mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-10-30 07:11:05 +00:00
proper Daytime Lightbar and Player LED priority
This adds a else portion for the IsNight Lightbar code. This is done by replicating isNight's dimmer lights and apply it to the Day portion for consistency. additionally: Player LED indicator should now play nicely when Player 0 (onboard inputs) and Player 1 (external) will respect it, although: you'll see the controller showing "Player 2" for a brief moment.
This commit is contained in:
parent
cebf5e6a1b
commit
de94e9004f
1 changed files with 54 additions and 81 deletions
|
|
@ -187,26 +187,28 @@ static void SetControllerInputDevice(Controller* controller)
|
|||
}
|
||||
}
|
||||
|
||||
static void SetControllerTimeOfDayLED(Controller& controller, bool isNight)
|
||||
static void SetControllerTimeOfDayLED(Controller& ctrl, bool isNight)
|
||||
{
|
||||
// Determine the lightbar color based on night of day.
|
||||
auto r = isNight ? 22 : 0;
|
||||
auto g = isNight ? 0 : 37;
|
||||
auto b = isNight ? 101 : 184;
|
||||
// Fetch the lightbar color based on the time of day
|
||||
uint8_t r = 0, g = 0, b = 0;
|
||||
|
||||
// Set the LED for the given controller
|
||||
controller.SetLED(r, g, b);
|
||||
|
||||
// Ensure all other controllers mirror Player 1's lightbar
|
||||
if (controller.controller == g_controllers[0].controller) // Check if it's Player 1
|
||||
if (isNight)
|
||||
{
|
||||
for (auto& ctrl : g_controllers)
|
||||
{
|
||||
if (ctrl.controller != g_controllers[0].controller) // Skip Player 1 itself
|
||||
{
|
||||
ctrl.SetLED(r, g, b); // Mirror Player 1's lightbar
|
||||
}
|
||||
}
|
||||
r = 22; // Night: Red tone
|
||||
g = 0; // Night: No green
|
||||
b = 101; // Night: Cool blue
|
||||
}
|
||||
else
|
||||
{
|
||||
r = 0; // Day: No red
|
||||
g = 0; // Day: No green
|
||||
b = 60; // Day: Dimmer blue
|
||||
}
|
||||
|
||||
// Apply the lightbar color to the specified controller
|
||||
if (ctrl.CanPoll())
|
||||
{
|
||||
ctrl.SetLED(r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -224,28 +226,27 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
|
|||
auto controller = Controller(event->cdevice.which);
|
||||
g_controllers[freeIndex] = controller;
|
||||
|
||||
// Instantly force the Player LED assignment
|
||||
if (freeIndex != 0) // External controller
|
||||
// Assign "Player 1 LED" for Player 0 and Player 1
|
||||
if (freeIndex == 0 || freeIndex == 1) // Player 0 and Player 1 both use "Player 1 LED"
|
||||
{
|
||||
SDL_GameControllerSetPlayerIndex(controller.controller, freeIndex); // Set Player LED immediately
|
||||
SDL_GameControllerSetPlayerIndex(controller.controller, 1); // Force Player LED to "Player 1"
|
||||
}
|
||||
else
|
||||
else // Additional external controllers (Player 2+)
|
||||
{
|
||||
// Disable Player LED for Player 0 immediately
|
||||
SDL_GameControllerSetPlayerIndex(controller.controller, -1); // Ensure Player 0 stays virtual
|
||||
SDL_GameControllerSetPlayerIndex(controller.controller, freeIndex); // Assign correct LED for Player 2+
|
||||
}
|
||||
|
||||
// Immediately apply lightbar settings for Player 1 and sync with in-game logic
|
||||
SetControllerTimeOfDayLED(g_controllers[0], App::s_isWerehog);
|
||||
// Apply lightbar settings immediately for the new controller
|
||||
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
|
||||
|
||||
// Forcefully override any lingering system defaults right after Lightbar reassignment
|
||||
SDL_GameControllerSetLED(
|
||||
controller.controller,
|
||||
App::s_isWerehog ? 22 : 0,
|
||||
App::s_isWerehog ? 0 : 37,
|
||||
App::s_isWerehog ? 101 : 184
|
||||
);
|
||||
// Refresh LEDs for all connected controllers
|
||||
for (auto& ctrl : g_controllers)
|
||||
{
|
||||
if (ctrl.CanPoll())
|
||||
{
|
||||
SDL_GameControllerSetPlayerIndex(ctrl.controller, ctrl.index); // Ensure correct LED updates
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
@ -258,30 +259,37 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
|
|||
{
|
||||
controller->Close();
|
||||
|
||||
// If Player 1's controller is removed, assign the next available controller as Player 1
|
||||
if (controller == &g_controllers[0])
|
||||
// If Player 1 disconnects, promote the next available controller to Player 1
|
||||
if (controller == &g_controllers[1]) // Player 1 removed
|
||||
{
|
||||
for (auto& ctrl : g_controllers)
|
||||
{
|
||||
if (ctrl.CanPoll())
|
||||
if (ctrl.CanPoll() && &ctrl != &g_controllers[0]) // Skip Player 0
|
||||
{
|
||||
SetControllerInputDevice(&ctrl);
|
||||
g_controllers[0] = ctrl;
|
||||
|
||||
// Instantly reapply Player 1's lightbar and Player LED settings
|
||||
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog);
|
||||
SDL_GameControllerSetPlayerIndex(ctrl.controller, 1); // Set as Player 1
|
||||
g_controllers[1] = ctrl; // Promote next available controller to Player 1
|
||||
SDL_GameControllerSetPlayerIndex(ctrl.controller, 1); // Reflect Player 1 LED
|
||||
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog); // Update lightbar
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (std::size_t i = 0; i < g_controllers.size(); ++i)
|
||||
// Update Player LED indices for all controllers immediately
|
||||
for (std::size_t i = 2; i < g_controllers.size(); ++i) // Start from Player 2 onward
|
||||
{
|
||||
if (g_controllers[i].CanPoll())
|
||||
{
|
||||
SDL_GameControllerSetPlayerIndex(g_controllers[i].controller, static_cast<int>(i)); // Set Player LEDs
|
||||
SetControllerTimeOfDayLED(g_controllers[i], App::s_isWerehog); // Sync lightbar
|
||||
SDL_GameControllerSetPlayerIndex(g_controllers[i].controller, static_cast<int>(i)); // Assign correct LED index
|
||||
SetControllerTimeOfDayLED(g_controllers[i], App::s_isWerehog); // Update lightbars
|
||||
}
|
||||
}
|
||||
|
||||
// Refresh lightbar settings for all connected controllers
|
||||
for (auto& ctrl : g_controllers)
|
||||
{
|
||||
if (ctrl.CanPoll())
|
||||
{
|
||||
SetControllerTimeOfDayLED(ctrl, App::s_isWerehog);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -298,6 +306,7 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
|
|||
if (!controller)
|
||||
break;
|
||||
|
||||
// Process input
|
||||
if (event->type == SDL_CONTROLLERAXISMOTION)
|
||||
{
|
||||
if (abs(event->caxis.value) > 8000)
|
||||
|
|
@ -316,46 +325,10 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
|
|||
controller->Poll();
|
||||
}
|
||||
|
||||
// Reapply the lightbar color to override system changes during input events
|
||||
// Instantly apply updated lightbar settings during input
|
||||
SetControllerTimeOfDayLED(*controller, App::s_isWerehog);
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
hid::g_inputDevice = hid::EInputDevice::Keyboard;
|
||||
break;
|
||||
|
||||
case SDL_MOUSEMOTION:
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
{
|
||||
if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible)
|
||||
SDL_ShowCursor(SDL_ENABLE);
|
||||
|
||||
hid::g_inputDevice = hid::EInputDevice::Mouse;
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
{
|
||||
// Stop vibrating controllers on focus lost.
|
||||
for (auto& controller : g_controllers)
|
||||
controller.SetVibration({ 0, 0 });
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case SDL_USER_EVILSONIC:
|
||||
{
|
||||
// Refresh all controllers to ensure consistent lightbar colors
|
||||
for (auto& controller : g_controllers)
|
||||
SetControllerTimeOfDayLED(controller, event->user.code);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue