2020-03-10 21:00:13 +00:00
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//! Module containing controller-specific abstractions allowing complex
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//! keybindings
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use crate::window::{GameInput, MenuInput};
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use gilrs::{ev::Code as GilCode, Axis as GilAxis, Button as GilButton};
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use hashbrown::HashMap;
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2020-10-05 08:35:24 +00:00
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use serde::{Deserialize, Serialize};
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2020-03-10 21:00:13 +00:00
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/// Contains all controller related settings and keymaps
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2020-11-11 17:37:26 +00:00
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#[derive(Clone, Debug, Serialize, Deserialize, Default)]
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#[serde(default)]
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2020-03-10 21:00:13 +00:00
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pub struct ControllerSettings {
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pub game_button_map: HashMap<Button, Vec<GameInput>>,
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pub menu_button_map: HashMap<Button, Vec<MenuInput>>,
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pub game_analog_button_map: HashMap<AnalogButton, Vec<AnalogButtonGameAction>>,
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pub menu_analog_button_map: HashMap<AnalogButton, Vec<AnalogButtonMenuAction>>,
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pub game_axis_map: HashMap<Axis, Vec<AxisGameAction>>,
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pub menu_axis_map: HashMap<Axis, Vec<AxisMenuAction>>,
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pub pan_sensitivity: u32,
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pub axis_deadzones: HashMap<Axis, f32>,
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pub button_deadzones: HashMap<AnalogButton, f32>,
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pub mouse_emulation_sensitivity: u32,
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pub inverted_axes: Vec<Axis>,
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}
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impl ControllerSettings {
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pub fn apply_axis_deadzone(&self, k: &Axis, input: f32) -> f32 {
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let threshold = *self.axis_deadzones.get(k).unwrap_or(&0.2);
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// This could be one comparison per handled event faster if threshold was
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// guaranteed to fall into <0, 1) range
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let input_abs = input.abs();
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if input_abs <= threshold || threshold >= 1.0 {
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0.0
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} else if threshold <= 0.0 {
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input
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} else {
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(input_abs - threshold) / (1.0 - threshold) * input.signum()
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}
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}
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pub fn apply_button_deadzone(&self, k: &AnalogButton, input: f32) -> f32 {
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let threshold = *self.button_deadzones.get(k).unwrap_or(&0.2);
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// This could be one comparison per handled event faster if threshold was
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// guaranteed to fall into <0, 1) range
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if input <= threshold || threshold >= 1.0 {
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0.0
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} else if threshold <= 0.0 {
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input
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} else {
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(input - threshold) / (1.0 - threshold)
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}
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}
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}
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impl From<&crate::settings::GamepadSettings> for ControllerSettings {
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fn from(settings: &crate::settings::GamepadSettings) -> Self {
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Self {
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game_button_map: {
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let mut map: HashMap<_, Vec<_>> = HashMap::new();
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map.entry(settings.game_buttons.primary)
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.or_default()
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.push(GameInput::Primary);
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map.entry(settings.game_buttons.secondary)
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.or_default()
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.push(GameInput::Secondary);
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map.entry(settings.game_buttons.toggle_cursor)
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.or_default()
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.push(GameInput::ToggleCursor);
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map.entry(settings.game_buttons.escape)
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.or_default()
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.push(GameInput::Escape);
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map.entry(settings.game_buttons.enter)
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.or_default()
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2020-08-12 18:10:18 +00:00
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.push(GameInput::Chat);
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2020-03-10 21:00:13 +00:00
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map.entry(settings.game_buttons.command)
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.or_default()
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.push(GameInput::Command);
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map.entry(settings.game_buttons.move_forward)
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.or_default()
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.push(GameInput::MoveForward);
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map.entry(settings.game_buttons.move_left)
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.or_default()
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.push(GameInput::MoveLeft);
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map.entry(settings.game_buttons.move_back)
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.or_default()
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.push(GameInput::MoveBack);
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map.entry(settings.game_buttons.move_right)
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.or_default()
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.push(GameInput::MoveRight);
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map.entry(settings.game_buttons.jump)
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.or_default()
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.push(GameInput::Jump);
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map.entry(settings.game_buttons.sit)
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.or_default()
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.push(GameInput::Sit);
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map.entry(settings.game_buttons.glide)
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.or_default()
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.push(GameInput::Glide);
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map.entry(settings.game_buttons.climb)
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.or_default()
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.push(GameInput::Climb);
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map.entry(settings.game_buttons.climb_down)
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.or_default()
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.push(GameInput::ClimbDown);
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2020-04-08 23:23:51 +00:00
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/*map.entry(settings.game_buttons.wall_leap)
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.or_default()
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.push(GameInput::WallLeap);*/
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2020-05-04 15:15:31 +00:00
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map.entry(settings.game_buttons.toggle_lantern)
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.or_default()
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.push(GameInput::ToggleLantern);
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2020-03-10 21:00:13 +00:00
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map.entry(settings.game_buttons.mount)
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.or_default()
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.push(GameInput::Mount);
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map.entry(settings.game_buttons.map)
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.or_default()
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.push(GameInput::Map);
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map.entry(settings.game_buttons.bag)
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.or_default()
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.push(GameInput::Bag);
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map.entry(settings.game_buttons.social)
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.or_default()
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.push(GameInput::Social);
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map.entry(settings.game_buttons.spellbook)
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.or_default()
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.push(GameInput::Spellbook);
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map.entry(settings.game_buttons.settings)
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.or_default()
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.push(GameInput::Settings);
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map.entry(settings.game_buttons.help)
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.or_default()
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.push(GameInput::Help);
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map.entry(settings.game_buttons.toggle_interface)
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.or_default()
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.push(GameInput::ToggleInterface);
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map.entry(settings.game_buttons.toggle_debug)
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.or_default()
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.push(GameInput::ToggleDebug);
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map.entry(settings.game_buttons.fullscreen)
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.or_default()
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.push(GameInput::Fullscreen);
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map.entry(settings.game_buttons.screenshot)
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.or_default()
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.push(GameInput::Screenshot);
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map.entry(settings.game_buttons.toggle_ingame_ui)
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.or_default()
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.push(GameInput::ToggleIngameUi);
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map.entry(settings.game_buttons.roll)
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.or_default()
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.push(GameInput::Roll);
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map.entry(settings.game_buttons.respawn)
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.or_default()
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.push(GameInput::Respawn);
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map.entry(settings.game_buttons.interact)
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.or_default()
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.push(GameInput::Interact);
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map.entry(settings.game_buttons.toggle_wield)
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.or_default()
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.push(GameInput::ToggleWield);
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2020-03-21 17:26:38 +00:00
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map.entry(settings.game_buttons.swap_loadout)
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.or_default()
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.push(GameInput::SwapLoadout);
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2020-04-08 23:23:51 +00:00
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/*map.entry(settings.game_buttons.charge)
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.or_default()
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.push(GameInput::Charge);*/
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2020-03-10 21:00:13 +00:00
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map
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},
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menu_button_map: {
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let mut map: HashMap<_, Vec<_>> = HashMap::new();
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map.entry(settings.menu_buttons.up)
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.or_default()
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.push(MenuInput::Up);
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map.entry(settings.menu_buttons.down)
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.or_default()
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.push(MenuInput::Down);
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map.entry(settings.menu_buttons.left)
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.or_default()
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.push(MenuInput::Left);
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map.entry(settings.menu_buttons.right)
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.or_default()
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.push(MenuInput::Right);
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map.entry(settings.menu_buttons.scroll_up)
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.or_default()
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.push(MenuInput::ScrollUp);
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map.entry(settings.menu_buttons.scroll_down)
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.or_default()
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.push(MenuInput::ScrollDown);
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map.entry(settings.menu_buttons.scroll_left)
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.or_default()
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.push(MenuInput::ScrollLeft);
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map.entry(settings.menu_buttons.scroll_right)
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.or_default()
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.push(MenuInput::ScrollRight);
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map.entry(settings.menu_buttons.home)
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.or_default()
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.push(MenuInput::Home);
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map.entry(settings.menu_buttons.end)
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.or_default()
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.push(MenuInput::End);
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map.entry(settings.menu_buttons.apply)
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.or_default()
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.push(MenuInput::Apply);
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map.entry(settings.menu_buttons.back)
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.or_default()
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.push(MenuInput::Back);
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map.entry(settings.menu_buttons.exit)
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.or_default()
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.push(MenuInput::Exit);
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map
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},
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game_analog_button_map: HashMap::new(),
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menu_analog_button_map: HashMap::new(),
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game_axis_map: {
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let mut map: HashMap<_, Vec<_>> = HashMap::new();
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map.entry(settings.game_axis.movement_x)
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.or_default()
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.push(AxisGameAction::MovementX);
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map.entry(settings.game_axis.movement_y)
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.or_default()
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.push(AxisGameAction::MovementY);
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map.entry(settings.game_axis.camera_x)
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.or_default()
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.push(AxisGameAction::CameraX);
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map.entry(settings.game_axis.camera_y)
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.or_default()
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.push(AxisGameAction::CameraY);
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map
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},
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menu_axis_map: {
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let mut map: HashMap<_, Vec<_>> = HashMap::new();
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map.entry(settings.menu_axis.move_x)
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.or_default()
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.push(AxisMenuAction::MoveX);
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map.entry(settings.menu_axis.move_y)
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.or_default()
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.push(AxisMenuAction::MoveY);
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map.entry(settings.menu_axis.scroll_x)
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.or_default()
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.push(AxisMenuAction::ScrollX);
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map.entry(settings.menu_axis.scroll_y)
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.or_default()
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.push(AxisMenuAction::ScrollY);
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map
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},
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pan_sensitivity: settings.pan_sensitivity,
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axis_deadzones: settings.axis_deadzones.clone(),
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button_deadzones: settings.button_deadzones.clone(),
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mouse_emulation_sensitivity: settings.mouse_emulation_sensitivity,
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inverted_axes: settings.inverted_axes.clone(),
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}
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}
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}
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/// All the menu actions you can bind to an Axis
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum AxisMenuAction {
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MoveX,
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MoveY,
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ScrollX,
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ScrollY,
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}
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/// All the game actions you can bind to an Axis
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum AxisGameAction {
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MovementX,
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MovementY,
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CameraX,
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CameraY,
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}
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/// All the menu actions you can bind to an analog button
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum AnalogButtonMenuAction {}
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/// All the game actions you can bind to an analog button
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum AnalogButtonGameAction {}
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/// Button::Simple(GilButton::Unknown) is invalid and equal to mapping an action
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/// to nothing
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum Button {
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Simple(GilButton),
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EventCode(u32),
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}
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2020-11-11 17:37:26 +00:00
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impl Default for Button {
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fn default() -> Self { Button::Simple(GilButton::Unknown) }
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}
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2020-03-10 21:00:13 +00:00
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/// AnalogButton::Simple(GilButton::Unknown) is invalid and equal to mapping an
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/// action to nothing
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum AnalogButton {
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Simple(GilButton),
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EventCode(u32),
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}
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2020-11-11 17:37:26 +00:00
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impl Default for AnalogButton {
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fn default() -> Self { AnalogButton::Simple(GilButton::Unknown) }
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}
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2020-03-10 21:00:13 +00:00
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/// Axis::Simple(GilAxis::Unknown) is invalid and equal to mapping an action to
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/// nothing
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Deserialize, Serialize)]
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pub enum Axis {
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Simple(GilAxis),
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EventCode(u32),
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}
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2020-11-11 17:37:26 +00:00
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impl Default for Axis {
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fn default() -> Self { Axis::Simple(GilAxis::Unknown) }
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}
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2020-03-10 21:00:13 +00:00
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impl From<(GilAxis, GilCode)> for Axis {
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fn from((axis, code): (GilAxis, GilCode)) -> Self {
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match axis {
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GilAxis::Unknown => Self::EventCode(code.into_u32()),
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_ => Self::Simple(axis),
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}
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}
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}
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impl From<(GilButton, GilCode)> for Button {
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fn from((button, code): (GilButton, GilCode)) -> Self {
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match button {
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GilButton::Unknown => Self::EventCode(code.into_u32()),
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_ => Self::Simple(button),
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}
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}
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}
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impl From<(GilButton, GilCode)> for AnalogButton {
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fn from((button, code): (GilButton, GilCode)) -> Self {
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match button {
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GilButton::Unknown => Self::EventCode(code.into_u32()),
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_ => Self::Simple(button),
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}
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}
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}
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