Add support for button glyph display

This adds a function that converts an action (such as interacting
in-game) to the corresponding button text ("ENTER", "E") or button
glyph (PlayStation triangle, Steam Deck Y, etc). This function
currently only gives the existing ENTERs or Es, because I don't know
how best to detect controller usage, or whether the game is running on
a Steam Deck, or what buttons need to be displayed there. Still, it
should now be really easy to adapt the rendering of keyboard keys to
consoles, controllers, or rebound keys.

To identify the actions that currently need to be displayed, this
commit also adds the initial enums for action sets as described by
Ethan in a comment in #834 (Jan 18, 2022).
This commit is contained in:
Dav999-v
2023-03-18 22:30:16 +01:00
committed by Misa Elizabeth Kai
parent 5180e430a2
commit 3354a1a352
10 changed files with 332 additions and 39 deletions

View File

@@ -1,5 +1,6 @@
#include <SDL.h>
#include "ActionSets.h"
#include "Constants.h"
#include "Credits.h"
#include "CustomLevels.h"
@@ -1841,18 +1842,12 @@ static const char* interact_prompt(
const size_t buffer_size,
const char* raw
) {
const char* button;
if (game.separate_interact)
{
button = loc::gettext("E");
}
else
{
button = loc::gettext("ENTER");
}
vformat_buf(buffer, buffer_size, raw, "button:str", button);
vformat_buf(
buffer, buffer_size,
raw,
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_Interact)
);
return buffer;
}
@@ -1958,7 +1953,14 @@ void gamerender(void)
if (alpha > 100)
{
font::print(PR_BRIGHTNESS(alpha) | PR_BOR, 5, 5, loc::gettext("[Press ENTER to return to editor]"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("[Press {button} to return to editor]"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_Map)
);
font::print(PR_BRIGHTNESS(alpha) | PR_BOR, 5, 5, buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
}
}
#endif
@@ -2077,7 +2079,14 @@ void gamerender(void)
}
}
font::print(PR_BOR | PR_CEN, -1, 228, loc::gettext("[Press ENTER to stop]"), 160 - (help.glow/2), 160 - (help.glow/2), 160 - (help.glow/2));
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(
buffer, sizeof(buffer),
loc::gettext("[Press {button} to stop]"),
"button:but",
vformat_button(ActionSet_InGame, Action_InGame_Map)
);
font::print(PR_BOR | PR_CEN, -1, 228, buffer, 160 - (help.glow/2), 160 - (help.glow/2), 160 - (help.glow/2));
}
else if(game.swngame==2)
{