as isize * profile.joystick_axis[AXIS_DOWN].axis as isize > 0 {
y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
}
}
if profile.joystick_axis[AXIS_UP].enabled {
let axis_position = unsafe {
sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile.joystick_axis[AXIS_UP].id)
};
if axis_position as isize * profile.joystick_axis[AXIS_UP].axis as isize > 0 {
y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
}
}
(x, y)
}
fn get_axis_from_i32(axis: i32) -> sdl3_sys::gamepad::SDL_GamepadAxis {
match axis {
0 => sdl3_sys::gamepad::SDL_GamepadAxis::LEFTX,
1 => sdl3_sys::gamepad::SDL_GamepadAxis::LEFTY,
2 => sdl3_sys::gamepad::SDL_GamepadAxis::RIGHTX,
3 => sdl3_sys::gamepad::SDL_GamepadAxis::RIGHTY,
4 => sdl3_sys::gamepad::SDL_GamepadAxis::LEFT_TRIGGER,
5 => sdl3_sys::gamepad::SDL_GamepadAxis::RIGHT_TRIGGER,
_ => panic!("Invalid axis"),
}
}
fn get_button_from_i32(button: i32) -> sdl3_sys::gamepad::SDL_GamepadButton {
match button {
0 => sdl3_sys::gamepad::SDL_GamepadButton::SOUTH,
1 => sdl3_sys::gamepad::SDL_GamepadButton::EAST,
2 => sdl3_sys::gamepad::SDL_GamepadButton::WEST,
3 => sdl3_sys::gamepad::SDL_GamepadButton::NORTH,
4 => sdl3_sys::gamepad::SDL_GamepadButton::BACK,
5 => sdl3_sys::gamepad::SDL_GamepadButton::GUIDE,
6 => sdl3_sys::gamepad::SDL_GamepadButton::START,
7 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_STICK,
8 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_STICK,
9 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_SHOULDER,
10 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_SHOULDER,
11 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_UP,
12 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_DOWN,
13 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_LEFT,
14 => sdl3_sys::gamepad::SDL_GamepadButton::DPAD_RIGHT,
15 => sdl3_sys::gamepad::SDL_GamepadButton::MISC1,
16 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_PADDLE1,
17 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_PADDLE1,
18 => sdl3_sys::gamepad::SDL_GamepadButton::RIGHT_PADDLE2,
19 => sdl3_sys::gamepad::SDL_GamepadButton::LEFT_PADDLE2,
20 => sdl3_sys::gamepad::SDL_GamepadButton::TOUCHPAD,
21 => sdl3_sys::gamepad::SDL_GamepadButton::MISC2,
22 => sdl3_sys::gamepad::SDL_GamepadButton::MISC3,
23 => sdl3_sys::gamepad::SDL_GamepadButton::MISC4,
24 => sdl3_sys::gamepad::SDL_GamepadButton::MISC5,
25 => sdl3_sys::gamepad::SDL_GamepadButton::MISC6,
_ => panic!("Invalid button"),
}
}
fn set_axis_from_controller(
profile: &ui::config::InputProfile,
controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
) -> (f64, f64) {
let mut x = 0.0;
let mut y = 0.0;
if profile.controller_axis[AXIS_LEFT].enabled {
let axis_position = unsafe {
sdl3_sys::gamepad::SDL_GetGamepadAxis(
controller,
get_axis_from_i32(profile.controller_axis[AXIS_LEFT].id),
)
};
if axis_position as isize * profile.controller_axis[AXIS_LEFT].axis as isize > 0 {
x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
}
}
if profile.controller_axis[AXIS_RIGHT].enabled {
let axis_position = unsafe {
sdl3_sys::gamepad::SDL_GetGamepadAxis(
controller,
get_axis_from_i32(profile.controller_axis[AXIS_RIGHT].id),
)
};
if axis_position as isize * profile.controller_axis[AXIS_RIGHT].axis as isize > 0 {
x = axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64;
}
}
if profile.controller_axis[AXIS_DOWN].enabled {
let axis_position = unsafe {
sdl3_sys::gamepad::SDL_GetGamepadAxis(
controller,
get_axis_from_i32(profile.controller_axis[AXIS_DOWN].id),
)
};
if axis_position as isize * profile.controller_axis[AXIS_DOWN].axis as isize > 0 {
y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
}
}
if profile.controller_axis[AXIS_UP].enabled {
let axis_position = unsafe {
sdl3_sys::gamepad::SDL_GetGamepadAxis(
controller,
get_axis_from_i32(profile.controller_axis[AXIS_UP].id),
)
};
if axis_position as isize * profile.controller_axis[AXIS_UP].axis as isize > 0 {
y = (axis_position as f64 * MAX_AXIS_VALUE / i16::MAX as f64).neg();
}
}
(x, y)
}
fn set_axis_from_keys(
profile: &ui::config::InputProfile,
keyboard_state: *const bool,
) -> (f64, f64) {
let mut x = 0.0;
let mut y = 0.0;
if profile.keys[AXIS_LEFT].enabled
&& unsafe { *keyboard_state.offset(profile.keys[AXIS_LEFT].id as isize) }
{
x = -MAX_AXIS_VALUE
}
if profile.keys[AXIS_RIGHT].enabled
&& unsafe { *keyboard_state.offset(profile.keys[AXIS_RIGHT].id as isize) }
{
x = MAX_AXIS_VALUE
}
if profile.keys[AXIS_DOWN].enabled
&& unsafe { *keyboard_state.offset(profile.keys[AXIS_DOWN].id as isize) }
{
y = -MAX_AXIS_VALUE
}
if profile.keys[AXIS_UP].enabled
&& unsafe { *keyboard_state.offset(profile.keys[AXIS_UP].id as isize) }
{
y = MAX_AXIS_VALUE
}
(x, y)
}
fn set_buttons_from_joystick(
profile: &ui::config::InputProfile,
i: usize,
joystick: *mut sdl3_sys::joystick::SDL_Joystick,
keys: &mut u32,
) {
let profile_joystick_button = profile.joystick_buttons[i];
if profile_joystick_button.enabled {
*keys |= (unsafe {
sdl3_sys::joystick::SDL_GetJoystickButton(joystick, profile_joystick_button.id)
} as u32)
<< i;
}
let profile_joystick_hat = profile.joystick_hat[i];
if profile_joystick_hat.enabled
&& (unsafe { sdl3_sys::joystick::SDL_GetJoystickHat(joystick, profile_joystick_hat.id) }
& profile_joystick_hat.direction)
!= 0
{
*keys |= 1 << i;
}
let profile_joystick_axis = profile.joystick_axis[i];
if profile_joystick_axis.enabled {
let axis_position =
unsafe { sdl3_sys::joystick::SDL_GetJoystickAxis(joystick, profile_joystick_axis.id) };
if axis_position as isize * profile_joystick_axis.axis as isize > 0
&& axis_position.saturating_abs() > i16::MAX / 2
{
*keys |= 1 << i;
}
}
}
fn set_buttons_from_controller(
profile: &ui::config::InputProfile,
i: usize,
controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
keys: &mut u32,
) {
let profile_controller_button = profile.controller_buttons[i];
if profile_controller_button.enabled {
*keys |= (unsafe {
sdl3_sys::gamepad::SDL_GetGamepadButton(
controller,
get_button_from_i32(profile_controller_button.id),
)
} as u32)
<< i;
}
let profile_controller_axis = profile.controller_axis[i];
if profile_controller_axis.enabled {
let axis_position = unsafe {
sdl3_sys::gamepad::SDL_GetGamepadAxis(
controller,
get_axis_from_i32(profile_controller_axis.id),
)
};
if axis_position as isize * profile_controller_axis.axis as isize > 0
&& axis_position.saturating_abs() > i16::MAX / 2
{
*keys |= 1 << i;
}
}
}
pub fn set_rumble(ui: &ui::Ui, channel: usize, rumble: u8) {
if !ui.input.controllers[channel].rumble {
return;
}
let controller = ui.input.controllers[channel].game_controller;
let joystick = ui.input.controllers[channel].joystick;
if !controller.is_null() {
unsafe {
sdl3_sys::gamepad::SDL_RumbleGamepad(
controller,
(rumble & 1) as u16 * u16::MAX,
(rumble & 1) as u16 * u16::MAX,
(rumble & 1) as u32 * sdl3_sys::haptic::SDL_HAPTIC_INFINITY,
)
};
} else if !joystick.is_null() {
unsafe {
sdl3_sys::joystick::SDL_RumbleJoystick(
joystick,
(rumble & 1) as u16 * u16::MAX,
(rumble & 1) as u16 * u16::MAX,
(rumble & 1) as u32 * sdl3_sys::haptic::SDL_HAPTIC_INFINITY,
)
};
}
}
fn change_paks(
profile: &ui::config::InputProfile,
joystick: *mut sdl3_sys::joystick::SDL_Joystick,
controller: *mut sdl3_sys::gamepad::SDL_Gamepad,
keyboard_state: *const bool,
) -> bool {
let controller_button = profile.controller_buttons[CHANGE_PAK];
let joystick_button = profile.joystick_buttons[CHANGE_PAK];
let joystick_hat = profile.joystick_hat[CHANGE_PAK];
let key = profile.keys[CHANGE_PAK];
let mut pressed = false;
if controller_button.enabled && !controller.is_null() {
pressed = unsafe {
sdl3_sys::gamepad::SDL_GetGamepadButton(
controller,
get_button_from_i32(controller_button.id),
)
};
} else if joystick_button.enabled && !joystick.is_null() {
pressed =
unsafe { sdl3_sys::joystick::SDL_GetJoystickButton(joystick, joystick_button.id) };
} else if joystick_hat.enabled && !joystick.is_null() {
pressed = (unsafe { sdl3_sys::joystick::SDL_GetJoystickHat(joystick, joystick_hat.id) }
& joystick_hat.direction)
!= 0;
} else if key.enabled {
pressed = unsafe { *keyboard_state.offset(key.id as isize) };
}
pressed
}
pub fn get_controller_names(game_ui: &ui::Ui) -> Vec<String> {
let mut controllers: Vec<String> = vec![];
for joystick in game_ui.input.joysticks.iter() {
let name = unsafe {
std::ffi::CStr::from_ptr(sdl3_sys::joystick::SDL_GetJoystickNameForID(*joystick))
};
controllers.push(name.to_string_lossy().to_string());
}
controllers
}
pub fn get_controller_paths(game_ui: &ui::Ui) -> Vec<Option<String>> {
let mut controller_paths: Vec<Option<String>> = vec![];
for joystick in game_ui.input.joysticks.iter() {
let path = unsafe {
std::ffi::CStr::from_ptr(sdl3_sys::joystick::SDL_GetJoystickPathForID(*joystick))
.to_string_lossy()
.to_string()
};
controller_paths.push(Some(path));
}
controller_paths
}
pub fn get(ui: &ui::Ui, channel: usize) -> InputData {
let profile_name = ui.config.input.input_profile_binding[channel].clone();
let profile = ui.config.input.input_profiles.get(&profile_name).unwrap();
let mut keys = 0;
let controller = ui.input.controllers[channel].game_controller;
let joystick = ui.input.controllers[channel].joystick;
let alt_pressed = unsafe {
// ignore key presses if ALT is pressed
*ui.input
.keyboard_state
.offset(i32::from(sdl3_sys::scancode::SDL_SCANCODE_LALT) as isize)
|| *ui
.input
.keyboard_state
.offset(i32::from(sdl3_sys::scancode::SDL_SCANCODE_RALT) as isize)
};
for i in 0..14 {
if profile_name != "default" || channel == 0 {
let profile_key = profile.keys[i];
if profile_key.enabled && !alt_pressed {
keys |= (unsafe { *ui.input.keyboard_state.offset(profile_key.id as isize) }
as u32)
<< i;
}
}
if !controller.is_null() {
set_buttons_from_controller(profile, i, controller, &mut keys);
} else if !joystick.is_null() {
set_buttons_from_joystick(profile, i, joystick, &mut keys);
}
}
let mut x: f64 = 0.0;
let mut y: f64 = 0.0;
if profile_name != "default" || channel == 0 {
(x, y) = set_axis_from_keys(profile, ui.input.keyboard_state);
}
if !controller.is_null() {
(x, y) = set_axis_from_controller(profile, controller);
apply_deadzone(&mut x, &mut y, profile.deadzone);
} else if !joystick.is_null() {
(x, y) = set_axis_from_joystick(profile, joystick);
apply_deadzone(&mut x, &mut y, profile.deadzone);
}
bound_axis(&mut x, &mut y);
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();
}
}
}