mkxp-z/macos/views/SettingsMenuController.mm

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//
// SettingsMenuController.m
// mkxp-z
//
// Created by ゾロアーク on 1/15/21.
//
// This is a pretty rudimentary keybinding menu, and it replaces the normal one
// for macOS. The normal one basically just doesn't seem to work with ANGLE,
// so I cooked this one up in a hurry despite knowing next to zero about Xcode's
// interface builder in general.
// Yes, it is still a mess, but it is working.
#import <GameController/GameController.h>
#import <SDL_scancode.h>
#import <SDL_keyboard.h>
#import <SDL_video.h>
#import "sdl_codes.h"
#import "SettingsMenuController.h"
#import "input/input.h"
#import "input/keybindings.h"
#import "eventthread.h"
#import "sharedstate.h"
#import "config.h"
#import "assert.h"
static const int inputMapRowToCode[] {
Input::Down, Input::Left, Input::Right, Input::Up,
Input::A, Input:: B, Input::C, Input::X, Input::Y, Input::Z,
Input::L, Input::R
};
typedef NSMutableArray<NSNumber*> BindingIndexArray;
@implementation SettingsMenu {
__weak IBOutlet NSWindow *_window;
__weak IBOutlet NSTableView *_table;
__weak IBOutlet NSBox *bindingBox;
// Binding buttons
__weak IBOutlet NSButton *bindingButton1;
__weak IBOutlet NSButton *bindingButton2;
__weak IBOutlet NSButton *bindingButton3;
__weak IBOutlet NSButton *bindingButton4;
// For keeping track of which buttons to check for
int sysver;
// MKXP Keybindings
BDescVec *binds;
int currentButtonCode;
// Whether currently waiting for some kind of input
bool isListening;
// For the current binding selection when the table is
// reloaded from deleting/adding keybinds
bool keepCurrentButtonSelection;
NSMutableDictionary<NSNumber*, BindingIndexArray*> *nsbinds;
NSMutableDictionary<NSNumber*, NSString*> *bindingNames;
}
+(SettingsMenu*)openWindow {
SettingsMenu *s = [[SettingsMenu alloc] initWithNibName:@"settingsmenu" bundle:NSBundle.mainBundle];
// Show the window as a sheet, window events will be sucked up by SDL though
//[NSApplication.sharedApplication.mainWindow beginSheet:s.view.window completionHandler:^(NSModalResponse _){}];
// Show the view in a new window instead, so key and controller events
// can be captured without SDL's interference
NSWindow *win = [NSWindow windowWithContentViewController:s];
win.styleMask &= ~NSWindowStyleMaskResizable;
win.styleMask &= ~NSWindowStyleMaskFullScreen;
win.styleMask &= NSWindowStyleMaskTitled;
win.title = @"Keybindings";
[s setWindow:win];
[win makeKeyAndOrderFront:self];
return s;
}
-(SettingsMenu*)raise {
if (_window)
[_window makeKeyAndOrderFront:self];
return self;
}
-(void)closeWindow {
[self setNotListening:true];
[_window close];
}
-(SettingsMenu*)setWindow:(NSWindow*)window {
_window = window;
return self;
}
- (IBAction)acceptButton:(NSButton *)sender {
shState->rtData().bindingUpdateMsg.post(*binds);
storeBindings(*binds, shState->config());
[self closeWindow];
}
- (IBAction)cancelButton:(NSButton *)sender {
[self closeWindow];
}
- (IBAction)resetBindings:(NSButton *)sender {
binds->clear();
BDescVec tmp = genDefaultBindings(shState->config());
binds->assign(tmp.begin(), tmp.end());
[self setNotListening:false];
}
- (void)viewDidLoad {
[super viewDidLoad];
sysver = 12;
if (@available(macOS 10.14, *)) sysver += 2;
if (@available(macOS 10.15, *)) sysver++;
if (@available(macOS 11.0, *)) sysver++;
isListening = false;
keepCurrentButtonSelection = false;
[self initDelegateWithTable:_table];
_table.delegate = self;
_table.dataSource = self;
[self setNotListening:true];
_table.enabled = true;
bindingBox.title = @"";
[self setButtonNames:0];
}
- (void)keyDown:(NSEvent *)event {
[super keyDown:event];
if (!isListening) return;
BindingDesc d;
d.target = (Input::ButtonCode)currentButtonCode;
SourceDesc s;
s.type = Key;
s.d.scan = darwin_scancode_table[event.keyCode];
d.src = s;
binds->push_back(d);
[self setNotListening:true];
}
#define checkButtonStart if (0) {}
#define checkButtonEnd else { return; }
#define checkButtonElement(e, b, n, min) \
else if (sysver >= min && element == gamepad.e && gamepad.b.isPressed) { \
s.type = CButton; \
s.d.cb = n; \
}
#define checkButtonAlt(b, n, min) checkButtonElement(b, b, n, min)
#define checkButton(b, n, min) checkButtonAlt(button##b, n, min)
#define setAxisData(a, n) \
GCControllerAxisInput *axis = gamepad.a; \
s.type = CAxis; \
s.d.ca.axis = n; \
s.d.ca.dir = (axis.value >= 0) ? AxisDir::Positive : AxisDir::Negative;
#define checkAxis(el, a, n) else if (element == gamepad.el && (gamepad.el.a.value >= 0.5 || gamepad.el.a.value <= -0.5)) { setAxisData(el.a, n); }
- (void)registerJoystickAction:(GCExtendedGamepad*)gamepad element:(GCControllerElement*)element {
if (!isListening) return;
BindingDesc d;
d.target = (Input::ButtonCode)currentButtonCode;
SourceDesc s;
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunguarded-availability-new"
checkButtonStart
checkButton(A, SDL_CONTROLLER_BUTTON_A, 12)
checkButton(B, SDL_CONTROLLER_BUTTON_B, 12)
checkButton(X, SDL_CONTROLLER_BUTTON_X, 12)
checkButton(Y, SDL_CONTROLLER_BUTTON_Y, 12)
checkButtonElement(dpad, dpad.up, SDL_CONTROLLER_BUTTON_DPAD_UP, 12)
checkButtonElement(dpad, dpad.down, SDL_CONTROLLER_BUTTON_DPAD_DOWN, 12)
checkButtonElement(dpad, dpad.left, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 12)
checkButtonElement(dpad, dpad.right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 12)
checkButtonAlt(leftShoulder, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 12)
checkButtonAlt(rightShoulder, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 12)
// Requires macOS 10.14.1+
checkButtonAlt(leftThumbstickButton, SDL_CONTROLLER_BUTTON_LEFTSTICK, 14)
checkButtonAlt(rightThumbstickButton, SDL_CONTROLLER_BUTTON_RIGHTSTICK, 14)
// Requires macOS 10.15+
checkButton(Menu, SDL_CONTROLLER_BUTTON_START, 15)
checkButton(Options, SDL_CONTROLLER_BUTTON_BACK, 15)
// Requires macOS 11.0+
checkButton(Home, SDL_CONTROLLER_BUTTON_GUIDE, 16)
checkAxis(leftThumbstick, xAxis, SDL_CONTROLLER_AXIS_LEFTX)
checkAxis(leftThumbstick, yAxis, SDL_CONTROLLER_AXIS_LEFTY)
checkAxis(rightThumbstick, xAxis, SDL_CONTROLLER_AXIS_RIGHTX)
checkAxis(rightThumbstick, yAxis, SDL_CONTROLLER_AXIS_RIGHTY)
else if (element == gamepad.leftTrigger && (gamepad.leftTrigger.value >= 0.5 || gamepad.leftTrigger.value <= -0.5)) {
s.type = CAxis;
s.d.ca.axis = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
s.d.ca.dir = AxisDir::Positive;
}
else if (element == gamepad.rightTrigger && (gamepad.rightTrigger.value >= 0.5 || gamepad.rightTrigger.value <= -0.5)) {
s.type = CAxis;
s.d.ca.axis = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
s.d.ca.dir = AxisDir::Positive;
}
checkButtonEnd;
#pragma clang diagnostic pop
d.src = s;
binds->push_back(d);
[self setNotListening:true];
}
+(NSString*)nameForBinding:(SourceDesc&)desc {
switch (desc.type) {
case Key:
if (desc.d.scan == SDL_SCANCODE_LSHIFT) return @"Shift";
return @(SDL_GetScancodeName(desc.d.scan));
case CAxis:
return [NSString stringWithFormat:@"%s%s",
shState->input().getAxisName(desc.d.ca.axis), desc.d.ca.dir == Negative ? "-" : "+"];
case CButton:
return @(shState->input().getButtonName(desc.d.cb));
default:
return @"Invalid";
}
}
-(id)initDelegateWithTable:(NSTableView*)tbl {
binds = new BDescVec;
nsbinds = [NSMutableDictionary new];
bindingNames = [NSMutableDictionary new];
RGSSThreadData &data = shState->rtData();
#define SET_BINDING(code) bindingNames[@(Input::code)] = @(#code)
#define SET_BINDING_CUSTOM(code, value) bindingNames[@(Input::code)] = @(value)
SET_BINDING(Down);
SET_BINDING(Left);
SET_BINDING(Right);
SET_BINDING(Up);
SET_BINDING(A);
SET_BINDING(B);
SET_BINDING(C);
SET_BINDING(X);
SET_BINDING(Y);
SET_BINDING(Z);
SET_BINDING(L);
SET_BINDING(R);
#define SET_BINDING_CONF(code, value) \
if (!data.config.kbActionNames.value.empty()) bindingNames[@(Input::code)] = \
@(data.config.kbActionNames.value.c_str())
SET_BINDING_CONF(A,a);
SET_BINDING_CONF(B,b);
SET_BINDING_CONF(C,c);
SET_BINDING_CONF(X,x);
SET_BINDING_CONF(Y,y);
SET_BINDING_CONF(Z,z);
SET_BINDING_CONF(L,l);
SET_BINDING_CONF(R,r);
BDescVec oldBinds;
data.bindingUpdateMsg.get(oldBinds);
if (oldBinds.size() <= 0) {
BDescVec defaults = genDefaultBindings(data.config);
binds->assign(defaults.begin(), defaults.end());
}
else {
binds->assign(oldBinds.begin(), oldBinds.end());
}
[self loadBinds];
[self enableButtons:false];
return self;
}
- (void) loadBinds {
[nsbinds removeAllObjects];
for (int i = 0; i < sizeof(inputMapRowToCode) / sizeof(Input::ButtonCode); i++)
nsbinds[@(inputMapRowToCode[i])] = [NSMutableArray new];
for (int i = 0; i < binds->size(); i++) {
NSNumber *key = @(binds->at(i).target);
if (nsbinds[key] == nil) {
nsbinds[key] = [NSMutableArray new];
}
NSMutableArray *b = nsbinds[key];
[b addObject:@(i)];
}
}
- (NSInteger)numberOfRowsInTableView:(NSTableView *)tableView {
return nsbinds.count;
}
- (NSView *)tableView:(NSTableView *)tableView viewForTableColumn:(NSTableColumn *)tableColumn row:(NSInteger)row {
NSString *tableID = tableColumn.identifier;
int buttonCode = inputMapRowToCode[row];
NSTableCellView *cell = [tableView makeViewWithIdentifier:tableID owner:self];
if ([tableID isEqualToString:@"action"]) {
cell.textField.stringValue = bindingNames[@(inputMapRowToCode[row])];
cell.textField.font = [NSFont boldSystemFontOfSize:cell.textField.font.pointSize];
return cell;
}
long col = tableID.integerValue;
if (nsbinds[@(buttonCode)].count < col) {
cell.textField.stringValue = @"";
return cell;
}
NSNumber *d = nsbinds[@(buttonCode)][col-1];
BindingDesc &bind = binds->at(d.intValue);
cell.textField.stringValue = [SettingsMenu nameForBinding:bind.src];
return cell;
}
- (id)tableView:(NSTableView *)tableView objectValueForTableColumn:(NSTableColumn *)tableColumn row:(NSInteger)row {
NSString *tableID = tableColumn.identifier;
int buttonCode = inputMapRowToCode[row];
if ([tableID isEqualToString:@"action"]) {
return @(buttonCode);
}
long col = tableID.integerValue;
if (nsbinds[@(buttonCode)].count < col) {
return 0;
}
NSNumber *d = nsbinds[@(buttonCode)][col-1];
BindingDesc &bind = binds->at(d.intValue);
return @(bind.src.d.scan);
}
- (void)tableViewSelectionDidChange:(NSNotification *)notification {
if (isListening)
isListening = false;
if (keepCurrentButtonSelection) {
if (keepCurrentButtonSelection) keepCurrentButtonSelection = false;
[_table deselectRow:_table.selectedRow];
[self setButtonNames:currentButtonCode];
bindingBox.title = bindingNames[@(currentButtonCode)];
return;
}
if (_table.selectedRow > -1) {
int buttonCode = inputMapRowToCode[_table.selectedRow];
currentButtonCode = buttonCode;
[self setButtonNames:buttonCode];
bindingBox.title = bindingNames[@(currentButtonCode)];
}
else {
[self setButtonNames:0];
bindingBox.title = @"";
}
}
- (int)setButtonNames:(int)input {
if (!input) {
bindingButton1.title = @"";
bindingButton2.title = bindingButton1.title;
bindingButton3.title = bindingButton1.title;
bindingButton4.title = bindingButton1.title;
[self enableButtons:false];
return 0;
}
BindingIndexArray *nsbind = nsbinds[@(input)];
NSMutableArray<NSString*> *pnames = [NSMutableArray new];
for (int i = 0; i < 4; i++) {
if (!nsbind.count || i > nsbind.count - 1) {
[pnames addObject:@"(Empty)"];
}
else {
BindingDesc &b = binds->at(nsbind[i].intValue);
NSString *bindingName = [SettingsMenu nameForBinding:b.src];
[pnames addObject:bindingName];
}
}
bindingButton1.title = pnames[0];
bindingButton2.title = pnames[1];
bindingButton3.title = pnames[2];
bindingButton4.title = pnames[3];
[self enableButtons:true];
return (int)pnames.count;
}
- (void)enableButtons:(bool)defaultSetting {
BindingIndexArray *currentBind = nsbinds[@(currentButtonCode)];
bindingButton1.enabled = defaultSetting;
bindingButton2.enabled = defaultSetting && currentBind.count > 0;
bindingButton3.enabled = defaultSetting && currentBind.count > 1;
bindingButton4.enabled = defaultSetting && currentBind.count > 2;
}
- (IBAction)binding1Clicked:(NSButton *)sender {
if (nsbinds[@(currentButtonCode)].count > 0) {
[self removeBinding:0 forInput:currentButtonCode];
return;
}
[self setListening:sender];
}
- (IBAction)binding2Clicked:(NSButton *)sender {
if (nsbinds[@(currentButtonCode)].count > 1) {
[self removeBinding:1 forInput:currentButtonCode];
return;
}
[self setListening:sender];
}
- (IBAction)binding3Clicked:(NSButton *)sender {
if (nsbinds[@(currentButtonCode)].count > 2) {
[self removeBinding:2 forInput:currentButtonCode];
return;
}
[self setListening:sender];
}
- (IBAction)binding4Clicked:(NSButton *)sender {
if (nsbinds[@(currentButtonCode)].count > 3) {
[self removeBinding:3 forInput:currentButtonCode];
return;
}
[self setListening:sender];
}
- (void)removeBinding:(int)bindIndex forInput:(int)input {
NSMutableArray<NSNumber*> *bind = nsbinds[@(input)];
int bi = bind[bindIndex].intValue;
binds->erase(binds->begin() + bi);
[self setNotListening:true];
}
- (void)setListening:(NSButton*)src {
if (isListening) {
[self setNotListening:true];
return;
}
// Stops receiving keyDown events if it's disabled, apparently
//_table.enabled = false;
[self enableButtons:false];
if (src == nil) return;
src.title = @"Click to Cancel...";
src.enabled = true;
isListening = true;
NSArray<GCController*>* controllers = [GCController controllers];
if (controllers.count <= 0) return;
GCController *gamepad = controllers[0];
if (gamepad.extendedGamepad == nil || gamepad.extendedGamepad.valueChangedHandler != nil) return;
gamepad.extendedGamepad.valueChangedHandler = ^(GCExtendedGamepad *gamepad, GCControllerElement *element)
{[self registerJoystickAction:gamepad element:element];};
}
- (void)setNotListening:(bool)keepCurrentSelection {
[self loadBinds];
keepCurrentButtonSelection = keepCurrentSelection;
isListening = false;
[_table reloadData];
[self setButtonNames:currentButtonCode];
}
-(void)dealloc {
delete binds;
}
@end