winamp/src/frontend-common/input_overlay_ui.cpp
2021-04-04 04:08:42 +10:00

118 lines
3.3 KiB
C++

#include "input_overlay_ui.h"
#include "common_host_interface.h"
#include "core/pad.h"
#include "core/settings.h"
#include "core/system.h"
#include "fullscreen_ui.h"
#include "imgui_fullscreen.h"
static CommonHostInterface* GetHostInterface()
{
return static_cast<CommonHostInterface*>(g_host_interface);
}
namespace FrontendCommon {
InputOverlayUI::InputOverlayUI() = default;
InputOverlayUI::~InputOverlayUI() = default;
void InputOverlayUI::Draw()
{
UpdateNames();
if (m_active_ports == 0)
return;
ImFont* font;
float margin, spacing, shadow_offset;
if (GetHostInterface()->IsFullscreenUIEnabled())
{
font = ImGuiFullscreen::g_large_font;
margin = ImGuiFullscreen::LayoutScale(10.0f);
spacing = ImGuiFullscreen::LayoutScale(5.0f);
shadow_offset = ImGuiFullscreen::LayoutScale(1.0f);
}
else
{
font = ImGui::GetFont();
margin = ImGuiFullscreen::DPIScale(10.0f);
spacing = ImGuiFullscreen::DPIScale(5.0f);
shadow_offset = ImGuiFullscreen::DPIScale(1.0f);
}
static constexpr u32 text_color = IM_COL32(0xff, 0xff, 0xff, 255);
static constexpr u32 shadow_color = IM_COL32(0x00, 0x00, 0x00, 100);
const ImVec2& display_size = ImGui::GetIO().DisplaySize;
ImDrawList* dl = ImGui::GetBackgroundDrawList();
float current_x = margin;
float current_y =
display_size.y - margin - ((static_cast<float>(m_active_ports) * (font->FontSize + spacing)) - spacing);
const ImVec4 clip_rect(current_x, current_y, display_size.x - margin, display_size.y - margin);
LargeString text;
for (u32 port = 0; port < NUM_CONTROLLER_AND_CARD_PORTS; port++)
{
if (m_types[port] == ControllerType::None)
continue;
const Controller* controller = g_pad.GetController(port);
DebugAssert(controller);
text.Format("P%u |", port + 1u);
if (!m_axis_names[port].empty())
{
for (const auto& [axis_name, axis_code, axis_type] : m_axis_names[port])
{
const float value = controller->GetAxisState(axis_code);
text.AppendFormattedString(" %s: %.2f", axis_name.c_str(), value);
}
text.AppendString(" |");
}
for (const auto& [button_name, button_code] : m_button_names[port])
{
const bool pressed = controller->GetButtonState(button_code);
if (pressed)
text.AppendFormattedString(" %s", button_name.c_str());
}
dl->AddText(font, font->FontSize, ImVec2(current_x + shadow_offset, current_y + shadow_offset), shadow_color,
text.GetCharArray(), text.GetCharArray() + text.GetLength(), 0.0f, &clip_rect);
dl->AddText(font, font->FontSize, ImVec2(current_x, current_y), text_color, text.GetCharArray(),
text.GetCharArray() + text.GetLength(), 0.0f, &clip_rect);
current_y += font->FontSize + spacing;
}
}
void InputOverlayUI::UpdateNames()
{
m_active_ports = 0;
if (!System::IsValid())
return;
for (u32 port = 0; port < NUM_CONTROLLER_AND_CARD_PORTS; port++)
{
const Controller* controller = g_pad.GetController(port);
const ControllerType type = (controller) ? controller->GetType() : ControllerType::None;
if (type != ControllerType::None)
m_active_ports++;
if (type == m_types[port])
continue;
m_axis_names[port] = Controller::GetAxisNames(type);
m_button_names[port] = Controller::GetButtonNames(type);
m_types[port] = type;
}
}
} // namespace FrontendCommon