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https://github.com/valentderah/totk-pc-recomp.git
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Every Switch button and the eight stick directions the keys drive get two key cells and a controller cell under the button layout. A cell takes the next key, mouse button or controller button pressed; a key in use moves over, a controller button swaps. The tab writes bind_ lines (new: bind_LSTICK_* / bind_RSTICK_*, key:default, pad:default) and input_win.c builds the tables again when one changes, so remapping applies while the game runs. More keys can be bound: Enter, Backspace, right Shift and Ctrl, Alt, the numpad, punctuation, F2-F7, F9, F12, mouse buttons 4 and 5. Alt alone no longer enters the window menu loop. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
88 lines
3.4 KiB
C++
88 lines
3.4 KiB
C++
// Win32 adapter of the in-game menu: window messages to menu events (menu.h). The only Win32 code of the menu; an SDL3
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// window gets its own adapter later. Window thread.
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//
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// F1 opens and closes the menu, Esc opens it (with the menu open, Esc goes to the menu, which closes). Esc also releases
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// the cursor (input_window_msg runs first; closing the menu gives the capture back). While the menu is open, its keys,
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// the mouse and focus changes go to it; the game polls the keyboard on its own (input_win.c) and gets nothing while the
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// menu is open (input_menu).
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#include <windows.h>
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#include <windowsx.h>
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#include "imgui.h"
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extern "C" {
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#include "input.h"
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#include "ui/menu.h"
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}
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static ImGuiKey key_of(WPARAM vk) {
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switch (vk) {
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case VK_UP: return ImGuiKey_UpArrow;
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case VK_DOWN: return ImGuiKey_DownArrow;
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case VK_LEFT: return ImGuiKey_LeftArrow;
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case VK_RIGHT: return ImGuiKey_RightArrow;
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case VK_RETURN: return ImGuiKey_Enter;
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case VK_SPACE: return ImGuiKey_Space;
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case VK_ESCAPE: return ImGuiKey_Escape;
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case VK_TAB: return ImGuiKey_Tab;
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case VK_BACK: return ImGuiKey_Backspace;
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case VK_DELETE: return ImGuiKey_Delete; // clears a cell of the remapping rows
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case VK_HOME: return ImGuiKey_Home;
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case VK_END: return ImGuiKey_End;
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case VK_PRIOR: return ImGuiKey_PageUp;
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case VK_NEXT: return ImGuiKey_PageDown;
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case VK_SHIFT: return ImGuiKey_LeftShift;
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case VK_CONTROL: return ImGuiKey_LeftCtrl;
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case 'Q': return ImGuiKey_Q; // previous tab
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case 'E': return ImGuiKey_E; // next tab
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default: return ImGuiKey_None;
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}
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}
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extern "C" int menu_window_msg(HWND h, UINT m, WPARAM w, LPARAM l, LRESULT *res) {
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(void)h;
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switch (m) {
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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// bit 30: auto-repeat
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// Esc with the menu open (opened by F1 too) is not a toggle here: it goes to the menu, which closes itself
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if (!(l & (1 << 30)) && (w == VK_F1 || (w == VK_ESCAPE && !menu_is_open()))) {
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menu_toggle();
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*res = 0;
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return 1;
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}
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if (w == VK_F10) { // also keeps F10 from opening the window menu
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if (!(l & (1 << 30))) menu_perf_cycle();
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*res = 0;
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return 1;
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}
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[[fallthrough]];
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (!menu_is_open()) return 0;
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if (ImGuiKey k = key_of(w)) menu_event_key(k, m == WM_KEYDOWN || m == WM_SYSKEYDOWN);
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return 0; // F11 and the system keys keep working
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case WM_MOUSEMOVE:
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if (menu_is_open()) menu_event_mouse_pos((float)GET_X_LPARAM(l), (float)GET_Y_LPARAM(l));
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return 0;
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case WM_LBUTTONDOWN: case WM_LBUTTONUP:
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case WM_RBUTTONDOWN: case WM_RBUTTONUP:
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case WM_MBUTTONDOWN: case WM_MBUTTONUP: {
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if (!menu_is_open()) return 0;
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int b = m == WM_LBUTTONDOWN || m == WM_LBUTTONUP ? 0 : m == WM_RBUTTONDOWN || m == WM_RBUTTONUP ? 1 : 2;
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int down = m == WM_LBUTTONDOWN || m == WM_RBUTTONDOWN || m == WM_MBUTTONDOWN;
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menu_event_mouse_pos((float)GET_X_LPARAM(l), (float)GET_Y_LPARAM(l));
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menu_event_mouse_button(b, down);
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return 0;
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}
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case WM_MOUSEWHEEL:
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if (menu_is_open()) menu_event_wheel(0, (float)GET_WHEEL_DELTA_WPARAM(w) / WHEEL_DELTA);
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return 0;
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case WM_SETFOCUS:
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case WM_KILLFOCUS:
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menu_event_focus(m == WM_SETFOCUS);
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return 0;
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}
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return 0;
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}
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