Support rebinding gamepad inputs

This commit is contained in:
2024-11-29 18:54:26 -05:00
parent 24474fabd0
commit ce7ba71ea0
4 changed files with 184 additions and 34 deletions
+76 -14
View File
@@ -19,6 +19,11 @@ pub struct GamepadInfo {
pub bound_to: Option<SimId>,
}
pub trait Mappings {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>>;
fn clear_mappings(&mut self, key: VBKey);
}
pub struct GamepadMapping {
buttons: HashMap<Code, VBKey>,
axes: HashMap<Code, (VBKey, VBKey)>,
@@ -54,6 +59,59 @@ impl GamepadMapping {
Self { buttons, axes }
}
pub fn add_button_mapping(&mut self, key: VBKey, code: Code) {
let entry = self.buttons.entry(code).or_insert(VBKey::empty());
*entry = entry.union(key);
}
pub fn add_axis_neg_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.0 = entry.0.union(key);
}
pub fn add_axis_pos_mapping(&mut self, key: VBKey, code: Code) {
let entry = self
.axes
.entry(code)
.or_insert((VBKey::empty(), VBKey::empty()));
entry.1 = entry.1.union(key);
}
}
impl Mappings for GamepadMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (axis, (left_keys, right_keys)) in &self.axes {
for key in left_keys.iter() {
results.entry(key).or_default().push(format!("-{axis}"));
}
for key in right_keys.iter() {
results.entry(key).or_default().push(format!("+{axis}"));
}
}
for (button, keys) in &self.buttons {
for key in keys.iter() {
results.entry(key).or_default().push(format!("{button}"));
}
}
results
}
fn clear_mappings(&mut self, key: VBKey) {
self.axes.retain(|_, (left, right)| {
*left = left.difference(key);
*right = right.difference(key);
!(left.is_empty() && right.is_empty())
});
self.buttons.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
}
#[derive(Default)]
@@ -81,15 +139,10 @@ impl InputMapping {
let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
*entry = entry.union(key);
}
}
pub fn clear_keyboard_mappings(&mut self, key: VBKey) {
self.keys.retain(|_, keys| {
*keys = keys.difference(key);
*keys != VBKey::empty()
});
}
pub fn keyboard_mapping_names(&self) -> HashMap<VBKey, String> {
impl Mappings for InputMapping {
fn mapping_names(&self) -> HashMap<VBKey, Vec<String>> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (keyboard_key, keys) in &self.keys {
let name = match keyboard_key {
@@ -101,12 +154,13 @@ impl InputMapping {
}
}
results
.into_iter()
.map(|(k, mut v)| {
v.sort();
(k, v.join(", "))
})
.collect()
}
fn clear_mappings(&mut self, key: VBKey) {
self.keys.retain(|_, keys| {
*keys = keys.difference(key);
!keys.is_empty()
});
}
}
@@ -154,6 +208,14 @@ impl MappingProvider {
self.sim_mappings.get(&sim_id).unwrap()
}
pub fn for_gamepad(&self, gamepad_id: GamepadId) -> Option<Arc<RwLock<GamepadMapping>>> {
let lock = self.gamepad_info.read().unwrap();
let device_id = lock.get(&gamepad_id)?.device_id;
drop(lock);
let lock = self.device_mappings.read().unwrap();
lock.get(&device_id).cloned()
}
pub fn handle_gamepad_connect(&self, gamepad: &Gamepad) {
let device_id = DeviceId(
gamepad.vendor_id().unwrap_or_default(),