Make it easy to clear/reset mappings
This commit is contained in:
parent
ce7ba71ea0
commit
0c35a1e234
66
src/input.rs
66
src/input.rs
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@ -22,19 +22,23 @@ pub struct GamepadInfo {
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pub trait Mappings {
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pub trait Mappings {
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fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
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fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
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fn clear_mappings(&mut self, key: VBKey);
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fn clear_mappings(&mut self, key: VBKey);
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fn clear_all_mappings(&mut self);
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fn use_default_mappings(&mut self);
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}
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}
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pub struct GamepadMapping {
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pub struct GamepadMapping {
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buttons: HashMap<Code, VBKey>,
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buttons: HashMap<Code, VBKey>,
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axes: HashMap<Code, (VBKey, VBKey)>,
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axes: HashMap<Code, (VBKey, VBKey)>,
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default_buttons: HashMap<Code, VBKey>,
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default_axes: HashMap<Code, (VBKey, VBKey)>,
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}
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}
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impl GamepadMapping {
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impl GamepadMapping {
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fn for_gamepad(gamepad: &Gamepad) -> Self {
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fn for_gamepad(gamepad: &Gamepad) -> Self {
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let mut buttons = HashMap::new();
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let mut default_buttons = HashMap::new();
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let mut default_button = |btn: Button, key: VBKey| {
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let mut default_button = |btn: Button, key: VBKey| {
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if let Some(code) = gamepad.button_code(btn) {
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if let Some(code) = gamepad.button_code(btn) {
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buttons.insert(code, key);
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default_buttons.insert(code, key);
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}
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}
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};
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};
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default_button(Button::South, VBKey::A);
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default_button(Button::South, VBKey::A);
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@ -44,10 +48,10 @@ impl GamepadMapping {
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default_button(Button::Start, VBKey::STA);
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default_button(Button::Start, VBKey::STA);
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default_button(Button::Select, VBKey::SEL);
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default_button(Button::Select, VBKey::SEL);
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let mut axes = HashMap::new();
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let mut default_axes = HashMap::new();
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let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
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let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
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if let Some(code) = gamepad.axis_code(axis) {
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if let Some(code) = gamepad.axis_code(axis) {
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axes.insert(code, (neg, pos));
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default_axes.insert(code, (neg, pos));
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}
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}
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};
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};
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default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
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default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
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@ -57,7 +61,12 @@ impl GamepadMapping {
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default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
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default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
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default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
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default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
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Self { buttons, axes }
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Self {
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buttons: default_buttons.clone(),
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axes: default_axes.clone(),
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default_buttons,
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default_axes,
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}
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}
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}
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pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
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pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
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@ -112,6 +121,16 @@ impl Mappings for GamepadMapping {
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!keys.is_empty()
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!keys.is_empty()
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});
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});
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}
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}
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fn clear_all_mappings(&mut self) {
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self.axes.clear();
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self.buttons.clear();
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}
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fn use_default_mappings(&mut self) {
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self.axes = self.default_axes.clone();
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self.buttons = self.default_buttons.clone();
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}
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}
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}
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#[derive(Default)]
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#[derive(Default)]
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@ -162,23 +181,15 @@ impl Mappings for InputMapping {
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!keys.is_empty()
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!keys.is_empty()
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});
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});
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}
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}
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fn clear_all_mappings(&mut self) {
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self.keys.clear();
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}
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}
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#[derive(Clone)]
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fn use_default_mappings(&mut self) {
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pub struct MappingProvider {
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self.keys.clear();
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device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
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sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
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gamepad_info: Arc<RwLock<HashMap<GamepadId, GamepadInfo>>>,
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}
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impl MappingProvider {
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pub fn new() -> Self {
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let mut mappings = HashMap::new();
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let mut p1_mappings = InputMapping::default();
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let p2_mappings = InputMapping::default();
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let mut default_key = |code, key| {
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let mut default_key = |code, key| {
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p1_mappings.add_keyboard_mapping(key, PhysicalKey::Code(code));
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self.keys.insert(PhysicalKey::Code(code), key);
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};
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};
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default_key(KeyCode::KeyA, VBKey::SEL);
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default_key(KeyCode::KeyA, VBKey::SEL);
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default_key(KeyCode::KeyS, VBKey::STA);
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default_key(KeyCode::KeyS, VBKey::STA);
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@ -194,6 +205,23 @@ impl MappingProvider {
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default_key(KeyCode::ArrowLeft, VBKey::LL);
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default_key(KeyCode::ArrowLeft, VBKey::LL);
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default_key(KeyCode::ArrowDown, VBKey::LD);
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default_key(KeyCode::ArrowDown, VBKey::LD);
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default_key(KeyCode::ArrowRight, VBKey::LR);
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default_key(KeyCode::ArrowRight, VBKey::LR);
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}
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}
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#[derive(Clone)]
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pub struct MappingProvider {
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device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
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sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
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gamepad_info: Arc<RwLock<HashMap<GamepadId, GamepadInfo>>>,
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}
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impl MappingProvider {
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pub fn new() -> Self {
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let mut mappings = HashMap::new();
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let mut p1_mappings = InputMapping::default();
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p1_mappings.use_default_mappings();
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let p2_mappings = InputMapping::default();
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mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
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mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
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mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
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mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
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@ -50,6 +50,17 @@ impl InputWindow {
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mappings: &RwLock<T>,
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mappings: &RwLock<T>,
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bind_message: &str,
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bind_message: &str,
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) {
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) {
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ui.horizontal(|ui| {
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if ui.button("Use defaults").clicked() {
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mappings.write().unwrap().use_default_mappings();
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self.now_binding = None;
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}
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if ui.button("Clear all").clicked() {
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mappings.write().unwrap().clear_all_mappings();
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self.now_binding = None;
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}
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});
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ui.separator();
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let mut names = {
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let mut names = {
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let mapping = mappings.read().unwrap();
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let mapping = mappings.read().unwrap();
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mapping.mapping_names()
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mapping.mapping_names()
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