Add Gamepad Support to Debug Menu

An improvement since my last PR request to this end.
Has auto-repeat and improved input detection for gamepad.

Toggle debug menu on/off with R1+Triangle (or RB+Y)
Navigate with Joystick or DPad, Select with cross (or A), or nav backward with circle (or B)
Toggle and activate menu items with Joy/Dpad right & left. Increase/decrease numeric menu options with cross/square (or A/X)
This commit is contained in:
Zach Charo 2020-12-05 11:00:26 -06:00 committed by GitHub
parent 28a942735c
commit 60e01c618e
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 99 additions and 39 deletions

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@ -259,10 +259,20 @@ Menu *findMenu(const char *name);
X(pgupjustdown, rsPGUP) \
X(pgdnjustdown, rsPGDN)
#define MUHBUTTONS \
X(button1justdown, 1) \
X(button2justdown, 2) \
X(button3justdown, 3)
#define MUHMOUSEBUTTONS \
X(mbutton1justdown, 1) \
X(mbutton2justdown, 2) \
X(mbutton3justdown, 3)
#define MUHGAMEPAD \
X(crossjustdown, 1) \
X(circlejustdown, 2) \
X(trianglejustdown, 3) \
X(squarejustdown, 4) \
X(padleftjustdown, 5) \
X(padrightjustdown, 6) \
X(padupjustdown, 7) \
X(paddownjustdown, 8)
#define REPEATDELAY 700
#define REPEATINTERVAL 50
@ -274,12 +284,18 @@ static int repeattime;
static int lastkeydown;
static int *keyptr;
static int buttondown[3];
static int lastbuttondown;
static int *buttonptr;
static int button1justdown, button2justdown, button3justdown;
static int mbuttondown[3];
static int lastmbuttondown;
static int *mbuttonptr;
static int mbutton1justdown, mbutton2justdown, mbutton3justdown;
static float mouseX, mouseY;
static bool padbuttondown[8];
static int lastpadbuttondown;
static bool *padbuttonptr;
static bool padleftjustdown, padrightjustdown, padupjustdown, paddownjustdown;
static bool crossjustdown, circlejustdown, trianglejustdown, squarejustdown;
static int menuOn;
static int menuInitialized;
static int screenWidth, screenHeight;
@ -378,12 +394,12 @@ MenuEntry_##NAME::processInput(bool mouseOver, bool selected) \
v = *this->variable; \
oldv = v; \
\
if((selected && leftjustdown) || (mouseOver && button3justdown)){ \
if((selected && leftjustdown) || (selected && ( squarejustdown || padleftjustdown )) || (mouseOver && mbutton3justdown)){ \
v -= this->step; \
if(v > oldv) \
underflow = 1; \
} \
if((selected && rightjustdown) || (mouseOver && button1justdown)){ \
if((selected && rightjustdown) || (selected && ( crossjustdown || padrightjustdown )) || (mouseOver && mbutton1justdown)){ \
v += this->step; \
if(v < oldv) \
overflow = 1; \
@ -469,12 +485,12 @@ MenuEntry_##NAME::processInput(bool mouseOver, bool selected) \
v = *this->variable; \
oldv = v; \
\
if((selected && leftjustdown) || (mouseOver && button3justdown)){ \
if((selected && leftjustdown) || (selected && ( squarejustdown || padleftjustdown )) || (mouseOver && mbutton3justdown)){ \
v -= this->step; \
if(v > oldv) \
underflow = 1; \
} \
if((selected && rightjustdown) || (mouseOver && button1justdown)){ \
if((selected && rightjustdown) || (selected && (crossjustdown || padrightjustdown )) || (mouseOver && mbutton1justdown)){ \
v += this->step; \
if(v < oldv) \
overflow = 1; \
@ -505,7 +521,7 @@ void
MenuEntry_Cmd::processInput(bool mouseOver, bool selected)
{
// Don't execute on button3
if(this->triggerFunc && (selected && (leftjustdown || rightjustdown) || (mouseOver && button1justdown)))
if(this->triggerFunc && (selected && (leftjustdown || rightjustdown || padleftjustdown || padrightjustdown || crossjustdown) || (mouseOver && mbutton1justdown)))
this->triggerFunc();
}
@ -867,22 +883,45 @@ processInput(void)
#define X(var, num) \
if(var){ \
repeattime = downtime = CTimer::GetTimeInMilliseconds(); \
lastbuttondown = num; \
buttonptr = &var; \
lastmbuttondown = num; \
mbuttonptr = &var; \
}
MUHBUTTONS
MUHMOUSEBUTTONS
#undef X
if(lastbuttondown){
if(buttondown[lastbuttondown-1]){
if(lastmbuttondown){
if(mbuttondown[lastmbuttondown-1]){
int curtime = CTimer::GetTimeInMilliseconds();
if(curtime - downtime > REPEATDELAY){
if(curtime - repeattime > REPEATINTERVAL){
repeattime = curtime;
*buttonptr = 1;
*mbuttonptr = 1;
}
}
}else{
lastbuttondown = 0;
lastmbuttondown = 0;
}
}
// Also for gampepad buttons
#define X(var, btnnum) \
if(var){ \
repeattime = downtime = CTimer::GetTimeInMilliseconds(); \
lastpadbuttondown = btnnum; \
padbuttonptr = &var; \
}
MUHGAMEPAD
#undef X
if(lastpadbuttondown){
if(padbuttondown[lastpadbuttondown-1]){
int curtime = CTimer::GetTimeInMilliseconds();
if(curtime - downtime > REPEATDELAY){
if(curtime - repeattime > REPEATINTERVAL){
repeattime = curtime;
*padbuttonptr = 1;
}
}
}else{
lastpadbuttondown = 0;
}
}
@ -930,9 +969,9 @@ processInput(void)
activeMenu->scroll(shift ? -5 : -1);
if(pgdnjustdown)
activeMenu->scroll(shift ? 5 : 1);
if(downjustdown)
if(downjustdown || paddownjustdown)
activeMenu->changeSelection(activeMenu->selection + (shift ? 5 : 1));
if(upjustdown)
if(upjustdown || padupjustdown)
activeMenu->changeSelection(activeMenu->selection - (shift ? 5 : 1));
if(CPad::NewMouseControllerState.WHEELUP){
@ -947,27 +986,29 @@ processInput(void)
}
if(mouseOverEntry == &scrollUpEntry){
if(button1justdown){
if(mbutton1justdown){
activeMenu = mouseOverEntry->menu;
activeMenu->scroll(shift ? -5 : -1);
}
}
if(mouseOverEntry == &scrollDownEntry){
if(button1justdown){
if(mbutton1justdown){
activeMenu = mouseOverEntry->menu;
activeMenu->scroll(shift ? 5 : 1);
}
}
// Have to call this before processInput below because menu entry can change
if((button1justdown || button3justdown) && mouseOverEntry){
if((mbutton1justdown || mbutton3justdown) && mouseOverEntry){
activeMenu = mouseOverEntry->menu;
activeMenu->changeSelection(mouseOverEntry);
}
if(KEYJUSTDOWN(rsENTER)){
if(KEYJUSTDOWN(rsENTER) || ( crossjustdown && activeMenu->selectedEntry->type == MENUSUB )){
if(activeMenu->selectedEntry && activeMenu->selectedEntry->type == MENUSUB)
activeMenu = ((MenuEntry_Sub*)activeMenu->selectedEntry)->submenu;
}else if(KEYJUSTDOWN(rsBACKSP)){
}else if( circlejustdown && activeMenu->selectedEntry->type == MENUSUB ){
menuOn = !menuOn;
}else if(KEYJUSTDOWN(rsBACKSP) || circlejustdown){
if(activeMenu->parent)
activeMenu = activeMenu->parent;
}else{
@ -980,7 +1021,7 @@ processInput(void)
}
void
updateMouse(void)
updatePad(void)
{
CPad *pad = CPad::GetPad(0);
int dirX = 1;
@ -997,35 +1038,54 @@ updateMouse(void)
if(mouseX >= screenWidth) mouseX = screenWidth;
if(mouseY >= screenHeight) mouseY = screenHeight;
button1justdown = pad->NewMouseControllerState.LMB && !pad->OldMouseControllerState.LMB;
button2justdown = pad->NewMouseControllerState.MMB && !pad->OldMouseControllerState.MMB;
button3justdown = pad->NewMouseControllerState.RMB && !pad->OldMouseControllerState.RMB;
buttondown[0] = pad->NewMouseControllerState.LMB;
buttondown[1] = pad->NewMouseControllerState.MMB;
buttondown[2] = pad->NewMouseControllerState.RMB;
mbutton1justdown = pad->NewMouseControllerState.LMB && !pad->OldMouseControllerState.LMB;
mbutton2justdown = pad->NewMouseControllerState.MMB && !pad->OldMouseControllerState.MMB;
mbutton3justdown = pad->NewMouseControllerState.RMB && !pad->OldMouseControllerState.RMB;
mbuttondown[0] = pad->NewMouseControllerState.LMB;
mbuttondown[1] = pad->NewMouseControllerState.MMB;
mbuttondown[2] = pad->NewMouseControllerState.RMB;
// Zero the mouse position so the camera won't move
pad->NewMouseControllerState.x = 0.0f;
pad->NewMouseControllerState.y = 0.0f;
crossjustdown = pad->NewState.Cross && !pad->OldState.Cross && !KEYDOWN(rsRCTRL); //RCTRL also sets pad circle to true because of in-game mappings.
circlejustdown = pad->NewState.Circle && !pad->OldState.Circle && !KEYDOWN(rsLCTRL); //LCTRL also sets pad circle to true because of in-game mappings.
trianglejustdown = pad->NewState.Triangle && !pad->OldState.Triangle;
squarejustdown = pad->NewState.Square && !pad->OldState.Square;
padleftjustdown = (pad->NewState.LeftStickX < -30 && !padbuttondown[4]) || (pad->NewState.DPadLeft && !pad->OldState.DPadLeft);
padrightjustdown = (pad->NewState.LeftStickX > 30 && !padbuttondown[5]) || (pad->NewState.DPadRight && !pad->OldState.DPadRight);
padupjustdown = (pad->NewState.LeftStickY < -30 && !padbuttondown[6]) || (pad->NewState.DPadUp && !pad->OldState.DPadUp);
paddownjustdown = (pad->NewState.LeftStickY > 30 && !padbuttondown[7]) || (pad->NewState.DPadDown && !pad->OldState.DPadDown);
padbuttondown[0] = pad->NewState.Cross;
padbuttondown[1] = pad->NewState.Circle;
padbuttondown[2] = pad->NewState.Triangle;
padbuttondown[3] = pad->NewState.Square;
padbuttondown[4] = pad->NewState.LeftStickX < -30 || pad->NewState.DPadLeft;
padbuttondown[5] = pad->NewState.LeftStickX > 30 || pad->NewState.DPadRight;
padbuttondown[6] = pad->NewState.LeftStickY < -30 || pad->NewState.DPadUp;
padbuttondown[7] = pad->NewState.LeftStickY > 30 || pad->NewState.DPadDown;
}
void
DebugMenuProcess(void)
{
// We only process some input here
CPad *pad = CPad::GetPad(0);
if(CTRLJUSTDOWN('M'))
if(CTRLJUSTDOWN('M') ||
(pad->GetTriangleJustDown() && pad->GetRightShoulder1()) || //Toggle via Gamepad
((CPad::GetPad(0)->GetStartJustDown() || CPad::GetPad(0)->GetEscapeJustDown()) && menuOn)) //Kill menu if main menu opens
menuOn = !menuOn;
if(!menuOn)
return;
pad->DisablePlayerControls = 1;
// TODO: this could happen earlier
if(!menuInitialized)
DebugMenuInit();
updateMouse();
updatePad();
}
void
@ -1309,4 +1369,4 @@ DebugMenuEntrySetAddress(MenuEntry *e, void *addr)
((MenuEntry_Float32*)e)->variable = (float*)addr;
}
}
#endif
#endif