Merge pull request #5209 from Morph1984/refactor-controller-connect
configure_input: Modify controller connection delay
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commit
1ff341f3dc
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@ -535,7 +535,7 @@ void QtControllerSelectorDialog::UpdateControllerState(std::size_t player_index)
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// do not respond to a change in controller type if it was instantaneous.
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// do not respond to a change in controller type if it was instantaneous.
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using namespace std::chrono_literals;
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(20ms);
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std::this_thread::sleep_for(60ms);
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UpdateController(controller_type, player_index, player_connected);
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UpdateController(controller_type, player_index, player_connected);
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}
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}
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@ -4,6 +4,7 @@
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#include <algorithm>
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#include <algorithm>
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#include <memory>
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#include <memory>
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#include <thread>
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#include <QSignalBlocker>
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#include <QSignalBlocker>
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#include <QTimer>
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#include <QTimer>
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@ -181,8 +182,18 @@ QList<QWidget*> ConfigureInput::GetSubTabs() const {
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}
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}
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void ConfigureInput::ApplyConfiguration() {
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void ConfigureInput::ApplyConfiguration() {
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for (auto controller : player_controllers) {
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for (auto* controller : player_controllers) {
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controller->ApplyConfiguration();
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controller->ApplyConfiguration();
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controller->TryDisconnectSelectedController();
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}
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// do not respond to a change in controller type if it was instantaneous.
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(60ms);
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for (auto* controller : player_controllers) {
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controller->TryConnectSelectedController();
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}
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}
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advanced->ApplyConfiguration();
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advanced->ApplyConfiguration();
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@ -4,7 +4,6 @@
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#include <algorithm>
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#include <algorithm>
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#include <memory>
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#include <memory>
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#include <thread>
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#include <utility>
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#include <utility>
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#include <QGridLayout>
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#include <QGridLayout>
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#include <QInputDialog>
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#include <QInputDialog>
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@ -576,6 +575,10 @@ void ConfigureInputPlayer::ApplyConfiguration() {
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std::transform(motions_param.begin(), motions_param.end(), motions.begin(),
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std::transform(motions_param.begin(), motions_param.end(), motions.begin(),
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[](const Common::ParamPackage& param) { return param.Serialize(); });
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[](const Common::ParamPackage& param) { return param.Serialize(); });
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}
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void ConfigureInputPlayer::TryConnectSelectedController() {
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auto& player = Settings::values.players.GetValue()[player_index];
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const auto controller_type =
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const auto controller_type =
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GetControllerTypeFromIndex(ui->comboControllerType->currentIndex());
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GetControllerTypeFromIndex(ui->comboControllerType->currentIndex());
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@ -588,15 +591,12 @@ void ConfigureInputPlayer::ApplyConfiguration() {
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return;
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return;
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}
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}
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// Disconnect the controller first.
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UpdateController(controller_type, player_index, false);
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player.controller_type = controller_type;
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player.controller_type = controller_type;
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player.connected = player_connected;
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player.connected = player_connected;
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ConfigureVibration::SetVibrationDevices(player_index);
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ConfigureVibration::SetVibrationDevices(player_index);
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// Handheld
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// Connect/Disconnect Handheld depending on Player 1's controller configuration.
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if (player_index == 0) {
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if (player_index == 0) {
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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if (controller_type == Settings::ControllerType::Handheld) {
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if (controller_type == Settings::ControllerType::Handheld) {
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@ -611,14 +611,26 @@ void ConfigureInputPlayer::ApplyConfiguration() {
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return;
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return;
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}
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}
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// do not respond to a change in controller type if it was instantaneous.
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(20ms);
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UpdateController(controller_type, player_index, player_connected);
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UpdateController(controller_type, player_index, player_connected);
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}
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}
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void ConfigureInputPlayer::TryDisconnectSelectedController() {
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const auto& player = Settings::values.players.GetValue()[player_index];
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const auto controller_type =
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GetControllerTypeFromIndex(ui->comboControllerType->currentIndex());
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const auto player_connected = ui->groupConnectedController->isChecked() &&
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controller_type != Settings::ControllerType::Handheld;
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// Do not do anything if the controller configuration has not changed.
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if (player.controller_type == controller_type && player.connected == player_connected) {
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return;
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}
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// Disconnect the controller first.
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UpdateController(controller_type, player_index, false);
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}
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void ConfigureInputPlayer::showEvent(QShowEvent* event) {
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void ConfigureInputPlayer::showEvent(QShowEvent* event) {
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if (bottom_row == nullptr) {
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if (bottom_row == nullptr) {
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return;
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return;
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@ -54,6 +54,18 @@ public:
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/// Save all button configurations to settings file.
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/// Save all button configurations to settings file.
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void ApplyConfiguration();
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void ApplyConfiguration();
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/**
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* Attempts to connect the currently selected controller in the HID backend.
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* This function will not do anything if it is not connected in the frontend.
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*/
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void TryConnectSelectedController();
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/**
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* Attempts to disconnect the currently selected controller in the HID backend.
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* This function will not do anything if the configuration has not changed.
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*/
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void TryDisconnectSelectedController();
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/// Set the connection state checkbox (used to sync state).
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/// Set the connection state checkbox (used to sync state).
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void ConnectPlayer(bool connected);
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void ConnectPlayer(bool connected);
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