#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "Menu.h" #include "DEFINES.h" #include "MenuLabel.h" #include "Key.h" #include "InputDisplayComponent.h" #include "olcPGEX_Gamepad.h" #undef KEY_BACK using A=Attribute; INCLUDE_WINDOW_SIZE INCLUDE_DATA void Menu::InitializeKeyboardInputWindow(){ vf2d menuSize={WINDOW_SIZE.x-52.f,176.f}; Menu*inputKeyboardWindow=CreateMenu(INPUT_KEY_DISPLAY,CENTERED,menuSize); float inputWindowWidth=menuSize.x-8; inputKeyboardWindow->ADD("Keyboard Mapping Label",MenuLabel)(geom2d::rect{{4,0},{menuSize.x-8.f,24.f}},"Keyboard Mappings",2.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END; inputKeyboardWindow->ADD("Menu Inputs Background",MenuLabel)(geom2d::rect{{4,32},{menuSize.x-8,65.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END; const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1; const int menuColCount=2; for(int row=0;rowADD(std::format("Input_{}_{} Background",row,col),MenuLabel)(geom2d::rect{vf2d{4,36}+vf2d{inputWindowWidth/2.f*col,row*12.f},{inputWindowWidth/4.f,11.f}},inputDisplayName,1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::SHADOW)END; auto inputChangeButton=inputKeyboardWindow->ADD(std::format("Input_{}_{} Input Displayer",row,col),InputDisplayComponent)(geom2d::rect{vf2d{4,36}+vf2d{inputWindowWidth/2.f*col,row*12.f}+vf2d{inputWindowWidth/4.f,-1.f},vf2d{inputWindowWidth/4.f,11.f}},*InputGroup::menuNamesToInputGroups[inputDisplayName],InputType::KEY,[](MenuFuncData data){ Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)=DYNAMIC_POINTER_CAST(data.component)->GetType()==InputType::KEY; std::string keybindName=data.component.lock()->S(A::KEYBIND); Menu::menus[NEW_INPUT]->S(A::KEYBIND)=keybindName; std::string cancelButtonDisplayName=GenericKey::keyLiteral[{KEY,ESCAPE}].displayName; std::string keyTypeName="key"; if(!Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){ //Check if this is for a controller instead. cancelButtonDisplayName=GenericKey::keyLiteral[{CONTROLLER,static_cast(GPButtons::SELECT)}].displayName; keyTypeName="button"; } Component(NEW_INPUT,"New Keybind Label")->SetLabel(std::format("Press a new {} for '{}'",keyTypeName,keybindName)); Menu::OpenMenu(NEW_INPUT); return true; })END; inputChangeButton->S(A::KEYBIND)=inputDisplayName; //Store the keybind in this button to pass along information. } } inputKeyboardWindow->ADD("Controller Inputs Background",MenuLabel)(geom2d::rect{{4,100},{menuSize.x-8,65.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END; const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1; const int ingameControlsColCount=2; for(int row=0;rowADD(std::format("GameplayInput_{}_{} Background",row,col),MenuLabel)(geom2d::rect{vf2d{4,104}+vf2d{inputWindowWidth/2.f*col,row*12.f},{inputWindowWidth/4.f,11.f}},inputDisplayName,1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::SHADOW)END; auto inputChangeButton=inputKeyboardWindow->ADD(std::format("Input_{}_{} Gameplay Input Displayer",row,col),InputDisplayComponent)(geom2d::rect{vf2d{4,104}+vf2d{inputWindowWidth/2.f*col,row*12.f}+vf2d{inputWindowWidth/4.f,-1.f},vf2d{inputWindowWidth/4.f,11.f}},*InputGroup::menuNamesToInputGroups[inputDisplayName],InputType::KEY,[](MenuFuncData data){ Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)=DYNAMIC_POINTER_CAST(data.component)->GetType()==InputType::KEY; std::string keybindName=data.component.lock()->S(A::KEYBIND); Menu::menus[NEW_INPUT]->S(A::KEYBIND)=keybindName; std::string cancelButtonDisplayName=GenericKey::keyLiteral[{KEY,ESCAPE}].displayName; std::string keyTypeName="key"; if(!Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){ //Check if this is for a controller instead. cancelButtonDisplayName=GenericKey::keyLiteral[{CONTROLLER,static_cast(GPButtons::SELECT)}].displayName; keyTypeName="button"; } Component(NEW_INPUT,"New Keybind Label")->SetLabel(std::format("Press a new {} for '{}'",keyTypeName,keybindName)); Menu::OpenMenu(NEW_INPUT); return true; })END; inputChangeButton->S(A::KEYBIND)=inputDisplayName; //Store the keybind in this button to pass along information. } } inputKeyboardWindow->ADD("Confirm Button",MenuComponent)(geom2d::rect{{menuSize.x/2-48.f,170.f},{96.f,20.f}},"Back",[](MenuFuncData data){ Menu::CloseMenu(); return true; })END; inputKeyboardWindow->SetupKeyboardNavigation( [](MenuType type,Data&returnData){ //On Open returnData="Input_0_0 Input Displayer"; }, { //Button Key {game->KEY_SCROLL,{"Navigate",[](MenuType type){}}}, {game->KEY_BACK,{"Back",[](MenuType type){ Menu::CloseMenu(); }}}, {game->KEY_CONFIRM,{"Select",[](MenuType type){}}}, } ,{ //Button Navigation Rules {"Input_0_0 Input Displayer",{ .up="Confirm Button", .down="Input_1_0 Input Displayer", .left="Input_0_1 Input Displayer", .right="Input_0_1 Input Displayer", }}, {"Input_0_1 Input Displayer",{ .up="Confirm Button", .down="Input_1_1 Input Displayer", .left="Input_0_0 Input Displayer", .right="Input_0_0 Input Displayer", }}, {"Input_1_0 Input Displayer",{ .up="Input_0_0 Input Displayer", .down="Input_2_0 Input Displayer", .left="Input_1_1 Input Displayer", .right="Input_1_1 Input Displayer", }}, {"Input_1_1 Input Displayer",{ .up="Input_0_1 Input Displayer", .down="Input_2_1 Input Displayer", .left="Input_1_0 Input Displayer", .right="Input_1_0 Input Displayer", }}, {"Input_2_0 Input Displayer",{ .up="Input_1_0 Input Displayer", .down="Input_3_0 Input Displayer", .left="Input_2_1 Input Displayer", .right="Input_2_1 Input Displayer", }}, {"Input_2_1 Input Displayer",{ .up="Input_1_1 Input Displayer", .down="Input_3_1 Input Displayer", .left="Input_2_0 Input Displayer", .right="Input_2_0 Input Displayer", }}, {"Input_3_0 Input Displayer",{ .up="Input_2_0 Input Displayer", .down="Input_4_0 Input Displayer", .left="Input_3_1 Input Displayer", .right="Input_3_1 Input Displayer", }}, {"Input_3_1 Input Displayer",{ .up="Input_2_1 Input Displayer", .down="Input_0_1 Gameplay Input Displayer", .left="Input_3_0 Input Displayer", .right="Input_3_0 Input Displayer", }}, {"Input_4_0 Input Displayer",{ .up="Input_3_0 Input Displayer", .down="Input_0_0 Gameplay Input Displayer", .left="Input_3_1 Input Displayer", .right="Input_3_1 Input Displayer", }}, {"Input_0_0 Gameplay Input Displayer",{ .up="Input_4_0 Input Displayer", .down="Input_1_0 Gameplay Input Displayer", .left="Input_0_1 Gameplay Input Displayer", .right="Input_0_1 Gameplay Input Displayer", }}, {"Input_0_1 Gameplay Input Displayer",{ .up="Input_3_1 Input Displayer", .down="Input_1_1 Gameplay Input Displayer", .left="Input_0_0 Gameplay Input Displayer", .right="Input_0_0 Gameplay Input Displayer", }}, {"Input_1_0 Gameplay Input Displayer",{ .up="Input_0_0 Gameplay Input Displayer", .down="Input_2_0 Gameplay Input Displayer", .left="Input_1_1 Gameplay Input Displayer", .right="Input_1_1 Gameplay Input Displayer", }}, {"Input_1_1 Gameplay Input Displayer",{ .up="Input_0_1 Gameplay Input Displayer", .down="Input_2_1 Gameplay Input Displayer", .left="Input_1_0 Gameplay Input Displayer", .right="Input_1_0 Gameplay Input Displayer", }}, {"Input_2_0 Gameplay Input Displayer",{ .up="Input_1_0 Gameplay Input Displayer", .down="Input_3_0 Gameplay Input Displayer", .left="Input_2_1 Gameplay Input Displayer", .right="Input_2_1 Gameplay Input Displayer", }}, {"Input_2_1 Gameplay Input Displayer",{ .up="Input_1_1 Gameplay Input Displayer", .down="Input_3_1 Gameplay Input Displayer", .left="Input_2_0 Gameplay Input Displayer", .right="Input_2_0 Gameplay Input Displayer", }}, {"Input_3_0 Gameplay Input Displayer",{ .up="Input_2_0 Gameplay Input Displayer", .down="Input_4_0 Gameplay Input Displayer", .left="Input_3_1 Gameplay Input Displayer", .right="Input_3_1 Gameplay Input Displayer", }}, {"Input_3_1 Gameplay Input Displayer",{ .up="Input_2_1 Gameplay Input Displayer", .down="Confirm Button", .left="Input_3_0 Gameplay Input Displayer", .right="Input_3_0 Gameplay Input Displayer", }}, {"Input_4_0 Gameplay Input Displayer",{ .up="Input_3_0 Gameplay Input Displayer", .down="Confirm Button", .left="Input_3_1 Gameplay Input Displayer", .right="Input_3_1 Gameplay Input Displayer", }}, {"Confirm Button",{ .up="Input_4_0 Gameplay Input Displayer", .down="Input_0_0 Input Displayer", }}, }); }