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@ -118,37 +118,38 @@ std::vector<Common::ParamPackage> GetInputDevices() {
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std::unordered_map<Settings::NativeButton::Values, Common::ParamPackage> GetButtonMappingForDevice(
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const Common::ParamPackage& params) {
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std::unordered_map<Settings::NativeButton::Values, Common::ParamPackage> mappings{};
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std::unordered_map<Settings::NativeButton::Values, Common::ParamPackage> mappings;
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if (!params.Has("class") || params.Get("class", "") == "any") {
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return mappings;
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return {};
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}
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if (params.Get("class", "") == "key") {
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// TODO consider returning the SDL key codes for the default keybindings
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return {};
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}
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#ifdef HAVE_SDL2
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if (params.Get("class", "") == "sdl") {
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return sdl->GetButtonMappingForDevice(params);
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}
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#endif
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return mappings;
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return {};
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}
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std::unordered_map<Settings::NativeAnalog::Values, Common::ParamPackage> GetAnalogMappingForDevice(
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const Common::ParamPackage& params) {
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std::unordered_map<Settings::NativeAnalog::Values, Common::ParamPackage> mappings{};
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std::unordered_map<Settings::NativeAnalog::Values, Common::ParamPackage> mappings;
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if (!params.Has("class") || params.Get("class", "") == "any") {
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return mappings;
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return {};
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}
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if (params.Get("class", "") == "key") {
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// TODO consider returning the SDL key codes for the default keybindings
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return mappings;
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return {};
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}
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#ifdef HAVE_SDL2
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if (params.Get("class", "") == "sdl") {
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return sdl->GetAnalogMappingForDevice(params);
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}
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#endif
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return mappings;
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return {};
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}
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namespace Polling {
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@ -76,7 +76,7 @@ public:
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/// Setup and start polling for inputs, should be called before GetNextInput
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/// If a device_id is provided, events should be filtered to only include events from this
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/// device id
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virtual void Start(std::string device_id = "") = 0;
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virtual void Start(const std::string& device_id = "") = 0;
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/// Stop polling
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virtual void Stop() = 0;
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/**
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@ -545,17 +545,16 @@ SDLState::~SDLState() {
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std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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std::scoped_lock lock(joystick_map_mutex);
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std::vector<Common::ParamPackage> devices = {};
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std::vector<Common::ParamPackage> devices;
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for (const auto& [key, value] : joystick_map) {
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for (const auto& joystick : value) {
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auto controller = joystick->GetSDLGameController();
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auto joy = joystick->GetSDLJoystick();
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if (controller) {
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if (auto controller = joystick->GetSDLGameController()) {
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std::string name =
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fmt::format("{} {}", SDL_GameControllerName(controller), joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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{"class", "sdl"},
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{"display", name},
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{"display", std::move(name)},
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{"guid", joystick->GetGUID()},
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{"port", std::to_string(joystick->GetPort())},
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});
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@ -563,7 +562,7 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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std::string name = fmt::format("{} {}", SDL_JoystickName(joy), joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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{"class", "sdl"},
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{"display", name},
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{"display", std::move(name)},
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{"guid", joystick->GetGUID()},
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{"port", std::to_string(joystick->GetPort())},
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});
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@ -624,54 +623,43 @@ Common::ParamPackage BuildHatParamPackageForButton(int port, std::string guid, u
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}
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Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event) {
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Common::ParamPackage params{};
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switch (event.type) {
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case SDL_JOYAXISMOTION: {
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const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which);
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params = BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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event.jaxis.axis, event.jaxis.value);
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break;
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}
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case SDL_JOYBUTTONUP: {
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const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which);
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params = BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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event.jbutton.button);
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break;
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}
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case SDL_JOYHATMOTION: {
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const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which);
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params = BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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event.jhat.hat, event.jhat.value);
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break;
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}
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}
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return params;
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return {};
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}
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Common::ParamPackage BuildParamPackageForBinding(int port, const std::string& guid,
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const SDL_GameControllerButtonBind& binding) {
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Common::ParamPackage out{};
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switch (binding.bindType) {
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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out = BuildAnalogParamPackageForButton(port, guid, binding.value.axis);
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break;
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return BuildAnalogParamPackageForButton(port, guid, binding.value.axis);
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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out = BuildButtonParamPackageForButton(port, guid, binding.value.button);
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break;
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return BuildButtonParamPackageForButton(port, guid, binding.value.button);
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case SDL_CONTROLLER_BINDTYPE_HAT:
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out = BuildHatParamPackageForButton(port, guid, binding.value.hat.hat,
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return BuildHatParamPackageForButton(port, guid, binding.value.hat.hat,
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binding.value.hat.hat_mask);
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break;
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default:
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break;
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}
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return out;
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};
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return {};
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}
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Common::ParamPackage BuildParamPackageForAnalog(int port, const std::string& guid, int axis_x,
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int axis_y) {
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Common::ParamPackage params{};
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Common::ParamPackage params;
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params.Set("engine", "sdl");
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params.Set("port", port);
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params.Set("guid", guid);
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@ -769,7 +757,7 @@ class SDLPoller : public InputCommon::Polling::DevicePoller {
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public:
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explicit SDLPoller(SDLState& state_) : state(state_) {}
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void Start(std::string device_id) override {
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void Start(const std::string& device_id) override {
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state.event_queue.Clear();
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state.polling = true;
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}
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@ -821,7 +809,7 @@ public:
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explicit SDLAnalogPreferredPoller(SDLState& state_)
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: SDLPoller(state_), button_poller(state_) {}
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void Start(std::string device_id) override {
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void Start(const std::string& device_id) override {
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SDLPoller::Start(device_id);
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// Load the game controller
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// Reset stored axes
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@ -89,10 +89,9 @@ State::~State() {
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Input::UnregisterFactory<Input::MotionDevice>("cemuhookudp");
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}
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std::vector<Common::ParamPackage> State::GetInputDevices() {
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std::vector<Common::ParamPackage> devices = {};
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std::vector<Common::ParamPackage> State::GetInputDevices() const {
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// TODO support binding udp devices
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return devices;
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return {};
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}
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void State::ReloadUDPClient() {
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@ -19,7 +19,7 @@ public:
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State();
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~State();
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void ReloadUDPClient();
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std::vector<Common::ParamPackage> GetInputDevices();
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std::vector<Common::ParamPackage> GetInputDevices() const;
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private:
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std::unique_ptr<Client> client;
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@ -6,10 +6,10 @@
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#include "yuzu/configuration/configure_debug_controller.h"
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ConfigureDebugController::ConfigureDebugController(QWidget* parent)
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: QDialog(parent), ui(std::make_unique<Ui::ConfigureDebugController>()) {
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: QDialog(parent), ui(std::make_unique<Ui::ConfigureDebugController>()),
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debug_controller(new ConfigureInputPlayer(this, 9, nullptr, true)) {
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ui->setupUi(this);
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debug_controller = new ConfigureInputPlayer(this, 9, nullptr, true);
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ui->controllerLayout->addWidget(debug_controller);
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connect(ui->clear_all_button, &QPushButton::clicked, this,
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@ -27,7 +27,7 @@ private:
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void changeEvent(QEvent* event) override;
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void RetranslateUI();
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ConfigureInputPlayer* debug_controller;
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std::unique_ptr<Ui::ConfigureDebugController> ui;
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ConfigureInputPlayer* debug_controller;
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};
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@ -103,13 +103,14 @@ ConfigureInput::ConfigureInput(QWidget* parent)
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}
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});
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connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices,
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[&] { UpdateAllInputDevices(); });
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connect(player_connected[i], &QCheckBox::stateChanged,
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[&, i](int state) { player_controllers[i]->ConnectPlayer(state == Qt::Checked); });
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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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}
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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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[&](bool is_handheld) { UpdateDockedState(is_handheld); });
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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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@ -182,14 +183,14 @@ void ConfigureInput::LoadPlayerControllerIndices() {
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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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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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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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#include "ui_configure_input.h"
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class QCheckBox;
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class QString;
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class QTimer;
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class QCheckBox;
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namespace Ui {
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class ConfigureInput;
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@ -9,7 +9,7 @@
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#include "yuzu/configuration/configure_input_advanced.h"
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ConfigureInputAdvanced::ConfigureInputAdvanced(QWidget* parent)
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: QWidget(parent), ui(new Ui::ConfigureInputAdvanced) {
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: QWidget(parent), ui(std::make_unique<Ui::ConfigureInputAdvanced>()) {
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ui->setupUi(this);
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controllers_color_buttons = {{
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@ -4,6 +4,7 @@
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#pragma once
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#include <array>
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#include <memory>
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#include <QWidget>
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@ -348,22 +348,22 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i
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// Player Connected checkbox
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connect(ui->groupConnectedController, &QGroupBox::toggled,
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[&](bool checked) { emit Connected(checked); });
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[this](bool checked) { emit Connected(checked); });
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// Set up controller type. Only Player 1 can choose Handheld.
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ui->comboControllerType->clear();
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QStringList controller_types = {
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QStringLiteral("Pro Controller"),
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QStringLiteral("Dual Joycons"),
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QStringLiteral("Left Joycon"),
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QStringLiteral("Right Joycon"),
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tr("Pro Controller"),
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tr("Dual Joycons"),
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tr("Left Joycon"),
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tr("Right Joycon"),
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};
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if (player_index == 0) {
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controller_types.append(QStringLiteral("Handheld"));
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controller_types.append(tr("Handheld"));
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connect(ui->comboControllerType, qOverload<int>(&QComboBox::currentIndexChanged),
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[&](int index) {
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[this](int index) {
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emit HandheldStateChanged(GetControllerTypeFromIndex(index) ==
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Settings::ControllerType::Handheld);
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});
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@ -375,7 +375,7 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i
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ui->buttonHome->setEnabled(false);
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ui->groupConnectedController->setCheckable(false);
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QStringList debug_controller_types = {
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QStringLiteral("Pro Controller"),
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tr("Pro Controller"),
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};
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ui->comboControllerType->addItems(debug_controller_types);
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} else {
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@ -384,17 +384,18 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i
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UpdateControllerIcon();
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UpdateControllerAvailableButtons();
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connect(ui->comboControllerType, qOverload<int>(&QComboBox::currentIndexChanged), [&](int) {
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connect(ui->comboControllerType, qOverload<int>(&QComboBox::currentIndexChanged), [this](int) {
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UpdateControllerIcon();
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UpdateControllerAvailableButtons();
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});
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connect(ui->comboDevices, qOverload<int>(&QComboBox::currentIndexChanged),
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[&] { UpdateMappingWithDefaults(); });
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connect(ui->comboDevices, qOverload<int>(&QComboBox::currentIndexChanged), this,
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&ConfigureInputPlayer::UpdateMappingWithDefaults);
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ui->buttonRefreshDevices->setIcon(QIcon::fromTheme(QStringLiteral("view-refresh")));
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UpdateInputDevices();
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connect(ui->buttonRefreshDevices, &QPushButton::clicked, [&] { emit RefreshInputDevices(); });
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connect(ui->buttonRefreshDevices, &QPushButton::clicked,
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[this] { emit RefreshInputDevices(); });
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timeout_timer->setSingleShot(true);
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connect(timeout_timer.get(), &QTimer::timeout, [this] { SetPollingResult({}, true); });
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@ -707,26 +708,22 @@ void ConfigureInputPlayer::keyPressEvent(QKeyEvent* event) {
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void ConfigureInputPlayer::UpdateControllerIcon() {
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// We aren't using Qt's built in theme support here since we aren't drawing an icon (and its
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// "nonstandard" to use an image through the icon support)
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QString stylesheet{};
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const QString stylesheet = [this] {
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switch (GetControllerTypeFromIndex(ui->comboControllerType->currentIndex())) {
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case Settings::ControllerType::ProController:
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stylesheet = QStringLiteral("image: url(:/controller/pro_controller%0)");
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break;
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return QStringLiteral("image: url(:/controller/pro_controller%0)");
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case Settings::ControllerType::DualJoyconDetached:
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stylesheet = QStringLiteral("image: url(:/controller/dual_joycon%0)");
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break;
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return QStringLiteral("image: url(:/controller/dual_joycon%0)");
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case Settings::ControllerType::LeftJoycon:
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stylesheet = QStringLiteral("image: url(:/controller/single_joycon_left_vertical%0)");
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break;
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return QStringLiteral("image: url(:/controller/single_joycon_left_vertical%0)");
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case Settings::ControllerType::RightJoycon:
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stylesheet = QStringLiteral("image: url(:/controller/single_joycon_right_vertical%0)");
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break;
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return QStringLiteral("image: url(:/controller/single_joycon_right_vertical%0)");
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case Settings::ControllerType::Handheld:
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stylesheet = QStringLiteral("image: url(:/controller/handheld%0)");
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break;
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return QStringLiteral("image: url(:/controller/handheld%0)");
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default:
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break;
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return QString{};
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}
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}();
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const QString theme = [this] {
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if (QIcon::themeName().contains(QStringLiteral("dark"))) {
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@ -744,12 +741,12 @@ void ConfigureInputPlayer::UpdateControllerIcon() {
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void ConfigureInputPlayer::UpdateControllerAvailableButtons() {
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auto layout = GetControllerTypeFromIndex(ui->comboControllerType->currentIndex());
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if (debug) {
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layout = Settings::ControllerType::DualJoyconDetached;
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layout = Settings::ControllerType::ProController;
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}
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// List of all the widgets that will be hidden by any of the following layouts that need
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// "unhidden" after the controller type changes
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const std::vector<QWidget*> layout_show = {
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const std::array<QWidget*, 9> layout_show = {
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ui->buttonShoulderButtonsSLSR,
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ui->horizontalSpacerShoulderButtonsWidget,
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ui->horizontalSpacerShoulderButtonsWidget2,
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@ -768,11 +765,6 @@ void ConfigureInputPlayer::UpdateControllerAvailableButtons() {
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std::vector<QWidget*> layout_hidden;
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switch (layout) {
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case Settings::ControllerType::ProController:
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layout_hidden = {
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ui->buttonShoulderButtonsSLSR,
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ui->horizontalSpacerShoulderButtonsWidget2,
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};
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break;
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case Settings::ControllerType::DualJoyconDetached:
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case Settings::ControllerType::Handheld:
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layout_hidden = {
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@ -13,7 +13,6 @@
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#include <QStringList>
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#include <QVector>
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#include "common/common_types.h"
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#include "core/settings.h"
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namespace UISettings {
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