implement WASD control option

This commit is contained in:
Ramen2X 2025-12-11 15:19:25 -05:00
parent 4a1fd5d2f2
commit ba6dc07e44
9 changed files with 73 additions and 12 deletions

View File

@ -64,6 +64,7 @@ CMainDialog::CMainDialog(QWidget* pParent) : QDialog(pParent)
connect(m_ui->musicCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxMusic);
connect(m_ui->sound3DCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckbox3DSound);
connect(m_ui->rumbleCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxRumble);
connect(m_ui->wasdCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxWasd);
connect(m_ui->textureCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxTexture);
connect(m_ui->customAssetsCheckBox, &QCheckBox::toggled, this, &CMainDialog::OnCheckboxCustomAssets);
connect(m_ui->touchComboBox, &QComboBox::currentIndexChanged, this, &CMainDialog::TouchControlsChanged);
@ -306,6 +307,7 @@ void CMainDialog::UpdateInterface()
}
m_ui->musicCheckBox->setChecked(currentConfigApp->m_music);
m_ui->rumbleCheckBox->setChecked(currentConfigApp->m_haptic);
m_ui->wasdCheckBox->setChecked(currentConfigApp->m_wasd);
m_ui->touchComboBox->setCurrentIndex(currentConfigApp->m_touch_scheme);
m_ui->transitionTypeComboBox->setCurrentIndex(currentConfigApp->m_transition_type);
m_ui->dataPath->setText(QString::fromStdString(currentConfigApp->m_cd_path));
@ -458,6 +460,13 @@ void CMainDialog::OnCheckboxRumble(bool checked)
UpdateInterface();
}
void CMainDialog::OnCheckboxWasd(bool checked)
{
currentConfigApp->m_wasd = checked;
m_modified = true;
UpdateInterface();
}
void CMainDialog::OnCheckboxTexture(bool checked)
{
currentConfigApp->m_texture_load = checked;

View File

@ -48,6 +48,7 @@ private slots:
void OnRadioExclusiveFullscreen(bool checked);
void OnCheckboxMusic(bool checked);
void OnCheckboxRumble(bool checked);
void OnCheckboxWasd(bool checked);
void OnCheckboxTexture(bool checked);
void OnCheckboxCustomAssets(bool checked);
void TouchControlsChanged(int index);

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@ -87,6 +87,7 @@ bool CConfigApp::InitInstance()
m_msaa = 1;
m_anisotropy = 1;
m_haptic = TRUE;
m_wasd = FALSE;
m_touch_scheme = 2;
m_texture_load = TRUE;
m_texture_path = "textures/";
@ -182,6 +183,7 @@ bool CConfigApp::ReadRegisterSettings()
m_texture_quality = iniparser_getint(dict, "isle:Island Texture", m_texture_quality);
m_use_joystick = iniparser_getboolean(dict, "isle:UseJoystick", m_use_joystick);
m_haptic = iniparser_getboolean(dict, "isle:Haptic", m_haptic);
m_wasd = iniparser_getboolean(dict, "isle:WASD", m_wasd);
m_music = iniparser_getboolean(dict, "isle:Music", m_music);
m_joystick_index = iniparser_getint(dict, "isle:JoystickIndex", m_joystick_index);
m_max_lod = iniparser_getdouble(dict, "isle:Max LOD", m_max_lod);
@ -392,6 +394,7 @@ void CConfigApp::WriteRegisterSettings() const
SetIniBool(dict, "isle:3DSound", m_3d_sound);
SetIniBool(dict, "isle:Music", m_music);
SetIniBool(dict, "isle:Haptic", m_haptic);
SetIniBool(dict, "isle:WASD", m_wasd);
SetIniBool(dict, "isle:UseJoystick", m_use_joystick);
SetIniInt(dict, "isle:JoystickIndex", m_joystick_index);

View File

@ -82,6 +82,7 @@ class CConfigApp {
bool m_draw_cursor;
bool m_use_joystick;
bool m_haptic;
bool m_wasd;
int m_joystick_index;
int m_model_quality;
int m_texture_quality;

View File

@ -1006,7 +1006,23 @@ The game will gradually increase the number of actors until this maximum is reac
</widget>
</item>
<item>
<spacer name="verticalSpacer_2">
<widget class="QCheckBox" name="wasdCheckBox">
<property name="enabled">
<bool>true</bool>
</property>
<property name="toolTip">
<string>Use the WASD keys for navigation.</string>
</property>
<property name="text">
<string>Use WASD</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<spacer name="verticalSpacer_2">
<property name="orientation">
<enum>Qt::Orientation::Vertical</enum>
</property>
@ -1328,6 +1344,7 @@ Double-click a path to edit it.</string>
<tabstop>AFSlider</tabstop>
<tabstop>touchComboBox</tabstop>
<tabstop>rumbleCheckBox</tabstop>
<tabstop>wasdCheckBox</tabstop>
<tabstop>scrollArea</tabstop>
<tabstop>textureCheckBox</tabstop>
<tabstop>texturePath</tabstop>

View File

@ -194,6 +194,7 @@ IsleApp::IsleApp()
m_cursorSensitivity = 4;
m_touchScheme = LegoInputManager::e_gamepad;
m_haptic = TRUE;
m_wasd = FALSE;
m_xRes = 640;
m_yRes = 480;
m_exclusiveXRes = m_xRes;
@ -1027,6 +1028,9 @@ MxResult IsleApp::SetupWindow()
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Failed to get D3D device name and description");
}
if (LegoOmni::GetInstance()->GetInputManager()) {
LegoOmni::GetInstance()->GetInputManager()->SetWasd(m_wasd);
}
}
return SUCCESS;
@ -1118,6 +1122,7 @@ bool IsleApp::LoadConfig()
iniparser_set(dict, "isle:Transition Type", SDL_itoa(m_transitionType, buf, 10));
iniparser_set(dict, "isle:Touch Scheme", SDL_itoa(m_touchScheme, buf, 10));
iniparser_set(dict, "isle:Haptic", m_haptic ? "true" : "false");
iniparser_set(dict, "isle:WASD", m_wasd ? "true" : "false");
iniparser_set(dict, "isle:Horizontal Resolution", SDL_itoa(m_xRes, buf, 10));
iniparser_set(dict, "isle:Vertical Resolution", SDL_itoa(m_yRes, buf, 10));
iniparser_set(dict, "isle:Exclusive X Resolution", SDL_itoa(m_exclusiveXRes, buf, 10));
@ -1197,6 +1202,7 @@ bool IsleApp::LoadConfig()
(MxTransitionManager::TransitionType) iniparser_getint(dict, "isle:Transition Type", m_transitionType);
m_touchScheme = (LegoInputManager::TouchScheme) iniparser_getint(dict, "isle:Touch Scheme", m_touchScheme);
m_haptic = iniparser_getboolean(dict, "isle:Haptic", m_haptic);
m_wasd = iniparser_getboolean(dict, "isle:WASD", m_wasd);
m_xRes = iniparser_getint(dict, "isle:Horizontal Resolution", m_xRes);
m_yRes = iniparser_getint(dict, "isle:Vertical Resolution", m_yRes);
m_exclusiveXRes = iniparser_getint(dict, "isle:Exclusive X Resolution", m_exclusiveXRes);

View File

@ -56,6 +56,7 @@ class IsleApp {
MxFloat GetCursorSensitivity() { return m_cursorSensitivity; }
LegoInputManager::TouchScheme GetTouchScheme() { return m_touchScheme; }
MxBool GetHaptic() { return m_haptic; }
MxBool GetWasd() { return m_wasd; }
void SetWindowActive(MxS32 p_windowActive) { m_windowActive = p_windowActive; }
void SetGameStarted(MxS32 p_gameStarted) { m_gameStarted = p_gameStarted; }
@ -107,6 +108,7 @@ class IsleApp {
MxTransitionManager::TransitionType m_transitionType;
LegoInputManager::TouchScheme m_touchScheme;
MxBool m_haptic;
MxBool m_wasd;
MxS32 m_xRes;
MxS32 m_yRes;
MxS32 m_exclusiveXRes;

View File

@ -132,6 +132,8 @@ class LegoInputManager : public MxPresenter {
void SetUnknown335(MxBool p_unk0x335) { m_unk0x335 = p_unk0x335; }
void SetUnknown336(MxBool p_unk0x336) { m_unk0x336 = p_unk0x336; }
void SetWasd(MxBool p_wasd) { m_wasd = p_wasd; }
// FUNCTION: BETA10 0x1002e390
void DisableInputProcessing()
{
@ -197,6 +199,7 @@ class LegoInputManager : public MxPresenter {
MxBool m_unk0x335; // 0x335
MxBool m_unk0x336; // 0x336
MxBool m_wasd;
TouchScheme m_touchScheme = e_none;
SDL_Point m_touchVirtualThumb = {0, 0};
SDL_FPoint m_touchVirtualThumbOrigin;

View File

@ -134,20 +134,39 @@ MxResult LegoInputManager::GetNavigationKeyStates(MxU32& p_keyFlags)
MxU32 keyFlags = 0;
if (m_keyboardState[SDL_SCANCODE_KP_8] || m_keyboardState[SDL_SCANCODE_UP]) {
keyFlags |= c_up;
}
if (!m_wasd) {
if (m_keyboardState[SDL_SCANCODE_KP_8] || m_keyboardState[SDL_SCANCODE_UP]) {
keyFlags |= c_up;
}
if ((m_keyboardState[SDL_SCANCODE_KP_2] || m_keyboardState[SDL_SCANCODE_DOWN])) {
keyFlags |= c_down;
}
if ((m_keyboardState[SDL_SCANCODE_KP_2] || m_keyboardState[SDL_SCANCODE_DOWN])) {
keyFlags |= c_down;
}
if ((m_keyboardState[SDL_SCANCODE_KP_4] || m_keyboardState[SDL_SCANCODE_LEFT])) {
keyFlags |= c_left;
}
if ((m_keyboardState[SDL_SCANCODE_KP_4] || m_keyboardState[SDL_SCANCODE_LEFT])) {
keyFlags |= c_left;
}
if ((m_keyboardState[SDL_SCANCODE_KP_6] || m_keyboardState[SDL_SCANCODE_RIGHT])) {
keyFlags |= c_right;
if ((m_keyboardState[SDL_SCANCODE_KP_6] || m_keyboardState[SDL_SCANCODE_RIGHT])) {
keyFlags |= c_right;
}
}
else {
if (m_keyboardState[SDL_SCANCODE_W]) {
keyFlags |= c_up;
}
if (m_keyboardState[SDL_SCANCODE_S]) {
keyFlags |= c_down;
}
if (m_keyboardState[SDL_SCANCODE_A]) {
keyFlags |= c_left;
}
if (m_keyboardState[SDL_SCANCODE_D]) {
keyFlags |= c_right;
}
}
if (m_keyboardState[SDL_SCANCODE_LCTRL] || m_keyboardState[SDL_SCANCODE_RCTRL]) {