mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-12-05 02:23:46 +01:00
d6a41cfc21
This will be replaced in favor of per-player vibration strength modifiers.
258 lines
10 KiB
C++
258 lines
10 KiB
C++
// Copyright 2016 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <memory>
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#include <QSignalBlocker>
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#include <QTimer>
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#include "core/core.h"
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#include "core/hle/service/am/am.h"
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#include "core/hle/service/am/applet_ae.h"
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#include "core/hle/service/am/applet_oe.h"
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#include "core/hle/service/sm/sm.h"
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#include "ui_configure_input.h"
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#include "ui_configure_input_advanced.h"
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#include "ui_configure_input_player.h"
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#include "yuzu/configuration/configure_debug_controller.h"
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#include "yuzu/configuration/configure_input.h"
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#include "yuzu/configuration/configure_input_advanced.h"
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#include "yuzu/configuration/configure_input_player.h"
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#include "yuzu/configuration/configure_motion_touch.h"
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#include "yuzu/configuration/configure_mouse_advanced.h"
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#include "yuzu/configuration/configure_touchscreen_advanced.h"
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#include "yuzu/configuration/input_profiles.h"
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namespace {
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template <typename Dialog, typename... Args>
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void CallConfigureDialog(ConfigureInput& parent, Args&&... args) {
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Dialog dialog(&parent, std::forward<Args>(args)...);
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const auto res = dialog.exec();
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if (res == QDialog::Accepted) {
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dialog.ApplyConfiguration();
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}
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}
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} // Anonymous namespace
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void OnDockedModeChanged(bool last_state, bool new_state) {
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if (last_state == new_state) {
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return;
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}
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Core::System& system{Core::System::GetInstance()};
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if (!system.IsPoweredOn()) {
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return;
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}
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Service::SM::ServiceManager& sm = system.ServiceManager();
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// Message queue is shared between these services, we just need to signal an operation
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// change to one and it will handle both automatically
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auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE");
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auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE");
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bool has_signalled = false;
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if (applet_oe != nullptr) {
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applet_oe->GetMessageQueue()->OperationModeChanged();
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has_signalled = true;
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}
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if (applet_ae != nullptr && !has_signalled) {
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applet_ae->GetMessageQueue()->OperationModeChanged();
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}
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}
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ConfigureInput::ConfigureInput(QWidget* parent)
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureInput>()),
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profiles(std::make_unique<InputProfiles>()) {
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ui->setupUi(this);
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}
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ConfigureInput::~ConfigureInput() = default;
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void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
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std::size_t max_players) {
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player_controllers = {
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new ConfigureInputPlayer(this, 0, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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new ConfigureInputPlayer(this, 1, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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new ConfigureInputPlayer(this, 2, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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new ConfigureInputPlayer(this, 3, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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new ConfigureInputPlayer(this, 4, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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new ConfigureInputPlayer(this, 5, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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new ConfigureInputPlayer(this, 6, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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new ConfigureInputPlayer(this, 7, ui->consoleInputSettings, input_subsystem,
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profiles.get()),
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};
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player_tabs = {
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ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4,
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ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8,
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};
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player_connected = {
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ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected,
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ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected,
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ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected,
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};
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std::array<QLabel*, 8> player_connected_labels = {
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ui->label, ui->label_3, ui->label_4, ui->label_5,
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ui->label_6, ui->label_7, ui->label_8, ui->label_9,
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};
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for (std::size_t i = 0; i < player_tabs.size(); ++i) {
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player_tabs[i]->setLayout(new QHBoxLayout(player_tabs[i]));
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player_tabs[i]->layout()->addWidget(player_controllers[i]);
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connect(player_controllers[i], &ConfigureInputPlayer::Connected, [&, i](bool is_connected) {
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if (is_connected) {
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for (std::size_t index = 0; index <= i; ++index) {
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player_connected[index]->setChecked(is_connected);
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}
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} else {
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for (std::size_t index = i; index < player_tabs.size(); ++index) {
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player_connected[index]->setChecked(is_connected);
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}
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}
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});
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connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices,
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[this] { UpdateAllInputDevices(); });
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connect(player_connected[i], &QCheckBox::stateChanged, [this, i](int state) {
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player_controllers[i]->ConnectPlayer(state == Qt::Checked);
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});
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// Remove/hide all the elements that exceed max_players, if applicable.
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if (i >= max_players) {
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ui->tabWidget->removeTab(static_cast<int>(max_players));
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player_connected[i]->hide();
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player_connected_labels[i]->hide();
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}
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}
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// Only the first player can choose handheld mode so connect the signal just to player 1
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connect(player_controllers[0], &ConfigureInputPlayer::HandheldStateChanged,
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[this](bool is_handheld) { UpdateDockedState(is_handheld); });
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advanced = new ConfigureInputAdvanced(this);
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ui->tabAdvanced->setLayout(new QHBoxLayout(ui->tabAdvanced));
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ui->tabAdvanced->layout()->addWidget(advanced);
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connect(advanced, &ConfigureInputAdvanced::CallDebugControllerDialog, [this, input_subsystem] {
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CallConfigureDialog<ConfigureDebugController>(*this, input_subsystem, profiles.get());
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});
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connect(advanced, &ConfigureInputAdvanced::CallMouseConfigDialog, [this, input_subsystem] {
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CallConfigureDialog<ConfigureMouseAdvanced>(*this, input_subsystem);
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});
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connect(advanced, &ConfigureInputAdvanced::CallTouchscreenConfigDialog,
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[this] { CallConfigureDialog<ConfigureTouchscreenAdvanced>(*this); });
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connect(advanced, &ConfigureInputAdvanced::CallMotionTouchConfigDialog,
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[this, input_subsystem] {
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CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
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});
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connect(ui->motionButton, &QPushButton::clicked, [this, input_subsystem] {
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CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
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});
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connect(ui->buttonClearAll, &QPushButton::clicked, [this] { ClearAll(); });
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connect(ui->buttonRestoreDefaults, &QPushButton::clicked, [this] { RestoreDefaults(); });
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RetranslateUI();
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LoadConfiguration();
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}
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QList<QWidget*> ConfigureInput::GetSubTabs() const {
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return {
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ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4, ui->tabPlayer5,
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ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8, ui->tabAdvanced,
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};
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}
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void ConfigureInput::ApplyConfiguration() {
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for (auto controller : player_controllers) {
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controller->ApplyConfiguration();
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}
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advanced->ApplyConfiguration();
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const bool pre_docked_mode = Settings::values.use_docked_mode.GetValue();
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Settings::values.use_docked_mode.SetValue(ui->radioDocked->isChecked());
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OnDockedModeChanged(pre_docked_mode, Settings::values.use_docked_mode.GetValue());
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Settings::values.vibration_enabled.SetValue(ui->vibrationGroup->isChecked());
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Settings::values.motion_enabled.SetValue(ui->motionGroup->isChecked());
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}
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void ConfigureInput::changeEvent(QEvent* event) {
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if (event->type() == QEvent::LanguageChange) {
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RetranslateUI();
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}
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QWidget::changeEvent(event);
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}
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void ConfigureInput::RetranslateUI() {
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ui->retranslateUi(this);
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}
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void ConfigureInput::LoadConfiguration() {
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LoadPlayerControllerIndices();
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UpdateDockedState(Settings::values.players.GetValue()[8].connected);
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ui->vibrationGroup->setChecked(Settings::values.vibration_enabled.GetValue());
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ui->motionGroup->setChecked(Settings::values.motion_enabled.GetValue());
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}
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void ConfigureInput::LoadPlayerControllerIndices() {
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for (std::size_t i = 0; i < player_connected.size(); ++i) {
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const auto connected = Settings::values.players.GetValue()[i].connected ||
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(i == 0 && Settings::values.players.GetValue()[8].connected);
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player_connected[i]->setChecked(connected);
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}
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}
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void ConfigureInput::ClearAll() {
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// We don't have a good way to know what tab is active, but we can find out by getting the
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// parent of the consoleInputSettings
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auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
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player_tab->ClearAll();
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}
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void ConfigureInput::RestoreDefaults() {
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// We don't have a good way to know what tab is active, but we can find out by getting the
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// parent of the consoleInputSettings
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auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
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player_tab->RestoreDefaults();
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ui->radioDocked->setChecked(true);
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ui->radioUndocked->setChecked(false);
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ui->vibrationGroup->setChecked(true);
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ui->motionGroup->setChecked(true);
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}
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void ConfigureInput::UpdateDockedState(bool is_handheld) {
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// Disallow changing the console mode if the controller type is handheld.
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ui->radioDocked->setEnabled(!is_handheld);
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ui->radioUndocked->setEnabled(!is_handheld);
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ui->radioDocked->setChecked(Settings::values.use_docked_mode.GetValue());
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ui->radioUndocked->setChecked(!Settings::values.use_docked_mode.GetValue());
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// Also force into undocked mode if the controller type is handheld.
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if (is_handheld) {
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ui->radioUndocked->setChecked(true);
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}
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}
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void ConfigureInput::UpdateAllInputDevices() {
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for (const auto& player : player_controllers) {
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player->UpdateInputDeviceCombobox();
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}
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}
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