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settings: Add settings for multiple players and controllers

Uses the PlayerInput struct to represent all of the data that constitutes a player.
This commit is contained in:
Zach Hilman 2018-11-01 21:54:16 -04:00
parent fd5fa48674
commit c77454b9d0

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@ -341,6 +341,46 @@ constexpr int NUM_KEYBOARD_MODS_HID = NumKeyboardMods;
} // namespace NativeKeyboard } // namespace NativeKeyboard
using ButtonsRaw = std::array<std::string, NativeButton::NumButtons>;
using AnalogsRaw = std::array<std::string, NativeAnalog::NumAnalogs>;
using MouseButtonsRaw = std::array<std::string, NativeMouseButton::NumMouseButtons>;
using KeyboardKeysRaw = std::array<std::string, NativeKeyboard::NumKeyboardKeys>;
using KeyboardModsRaw = std::array<std::string, NativeKeyboard::NumKeyboardMods>;
constexpr u32 JOYCON_BODY_NEON_RED = 0xFF3C28;
constexpr u32 JOYCON_BUTTONS_NEON_RED = 0x1E0A0A;
constexpr u32 JOYCON_BODY_NEON_BLUE = 0x0AB9E6;
constexpr u32 JOYCON_BUTTONS_NEON_BLUE = 0x001E1E;
enum class ControllerType {
ProController,
DualJoycon,
RightJoycon,
LeftJoycon,
};
struct PlayerInput {
bool connected;
ControllerType type;
ButtonsRaw buttons;
AnalogsRaw analogs;
u32 body_color_right;
u32 button_color_right;
u32 body_color_left;
u32 button_color_left;
};
struct TouchscreenInput {
bool enabled;
std::string device;
u32 finger;
u32 diameter_x;
u32 diameter_y;
u32 rotation_angle;
};
struct Values { struct Values {
// System // System
bool use_docked_mode; bool use_docked_mode;
@ -350,8 +390,8 @@ struct Values {
s32 language_index; s32 language_index;
// Controls // Controls
std::array<std::string, NativeButton::NumButtons> buttons; std::array<PlayerInput, 10> players;
std::array<std::string, NativeAnalog::NumAnalogs> analogs;
bool mouse_enabled; bool mouse_enabled;
std::string mouse_device; std::string mouse_device;
MouseButtonsRaw mouse_buttons; MouseButtonsRaw mouse_buttons;
@ -359,8 +399,13 @@ struct Values {
bool keyboard_enabled; bool keyboard_enabled;
KeyboardKeysRaw keyboard_keys; KeyboardKeysRaw keyboard_keys;
KeyboardModsRaw keyboard_mods; KeyboardModsRaw keyboard_mods;
bool debug_pad_enabled;
ButtonsRaw debug_pad_buttons;
AnalogsRaw debug_pad_analogs;
std::string motion_device; std::string motion_device;
std::string touch_device; TouchscreenInput touchscreen;
std::atomic_bool is_device_reload_pending{true}; std::atomic_bool is_device_reload_pending{true};
// Core // Core