spicetools/overlay/windows/iopanel_gfdm.cpp

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2024-08-28 15:10:34 +00:00
#include "iopanel_gfdm.h"
#include "avs/game.h"
#include "games/io.h"
#include "games/gitadora/gitadora.h"
#include "games/gitadora/io.h"
#include "misc/eamuse.h"
#include "util/logging.h"
namespace overlay::windows {
GitadoraIOPanel::GitadoraIOPanel(SpiceOverlay *overlay) : IOPanel(overlay) {
this->title = "GITADORA IO Panel";
// by default, make a safer assumption that there are two players
this->two_players = true;
// by default, enable the extra input only available on DX cabs...
this->has_guitar_knobs = true;
// drummania can only have one player, no guitar knobs
if (avs::game::is_model({ "J32", "K32", "L32" }) ||
(avs::game::is_model("M32") && avs::game::SPEC[0] == 'B')) {
this->two_players = false;
this->has_guitar_knobs = false;
}
// and cab type 3 (white cab) only has one guitar
if (games::gitadora::CAB_TYPE.has_value() && games::gitadora::CAB_TYPE == 3) {
this->two_players = false;
}
// disable guitar knobs on known non-DX cabs
if (games::gitadora::CAB_TYPE.has_value() &&
(games::gitadora::CAB_TYPE == 2 || games::gitadora::CAB_TYPE == 3)) {
this->has_guitar_knobs = false;
}
find_gfdm_buttons();
}
void GitadoraIOPanel::find_gfdm_buttons() {
const auto buttons = games::get_buttons(eamuse_get_game());
const auto lights = games::get_lights(eamuse_get_game());
// device emulation treats drum controls to be the same as guitar 1p
this->start[0] = &(*buttons)[games::gitadora::Buttons::GuitarP1Start];
this->help[0] = &(*buttons)[games::gitadora::Buttons::GuitarP1Help];
this->up[0] = &(*buttons)[games::gitadora::Buttons::GuitarP1Up];
this->down[0] = &(*buttons)[games::gitadora::Buttons::GuitarP1Down];
this->left[0] = &(*buttons)[games::gitadora::Buttons::GuitarP1Left];
this->right[0] = &(*buttons)[games::gitadora::Buttons::GuitarP1Right];
this->start_light[0] = &(*lights)[games::gitadora::Lights::P1MenuStart];
this->help_light[0] = &(*lights)[games::gitadora::Lights::P1MenuHelp];
this->updown_light[0] = &(*lights)[games::gitadora::Lights::P1MenuUpDown];
this->leftright_light[0] = &(*lights)[games::gitadora::Lights::P1MenuLeftRight];
this->start[1] = &(*buttons)[games::gitadora::Buttons::GuitarP2Start];
this->help[1] = &(*buttons)[games::gitadora::Buttons::GuitarP2Help];
this->up[1] = &(*buttons)[games::gitadora::Buttons::GuitarP2Up];
this->down[1] = &(*buttons)[games::gitadora::Buttons::GuitarP2Down];
this->left[1] = &(*buttons)[games::gitadora::Buttons::GuitarP2Left];
this->right[1] = &(*buttons)[games::gitadora::Buttons::GuitarP2Right];
this->start_light[1] = &(*lights)[games::gitadora::Lights::P2MenuStart];
this->help_light[1] = &(*lights)[games::gitadora::Lights::P2MenuHelp];
this->updown_light[1] = &(*lights)[games::gitadora::Lights::P2MenuUpDown];
this->leftright_light[1] = &(*lights)[games::gitadora::Lights::P2MenuLeftRight];
}
void GitadoraIOPanel::build_io_panel() {
ImGui::Dummy(ImVec2(12, 0));
ImGui::SameLine();
this->draw_buttons(0);
if (this->has_guitar_knobs) {
ImGui::SameLine();
this->draw_sliders(0);
}
// draw p2 only if guitar freaks
if (this->two_players) {
ImGui::SameLine();
ImGui::Dummy(ImVec2(12, 0));
ImGui::SameLine();
this->draw_buttons(1);
if (this->has_guitar_knobs) {
ImGui::SameLine();
this->draw_sliders(1);
}
}
}
void GitadoraIOPanel::draw_buttons(const int p) {
// 2x2
const ImVec2 start_button_size(
ImGui::GetFrameHeightWithSpacing() + ImGui::GetFrameHeight(),
ImGui::GetFrameHeightWithSpacing() + ImGui::GetFrameHeight()
);
// 2x1
const ImVec2 updown_size(start_button_size.x, ImGui::GetFrameHeight());
// 1x2
const ImVec2 leftright_size(ImGui::GetFrameHeight(), start_button_size.y);
// 1x1
const ImVec2 tiny_size(ImGui::GetFrameHeight(), ImGui::GetFrameHeight());
ImGui::BeginGroup();
{
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + ImGui::GetFrameHeightWithSpacing());
this->build_button("<", leftright_size, this->left[p], nullptr, this->leftright_light[p]);
}
ImGui::EndGroup();
ImGui::SameLine(0, ImGui::GetStyle().ItemSpacing.y);
ImGui::BeginGroup();
{
this->build_button("^", updown_size, this->up[p], nullptr, this->updown_light[p]);
const char *label;
if (this->two_players) {
if (p == 0) {
label = " 1 P\nStart";
} else {
label = " 2 P\nStart";
}
} else {
label = "Start";
}
this->build_button(label, start_button_size, this->start[p], nullptr, this->start_light[p]);
this->build_button("v", updown_size, this->down[p], nullptr, this->updown_light[p]);
}
ImGui::EndGroup();
ImGui::SameLine(0, ImGui::GetStyle().ItemSpacing.y);
ImGui::BeginGroup();
{
this->build_button("?", tiny_size, this->help[p], nullptr, this->help_light[p]);
this->build_button(">", leftright_size, this->right[p], nullptr, this->leftright_light[p]);
}
ImGui::EndGroup();
}
void GitadoraIOPanel::draw_sliders(const int p) {
const auto index =
(p == 0) ?
games::gitadora::Analogs::GuitarP1Knob :
games::gitadora::Analogs::GuitarP2Knob;
const ImVec2 slider_size(32, get_suggested_height());
// get analog
const auto analogs = games::get_analogs(eamuse_get_game());
auto &analog = (*analogs)[index];
// vertical slider
auto new_state = analog.override_enabled ? analog.override_state
: GameAPI::Analogs::getState(RI_MGR, analog);
ImGui::PushID(index);
ImGui::VSliderFloat(
"##v",
slider_size,
&new_state,
0.f, 1.f,
"Knob",
ImGuiSliderFlags_AlwaysClamp);
ImGui::PopID();
if (new_state != analog.override_state) {
analog.override_state = new_state;
analog.override_enabled = true;
}
}
}