Files
maszyna/launcher/keymapper.cpp
jakubg1 c217081823 Launcher improvements
Launcher windows are more Starter-like now:
- The scenery picker, vehicle list and keymapper buttons are now tied to the top portion of the screen.
- The current window is spanning the entire rest of the screen.
- Scenarios are now grouped into categories in the exact same way as Starter does.
- Some drawbacks include:
  - Currently you cannot edit the current trainset, as the vehicle picker window overwrites the scenario list window.
  - The GUI doesn't update when the screen resolution is changed.
2025-09-09 16:40:04 +02:00

96 lines
2.5 KiB
C++

#include "stdafx.h"
#include "keymapper.h"
#include "simulation.h"
ui::keymapper_panel::keymapper_panel()
: ui_panel(STR("Keymapper"), false)
{
keyboard.init();
}
bool ui::keymapper_panel::key(int key)
{
if (!is_open || bind_active == user_command::none)
return false;
auto it = keyboard.keytonamemap.find(key);
if (it == keyboard.keytonamemap.end())
return false;
if (Global.shiftState)
key |= keyboard_input::keymodifier::shift;
if (Global.ctrlState)
key |= keyboard_input::keymodifier::control;
// F10 unbinds the key.
if (it->second.compare("f10") == 0)
key = 0;
// Replace the binding with a new key.
auto it2 = keyboard.bindings().find(bind_active);
if (it2 != keyboard.bindings().end()) {
it2->second = std::tuple<int, std::string>(key, std::get<std::string>(it2->second));
}
bind_active = user_command::none;
keyboard.bind();
return true;
}
void ui::keymapper_panel::render_contents()
{
if (ImGui::Button(STR_C("Load")))
keyboard.init();
ImGui::SameLine();
if (ImGui::Button(STR_C("Save")))
keyboard.dump_bindings();
for (const std::pair<user_command, std::tuple<int, std::string>> &binding : keyboard.bindings()) {
// Binding ID
ImGui::AlignTextToFramePadding();
ImGui::Text(simulation::Commands_descriptions[static_cast<std::size_t>(binding.first)].name.c_str());
// Binding description
std::string description = std::get<std::string>(binding.second);
ImGui::SameLine(260);
ImGui::Text((description.size() > 0 ? description : "(No description)").c_str());
// Binding key button
int keycode = std::get<int>(binding.second);
std::string label;
if (keycode & keyboard_input::keymodifier::control)
label += "ctrl + ";
if (keycode & keyboard_input::keymodifier::shift)
label += "shift + ";
auto it = keyboard.keytonamemap.find(keycode & 0xFFFF);
if (it != keyboard.keytonamemap.end())
label += it->second;
label = ToUpper(label);
bool styles_pushed = false;
if (bind_active == binding.first) {
label = "Press key (F10 to unbind)";
ImVec4 active_col = ImGui::GetStyleColorVec4(ImGuiCol_ButtonActive);
ImGui::PushStyleColor(ImGuiCol_Button, active_col);
styles_pushed = true;
}
label += "##" + std::to_string((int)binding.first);
ImGui::SameLine(ImGui::GetContentRegionAvailWidth() - 150);
if (ImGui::Button(label.c_str(), ImVec2(150, 0))) {
if (bind_active == binding.first)
bind_active = user_command::none;
else
bind_active = binding.first;
}
if (styles_pushed)
ImGui::PopStyleColor();
}
}