Detect diagonals better on controllers
This commit is contained in:
+34
-23
@@ -52,12 +52,28 @@ pub trait Mappings {
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fn use_default_mappings(&mut self);
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}
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#[derive(Clone, Copy, Serialize, Deserialize)]
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pub struct AxisMapping {
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pub neg: VBKey,
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pub pos: VBKey,
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pub pair: Option<Code>,
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}
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impl Default for AxisMapping {
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fn default() -> Self {
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Self {
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neg: VBKey::empty(),
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pos: VBKey::empty(),
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pair: None,
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}
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}
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}
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#[derive(Serialize, Deserialize)]
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pub struct GamepadMapping {
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buttons: HashMap<Code, VBKey>,
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axes: HashMap<Code, (VBKey, VBKey)>,
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axes: HashMap<Code, AxisMapping>,
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default_buttons: HashMap<Code, VBKey>,
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default_axes: HashMap<Code, (VBKey, VBKey)>,
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default_axes: HashMap<Code, AxisMapping>,
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}
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impl GamepadMapping {
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@@ -78,7 +94,8 @@ impl GamepadMapping {
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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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if let Some(code) = gamepad.axis_code(axis) {
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default_axes.insert(code, (neg, pos));
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let pair = axis.second_axis().and_then(|a| gamepad.axis_code(a));
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default_axes.insert(code, AxisMapping { neg, pos, pair });
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}
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};
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default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
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@@ -102,19 +119,13 @@ impl GamepadMapping {
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}
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pub fn add_axis_neg_mapping(&mut self, key: VBKey, code: Code) {
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let entry = self
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.axes
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.entry(code)
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.or_insert((VBKey::empty(), VBKey::empty()));
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entry.0 = entry.0.union(key);
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let entry = self.axes.entry(code).or_default();
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entry.neg = entry.neg.union(key);
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}
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pub fn add_axis_pos_mapping(&mut self, key: VBKey, code: Code) {
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let entry = self
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.axes
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.entry(code)
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.or_insert((VBKey::empty(), VBKey::empty()));
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entry.1 = entry.1.union(key);
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let entry = self.axes.entry(code).or_default();
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entry.pos = entry.pos.union(key);
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}
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fn save_mappings(&self) -> PersistedGamepadMapping {
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@@ -145,11 +156,11 @@ impl GamepadMapping {
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impl Mappings for GamepadMapping {
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fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
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let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
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for (axis, (left_keys, right_keys)) in &self.axes {
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for key in left_keys.iter() {
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for (axis, mapping) in &self.axes {
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for key in mapping.neg.iter() {
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results.entry(key).or_default().push(format!("-{axis}"));
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}
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for key in right_keys.iter() {
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for key in mapping.pos.iter() {
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results.entry(key).or_default().push(format!("+{axis}"));
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}
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}
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@@ -162,10 +173,10 @@ impl Mappings for GamepadMapping {
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}
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fn clear_mappings(&mut self, key: VBKey) {
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self.axes.retain(|_, (left, right)| {
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*left = left.difference(key);
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*right = right.difference(key);
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!(left.is_empty() && right.is_empty())
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self.axes.retain(|_, mapping| {
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mapping.neg = mapping.neg.difference(key);
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mapping.pos = mapping.pos.difference(key);
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!(mapping.neg.is_empty() && mapping.pos.is_empty())
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});
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self.buttons.retain(|_, keys| {
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*keys = keys.difference(key);
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@@ -200,7 +211,7 @@ impl InputMapping {
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mappings.buttons.get(code).copied()
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}
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pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
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pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<AxisMapping> {
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let mappings = self.gamepads.get(id)?.read().unwrap();
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mappings.axes.get(code).copied()
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}
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@@ -459,9 +470,9 @@ struct PersistedKeyboardMapping {
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#[derive(Serialize, Deserialize)]
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struct PersistedGamepadMapping {
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buttons: Vec<(Code, VBKey)>,
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axes: Vec<(Code, (VBKey, VBKey))>,
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axes: Vec<(Code, AxisMapping)>,
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default_buttons: Vec<(Code, VBKey)>,
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default_axes: Vec<(Code, (VBKey, VBKey))>,
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default_axes: Vec<(Code, AxisMapping)>,
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}
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#[derive(Clone, Copy, Serialize, Deserialize, PartialEq, Eq, Hash)]
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