pokerogue/src/system/settings/settings-gamepad.ts

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import BattleScene from "../../battle-scene";
import SettingsGamepadUiHandler from "../../ui/settings/settings-gamepad-ui-handler";
import {Mode} from "../../ui/ui";
import {truncateString} from "../../utils";
import {Button} from "../../enums/buttons";
import {SettingKeyboard} from "#app/system/settings/settings-keyboard";
export enum SettingGamepad {
Controller = "CONTROLLER",
Gamepad_Support = "GAMEPAD_SUPPORT",
Button_Up = "BUTTON_UP",
Button_Down = "BUTTON_DOWN",
Button_Left = "BUTTON_LEFT",
Button_Right = "BUTTON_RIGHT",
Button_Action = "BUTTON_ACTION",
Button_Cancel = "BUTTON_CANCEL",
Button_Menu = "BUTTON_MENU",
Button_Stats = "BUTTON_STATS",
Button_Cycle_Form = "BUTTON_CYCLE_FORM",
Button_Cycle_Shiny = "BUTTON_CYCLE_SHINY",
Button_Cycle_Gender = "BUTTON_CYCLE_GENDER",
Button_Cycle_Ability = "BUTTON_CYCLE_ABILITY",
Button_Cycle_Nature = "BUTTON_CYCLE_NATURE",
Button_Cycle_Variant = "BUTTON_CYCLE_VARIANT",
Button_Speed_Up = "BUTTON_SPEED_UP",
Button_Slow_Down = "BUTTON_SLOW_DOWN",
Button_Submit = "BUTTON_SUBMIT",
}
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const pressAction = "Press action to assign";
export const settingGamepadOptions = {
[SettingGamepad.Controller]: ["Default", "Change"],
[SettingGamepad.Gamepad_Support]: ["Auto", "Disabled"],
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[SettingGamepad.Button_Up]: [`KEY ${Button.UP.toString()}`, pressAction],
[SettingGamepad.Button_Down]: [`KEY ${Button.DOWN.toString()}`, pressAction],
[SettingGamepad.Button_Left]: [`KEY ${Button.LEFT.toString()}`, pressAction],
[SettingGamepad.Button_Right]: [`KEY ${Button.RIGHT.toString()}`, pressAction],
[SettingGamepad.Button_Action]: [`KEY ${Button.ACTION.toString()}`, pressAction],
[SettingGamepad.Button_Cancel]: [`KEY ${Button.CANCEL.toString()}`, pressAction],
[SettingGamepad.Button_Menu]: [`KEY ${Button.MENU.toString()}`, pressAction],
[SettingGamepad.Button_Stats]: [`KEY ${Button.STATS.toString()}`, pressAction],
[SettingGamepad.Button_Cycle_Form]: [`KEY ${Button.CYCLE_FORM.toString()}`, pressAction],
[SettingGamepad.Button_Cycle_Shiny]: [`KEY ${Button.CYCLE_SHINY.toString()}`, pressAction],
[SettingGamepad.Button_Cycle_Gender]: [`KEY ${Button.CYCLE_GENDER.toString()}`, pressAction],
[SettingGamepad.Button_Cycle_Ability]: [`KEY ${Button.CYCLE_ABILITY.toString()}`, pressAction],
[SettingGamepad.Button_Cycle_Nature]: [`KEY ${Button.CYCLE_NATURE.toString()}`, pressAction],
[SettingGamepad.Button_Cycle_Variant]: [`KEY ${Button.V.toString()}`, pressAction],
[SettingGamepad.Button_Speed_Up]: [`KEY ${Button.SPEED_UP.toString()}`, pressAction],
[SettingGamepad.Button_Slow_Down]: [`KEY ${Button.SLOW_DOWN.toString()}`, pressAction],
[SettingGamepad.Button_Submit]: [`KEY ${Button.SUBMIT.toString()}`, pressAction],
};
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export const settingGamepadDefaults = {
[SettingGamepad.Controller]: 0,
[SettingGamepad.Gamepad_Support]: 0,
[SettingGamepad.Button_Up]: 0,
[SettingGamepad.Button_Down]: 0,
[SettingGamepad.Button_Left]: 0,
[SettingGamepad.Button_Right]: 0,
[SettingGamepad.Button_Action]: 0,
[SettingGamepad.Button_Cancel]: 0,
[SettingGamepad.Button_Menu]: 0,
[SettingGamepad.Button_Stats]: 0,
[SettingGamepad.Button_Cycle_Form]: 0,
[SettingGamepad.Button_Cycle_Shiny]: 0,
[SettingGamepad.Button_Cycle_Gender]: 0,
[SettingGamepad.Button_Cycle_Ability]: 0,
[SettingGamepad.Button_Cycle_Nature]: 0,
[SettingGamepad.Button_Cycle_Variant]: 0,
[SettingGamepad.Button_Speed_Up]: 0,
[SettingGamepad.Button_Slow_Down]: 0,
[SettingGamepad.Button_Submit]: 0,
};
export const settingGamepadBlackList = [
SettingKeyboard.Button_Up,
SettingKeyboard.Button_Down,
SettingKeyboard.Button_Left,
SettingKeyboard.Button_Right,
];
export function setSettingGamepad(scene: BattleScene, setting: SettingGamepad, value: integer): boolean {
switch (setting) {
case SettingGamepad.Gamepad_Support:
// if we change the value of the gamepad support, we call a method in the inputController to
// activate or deactivate the controller listener
scene.inputController.setGamepadSupport(settingGamepadOptions[setting][value] !== "Disabled");
break;
case SettingGamepad.Button_Action:
case SettingGamepad.Button_Cancel:
case SettingGamepad.Button_Menu:
case SettingGamepad.Button_Stats:
case SettingGamepad.Button_Cycle_Shiny:
case SettingGamepad.Button_Cycle_Form:
case SettingGamepad.Button_Cycle_Gender:
case SettingGamepad.Button_Cycle_Ability:
case SettingGamepad.Button_Cycle_Nature:
case SettingGamepad.Button_Cycle_Variant:
case SettingGamepad.Button_Speed_Up:
case SettingGamepad.Button_Slow_Down:
case SettingGamepad.Button_Submit:
if (value) {
if (scene.ui) {
const cancelHandler = (success: boolean = false) : boolean => {
scene.ui.revertMode();
(scene.ui.getHandler() as SettingsGamepadUiHandler).updateBindings();
return success;
};
scene.ui.setOverlayMode(Mode.GAMEPAD_BINDING, {
target: setting,
cancelHandler: cancelHandler,
});
}
}
break;
case SettingGamepad.Controller:
if (value) {
const gp = scene.inputController.getGamepadsName();
if (scene.ui && gp) {
const cancelHandler = () => {
scene.ui.revertMode();
(scene.ui.getHandler() as SettingsGamepadUiHandler).setOptionCursor(Object.values(SettingGamepad).indexOf(SettingGamepad.Controller), 0, true);
(scene.ui.getHandler() as SettingsGamepadUiHandler).updateBindings();
return false;
};
const changeGamepadHandler = (gamepad: string) => {
scene.inputController.setChosenGamepad(gamepad);
cancelHandler();
return true;
};
scene.ui.setOverlayMode(Mode.OPTION_SELECT, {
options: [...gp.map((g: string) => ({
label: truncateString(g, 30), // Truncate the gamepad name for display
handler: () => changeGamepadHandler(g)
})), {
label: "Cancel",
handler: cancelHandler,
}]
});
return false;
}
}
break;
}
return true;
}