mirror of
https://github.com/RYDE-WORK/ballistica.git
synced 2026-01-19 21:37:57 +08:00
wired apple builds up to show game controller button names provided by the framework
This commit is contained in:
parent
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@ -1524,9 +1524,9 @@
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@ -4056,26 +4056,26 @@
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"build/prefab/full/mac_x86_64_gui/release/ballisticakit": "3be3c2402c33445e7fe5aa1cadc5fb19",
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"build/prefab/full/mac_x86_64_server/debug/dist/ballisticakit_headless": "ff8ebebe327730c091a2f1d55865be5d",
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"build/prefab/full/mac_x86_64_server/release/dist/ballisticakit_headless": "ca29146d034f7ea18c0948b0a42f99d0",
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"build/prefab/full/windows_x86_gui/debug/BallisticaKit.exe": "2ecabf751c7d10a3b5b80b134b3d5162",
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"build/prefab/full/windows_x86_gui/release/BallisticaKit.exe": "05c9d29f361c523ce785d8d5d8311278",
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"build/prefab/full/windows_x86_server/debug/dist/BallisticaKitHeadless.exe": "c72df8dd7b8830cf54c186b77fbe1c4c",
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"build/prefab/full/windows_x86_server/release/dist/BallisticaKitHeadless.exe": "2bf6f80b765ef15a4394ad370370b6af",
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"build/prefab/lib/linux_arm64_gui/debug/libballisticaplus.a": "d9f919fe87d497529cd8aed24a961ea3",
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"build/prefab/lib/linux_arm64_gui/release/libballisticaplus.a": "56972014971024060e6014c2027debd2",
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"build/prefab/lib/linux_arm64_server/debug/libballisticaplus.a": "d9f919fe87d497529cd8aed24a961ea3",
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@ -4092,14 +4092,14 @@
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"build/prefab/lib/mac_x86_64_gui/release/libballisticaplus.a": "39a0f3efabd9d2f62202ef9790e5cecd",
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"build/prefab/lib/mac_x86_64_server/debug/libballisticaplus.a": "2609429078b69b48c3cda49abac7065c",
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"build/prefab/lib/mac_x86_64_server/release/libballisticaplus.a": "39a0f3efabd9d2f62202ef9790e5cecd",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.lib": "cbc394d29f300aac67374c586f07e3dd",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.pdb": "ceba6e421ed2ccd51114bfdd239881d9",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib": "eaa568b2aee0f4cd4e186cee7ac98a9a",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb": "e13fdefc582d9c86a3b5f9cb4e5781f5",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.lib": "1f1065b864ddd2e6b376835c09bf809b",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.pdb": "9eab26a8053f011ab0247e67bf59ecf3",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.lib": "350146c7495a8bb828bec1a6782e3619",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitGenericPlus.pdb": "2be7ecb0dfd69fb74b60b7b60cd5c1e6",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.lib": "dff90dc36b0c809b08941684093db4a6",
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"build/prefab/lib/windows/Debug_Win32/BallisticaKitHeadlessPlus.pdb": "291720ae84da8daa1b3ae12dfde5713e",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.lib": "9c598f1db7b3ec0d80106c63e55a0062",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitGenericPlus.pdb": "620fe910d6f506645d4d4882b6b0c31d",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.lib": "27212e46c4b7e57d32a523b13de8fafd",
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"build/prefab/lib/windows/Release_Win32/BallisticaKitHeadlessPlus.pdb": "36e695121b06f4b04e0e6d9d588189b4",
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"src/assets/ba_data/python/babase/_mgen/__init__.py": "f885fed7f2ed98ff2ba271f9dbe3391c",
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"src/assets/ba_data/python/babase/_mgen/enums.py": "28323912b56ec07701eda3d41a6a4101",
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"src/ballistica/base/mgen/pyembed/binding_base.inc": "6df0f34207346d89a72924249ddd4706",
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@ -1,4 +1,4 @@
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### 1.7.28 (build 21551, api 8, 2023-10-31)
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### 1.7.28 (build 21554, api 8, 2023-11-01)
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- Massively cleaned up code related to rendering and window systems (OpenGL,
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SDL, etc). This code had been growing into a nasty tangle for 15 years
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@ -52,7 +52,7 @@ if TYPE_CHECKING:
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# Build number and version of the ballistica binary we expect to be
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# using.
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TARGET_BALLISTICA_BUILD = 21551
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TARGET_BALLISTICA_BUILD = 21554
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TARGET_BALLISTICA_VERSION = '1.7.28'
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@ -35,7 +35,7 @@ class ControlsGuide(bs.Actor):
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delay: is the time in seconds before the overlay fades in.
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lifespan: if not None, the overlay will fade back out and die after
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that long (in milliseconds).
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that long (in seconds).
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bright: if True, brighter colors will be used; handy when showing
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over gameplay but may be too bright for join-screens, etc.
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@ -50,6 +50,7 @@ class ControlsGuide(bs.Actor):
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offs5 = 43.0 * scale
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ouya = False
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maxw = 50
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xtweak = -2.8 * scale
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self._lifespan = lifespan
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self._dead = False
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self._bright = bright
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@ -117,7 +118,7 @@ class ControlsGuide(bs.Actor):
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'position': (pos[0] + xtweak, pos[1] - offs5),
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'color': clr,
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},
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)
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@ -145,7 +146,7 @@ class ControlsGuide(bs.Actor):
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'position': (pos[0] + xtweak, pos[1] - offs5),
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'color': clr,
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},
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)
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@ -173,7 +174,7 @@ class ControlsGuide(bs.Actor):
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'position': (pos[0] + xtweak, pos[1] - offs5),
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'color': clr,
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},
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)
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@ -201,7 +202,7 @@ class ControlsGuide(bs.Actor):
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'position': (pos[0] + xtweak, pos[1] - offs5),
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'color': clr,
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},
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)
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@ -554,7 +554,6 @@ class GamepadSettingsWindow(bui.Window):
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if self._is_secondary
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else None
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)
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print('got', sval1, sval2)
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assert isinstance(sval1, (int, type(None)))
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assert isinstance(sval2, (int, type(None)))
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if sval1 is not None and sval2 is not None:
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@ -148,7 +148,17 @@ auto JoystickInput::HasMeaningfulButtonNames() -> bool {
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return g_buildconfig.ostype_android();
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}
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void JoystickInput::SetButtonName(int button, const std::string& name) {
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button_names_[button] = name;
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}
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auto JoystickInput::GetButtonName(int index) -> std::string {
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// First check any explicit ones we were passed.
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auto i = button_names_.find(index);
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if (i != button_names_.end()) {
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return i->second;
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}
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// FIXME: Should get fancier here now that PS4 and XBone
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// controllers are supported through this.
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if (is_mfi_controller_) {
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@ -3,6 +3,7 @@
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#ifndef BALLISTICA_BASE_INPUT_DEVICE_JOYSTICK_INPUT_H_
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#define BALLISTICA_BASE_INPUT_DEVICE_JOYSTICK_INPUT_H_
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#include <map>
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#include <set>
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#include <string>
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@ -49,7 +50,6 @@ class JoystickInput : public InputDevice {
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auto GetPartyButtonName() const -> std::string override;
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auto GetButtonName(int index) -> std::string override;
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auto GetAxisName(int index) -> std::string override;
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auto IsController() -> bool override { return true; }
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@ -73,6 +73,11 @@ class JoystickInput : public InputDevice {
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auto HasMeaningfulButtonNames() -> bool override;
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auto GetButtonName(int index) -> std::string override;
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/// Custom controller types can pass in controller-specific button names.
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void SetButtonName(int button, const std::string& name);
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protected:
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auto GetRawDeviceName() -> std::string override;
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auto GetDeviceExtraDescription() -> std::string override;
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@ -185,6 +190,7 @@ class JoystickInput : public InputDevice {
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std::string custom_device_name_;
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std::string raw_sdl_joystick_name_;
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std::string raw_sdl_joystick_identifier_;
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std::map<int, std::string> button_names_;
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Object::Ref<Repeater> ui_repeater_;
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BA_DISALLOW_CLASS_COPIES(JoystickInput);
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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
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namespace ballistica {
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// These are set automatically via script; don't modify them here.
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const int kEngineBuildNumber = 21551;
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const int kEngineBuildNumber = 21554;
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const char* kEngineVersion = "1.7.28";
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const int kEngineApiVersion = 8;
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