Switch between controller glyphs and keyboard keys automatically

If a controller button is pressed, a controller is connected (even at
startup!) or an axis is moved, the game will switch to displaying
controller glyphs. If a keyboard key is pressed or the last controller
is removed, the game will switch to displaying keyboard keys.
This commit is contained in:
Dav999-v
2023-03-20 02:12:49 +01:00
committed by Misa Elizabeth Kai
parent e55e9efd9b
commit 01200b5e64
3 changed files with 22 additions and 2 deletions

View File

@@ -136,6 +136,9 @@ static const char* glyph_layout[LAYOUT_TOTAL][SDL_CONTROLLER_BUTTON_RIGHTSHOULDE
}
};
static bool keyboard_is_active = true;
static ButtonGlyphLayout layout = LAYOUT_GENERIC;
void BUTTONGLYPHS_init(void)
{
/* Set glyph array to strings for all the button glyph codepoints (U+EBxx) */
@@ -156,7 +159,12 @@ bool BUTTONGLYPHS_keyboard_is_active(void)
{
/* Returns true if, not only do we have a keyboard available, but it's also the
* active input method. (So, show keyboard keys, if false, show controller glyphs) */
return true;
return keyboard_is_active;
}
void BUTTONGLYPHS_keyboard_set_active(bool active)
{
keyboard_is_active = active;
}
const char* BUTTONGLYPHS_get_wasd_text(void)
@@ -177,7 +185,7 @@ static const char* sdlbutton_to_glyph(const SDL_GameControllerButton button)
return glyph[GLYPH_UNKNOWN];
}
return glyph_layout[LAYOUT_PLAYSTATION][button];
return glyph_layout[layout][button];
}
static const char* glyph_for_vector(