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