core: Introduce gamepad button mapping support
This commit is contained in:
parent
9bc6700531
commit
0cea5a0a9e
|
@ -30,6 +30,12 @@ pub enum PlayerEvent {
|
|||
MouseWheel {
|
||||
delta: MouseWheelDelta,
|
||||
},
|
||||
GamepadButtonDown {
|
||||
button: GamepadButton,
|
||||
},
|
||||
GamepadButtonUp {
|
||||
button: GamepadButton,
|
||||
},
|
||||
TextInput {
|
||||
codepoint: char,
|
||||
},
|
||||
|
@ -381,6 +387,7 @@ impl TextControlCode {
|
|||
}
|
||||
|
||||
/// Flash virtual keycode.
|
||||
#[cfg_attr(feature = "clap", derive(clap::ValueEnum))]
|
||||
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, FromPrimitive)]
|
||||
pub enum KeyCode {
|
||||
Unknown = 0,
|
||||
|
@ -674,3 +681,22 @@ pub fn key_code_to_button_key_code(key_code: KeyCode) -> Option<ButtonKeyCode> {
|
|||
};
|
||||
Some(out)
|
||||
}
|
||||
|
||||
#[cfg_attr(feature = "clap", derive(clap::ValueEnum))]
|
||||
#[derive(Debug, PartialEq, Eq, Copy, Clone, Hash)]
|
||||
pub enum GamepadButton {
|
||||
South,
|
||||
East,
|
||||
North,
|
||||
West,
|
||||
LeftTrigger,
|
||||
LeftTrigger2,
|
||||
RightTrigger,
|
||||
RightTrigger2,
|
||||
Select,
|
||||
Start,
|
||||
DPadUp,
|
||||
DPadDown,
|
||||
DPadLeft,
|
||||
DPadRight,
|
||||
}
|
||||
|
|
|
@ -29,6 +29,7 @@ use crate::display_object::{
|
|||
EditText, InteractiveObject, Stage, StageAlign, StageDisplayState, StageScaleMode,
|
||||
TInteractiveObject, WindowMode,
|
||||
};
|
||||
use crate::events::GamepadButton;
|
||||
use crate::events::{ButtonKeyCode, ClipEvent, ClipEventResult, KeyCode, MouseButton, PlayerEvent};
|
||||
use crate::external::{ExternalInterface, ExternalInterfaceProvider, NullFsCommandProvider};
|
||||
use crate::external::{FsCommandProvider, Value as ExternalValue};
|
||||
|
@ -356,6 +357,9 @@ pub struct Player {
|
|||
/// Any compatibility rules to apply for this movie.
|
||||
compatibility_rules: CompatibilityRules,
|
||||
|
||||
/// A map from gamepad buttons to key codes.
|
||||
gamepad_button_mapping: HashMap<GamepadButton, KeyCode>,
|
||||
|
||||
/// Debug UI windows
|
||||
#[cfg(feature = "egui")]
|
||||
debug_ui: Rc<RefCell<crate::debug_ui::DebugUi>>,
|
||||
|
@ -842,6 +846,7 @@ impl Player {
|
|||
/// Event handling is a complicated affair, involving several different
|
||||
/// concerns that need to resolve with specific priority.
|
||||
///
|
||||
/// 0. Transform gamepad button events into key events.
|
||||
/// 1. (In `avm_debug` builds)
|
||||
/// If Ctrl-Alt-V is pressed, dump all AVM1 variables in the player.
|
||||
/// If Ctrl-Alt-D is pressed, toggle debug output for AVM1 and AVM2.
|
||||
|
@ -861,6 +866,33 @@ impl Player {
|
|||
/// 8. Mouse state is updated. This triggers button rollovers, which are a
|
||||
/// second wave of event processing.
|
||||
pub fn handle_event(&mut self, event: PlayerEvent) {
|
||||
// Optionally transform gamepad button events into key events.
|
||||
let event = match event {
|
||||
PlayerEvent::GamepadButtonDown { button } => {
|
||||
if let Some(key_code) = self.gamepad_button_mapping.get(&button) {
|
||||
PlayerEvent::KeyDown {
|
||||
key_code: *key_code,
|
||||
key_char: None,
|
||||
}
|
||||
} else {
|
||||
// Just ignore this event.
|
||||
return;
|
||||
}
|
||||
}
|
||||
PlayerEvent::GamepadButtonUp { button } => {
|
||||
if let Some(key_code) = self.gamepad_button_mapping.get(&button) {
|
||||
PlayerEvent::KeyUp {
|
||||
key_code: *key_code,
|
||||
key_char: None,
|
||||
}
|
||||
} else {
|
||||
// Just ignore this event.
|
||||
return;
|
||||
}
|
||||
}
|
||||
_ => event,
|
||||
};
|
||||
|
||||
let prev_is_mouse_down = self.input.is_mouse_down();
|
||||
self.input.handle_event(&event);
|
||||
let is_mouse_button_changed = self.input.is_mouse_down() != prev_is_mouse_down;
|
||||
|
@ -2113,6 +2145,7 @@ pub struct PlayerBuilder {
|
|||
load_behavior: LoadBehavior,
|
||||
spoofed_url: Option<String>,
|
||||
compatibility_rules: CompatibilityRules,
|
||||
gamepad_button_mapping: HashMap<GamepadButton, KeyCode>,
|
||||
player_version: Option<u8>,
|
||||
player_runtime: PlayerRuntime,
|
||||
quality: StageQuality,
|
||||
|
@ -2163,6 +2196,7 @@ impl PlayerBuilder {
|
|||
load_behavior: LoadBehavior::Streaming,
|
||||
spoofed_url: None,
|
||||
compatibility_rules: CompatibilityRules::default(),
|
||||
gamepad_button_mapping: HashMap::new(),
|
||||
player_version: None,
|
||||
player_runtime: PlayerRuntime::default(),
|
||||
quality: StageQuality::High,
|
||||
|
@ -2362,6 +2396,11 @@ impl PlayerBuilder {
|
|||
self
|
||||
}
|
||||
|
||||
pub fn with_gamepad_button_mapping(mut self, mapping: HashMap<GamepadButton, KeyCode>) -> Self {
|
||||
self.gamepad_button_mapping = mapping;
|
||||
self
|
||||
}
|
||||
|
||||
#[cfg(feature = "known_stubs")]
|
||||
/// Sets the output path for the stub report. When set, the player
|
||||
/// will write the report to this path and exit the process.
|
||||
|
@ -2507,6 +2546,7 @@ impl PlayerBuilder {
|
|||
load_behavior: self.load_behavior,
|
||||
spoofed_url: self.spoofed_url.clone(),
|
||||
compatibility_rules: self.compatibility_rules.clone(),
|
||||
gamepad_button_mapping: self.gamepad_button_mapping,
|
||||
stub_tracker: StubCollection::new(),
|
||||
#[cfg(feature = "egui")]
|
||||
debug_ui: Default::default(),
|
||||
|
|
Loading…
Reference in New Issue