configure_input.cpp 9.1 KB

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  1. // Copyright 2016 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <memory>
  6. #include <QSignalBlocker>
  7. #include <QTimer>
  8. #include "core/core.h"
  9. #include "core/hle/service/am/am.h"
  10. #include "core/hle/service/am/applet_ae.h"
  11. #include "core/hle/service/am/applet_oe.h"
  12. #include "core/hle/service/sm/sm.h"
  13. #include "ui_configure_input.h"
  14. #include "ui_configure_input_advanced.h"
  15. #include "ui_configure_input_player.h"
  16. #include "yuzu/configuration/configure_debug_controller.h"
  17. #include "yuzu/configuration/configure_input.h"
  18. #include "yuzu/configuration/configure_input_advanced.h"
  19. #include "yuzu/configuration/configure_input_player.h"
  20. #include "yuzu/configuration/configure_motion_touch.h"
  21. #include "yuzu/configuration/configure_mouse_advanced.h"
  22. #include "yuzu/configuration/configure_touchscreen_advanced.h"
  23. namespace {
  24. template <typename Dialog, typename... Args>
  25. void CallConfigureDialog(ConfigureInput& parent, Args&&... args) {
  26. Dialog dialog(&parent, std::forward<Args>(args)...);
  27. const auto res = dialog.exec();
  28. if (res == QDialog::Accepted) {
  29. dialog.ApplyConfiguration();
  30. }
  31. }
  32. } // Anonymous namespace
  33. void OnDockedModeChanged(bool last_state, bool new_state) {
  34. if (last_state == new_state) {
  35. return;
  36. }
  37. Core::System& system{Core::System::GetInstance()};
  38. if (!system.IsPoweredOn()) {
  39. return;
  40. }
  41. Service::SM::ServiceManager& sm = system.ServiceManager();
  42. // Message queue is shared between these services, we just need to signal an operation
  43. // change to one and it will handle both automatically
  44. auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE");
  45. auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE");
  46. bool has_signalled = false;
  47. if (applet_oe != nullptr) {
  48. applet_oe->GetMessageQueue()->OperationModeChanged();
  49. has_signalled = true;
  50. }
  51. if (applet_ae != nullptr && !has_signalled) {
  52. applet_ae->GetMessageQueue()->OperationModeChanged();
  53. }
  54. }
  55. ConfigureInput::ConfigureInput(QWidget* parent)
  56. : QWidget(parent), ui(std::make_unique<Ui::ConfigureInput>()) {
  57. ui->setupUi(this);
  58. }
  59. ConfigureInput::~ConfigureInput() = default;
  60. void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem) {
  61. player_controllers = {
  62. new ConfigureInputPlayer(this, 0, ui->consoleInputSettings, input_subsystem),
  63. new ConfigureInputPlayer(this, 1, ui->consoleInputSettings, input_subsystem),
  64. new ConfigureInputPlayer(this, 2, ui->consoleInputSettings, input_subsystem),
  65. new ConfigureInputPlayer(this, 3, ui->consoleInputSettings, input_subsystem),
  66. new ConfigureInputPlayer(this, 4, ui->consoleInputSettings, input_subsystem),
  67. new ConfigureInputPlayer(this, 5, ui->consoleInputSettings, input_subsystem),
  68. new ConfigureInputPlayer(this, 6, ui->consoleInputSettings, input_subsystem),
  69. new ConfigureInputPlayer(this, 7, ui->consoleInputSettings, input_subsystem),
  70. };
  71. player_tabs = {
  72. ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4,
  73. ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8,
  74. };
  75. player_connected = {
  76. ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected,
  77. ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected,
  78. ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected,
  79. };
  80. for (std::size_t i = 0; i < player_tabs.size(); ++i) {
  81. player_tabs[i]->setLayout(new QHBoxLayout(player_tabs[i]));
  82. player_tabs[i]->layout()->addWidget(player_controllers[i]);
  83. connect(player_controllers[i], &ConfigureInputPlayer::Connected, [&, i](bool is_connected) {
  84. if (is_connected) {
  85. for (std::size_t index = 0; index <= i; ++index) {
  86. player_connected[index]->setChecked(is_connected);
  87. }
  88. } else {
  89. for (std::size_t index = i; index < player_tabs.size(); ++index) {
  90. player_connected[index]->setChecked(is_connected);
  91. }
  92. }
  93. });
  94. connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices,
  95. [this] { UpdateAllInputDevices(); });
  96. connect(player_connected[i], &QCheckBox::stateChanged, [this, i](int state) {
  97. player_controllers[i]->ConnectPlayer(state == Qt::Checked);
  98. });
  99. }
  100. // Only the first player can choose handheld mode so connect the signal just to player 1
  101. connect(player_controllers[0], &ConfigureInputPlayer::HandheldStateChanged,
  102. [this](bool is_handheld) { UpdateDockedState(is_handheld); });
  103. advanced = new ConfigureInputAdvanced(this);
  104. ui->tabAdvanced->setLayout(new QHBoxLayout(ui->tabAdvanced));
  105. ui->tabAdvanced->layout()->addWidget(advanced);
  106. connect(advanced, &ConfigureInputAdvanced::CallDebugControllerDialog, [this, input_subsystem] {
  107. CallConfigureDialog<ConfigureDebugController>(*this, input_subsystem);
  108. });
  109. connect(advanced, &ConfigureInputAdvanced::CallMouseConfigDialog, [this, input_subsystem] {
  110. CallConfigureDialog<ConfigureMouseAdvanced>(*this, input_subsystem);
  111. });
  112. connect(advanced, &ConfigureInputAdvanced::CallTouchscreenConfigDialog,
  113. [this] { CallConfigureDialog<ConfigureTouchscreenAdvanced>(*this); });
  114. connect(advanced, &ConfigureInputAdvanced::CallMotionTouchConfigDialog,
  115. [this, input_subsystem] {
  116. CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
  117. });
  118. connect(ui->motionButton, &QPushButton::clicked, [this, input_subsystem] {
  119. CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
  120. });
  121. connect(ui->buttonClearAll, &QPushButton::clicked, [this] { ClearAll(); });
  122. connect(ui->buttonRestoreDefaults, &QPushButton::clicked, [this] { RestoreDefaults(); });
  123. RetranslateUI();
  124. LoadConfiguration();
  125. }
  126. QList<QWidget*> ConfigureInput::GetSubTabs() const {
  127. return {
  128. ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4, ui->tabPlayer5,
  129. ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8, ui->tabAdvanced,
  130. };
  131. }
  132. void ConfigureInput::ApplyConfiguration() {
  133. for (auto controller : player_controllers) {
  134. controller->ApplyConfiguration();
  135. }
  136. advanced->ApplyConfiguration();
  137. const bool pre_docked_mode = Settings::values.use_docked_mode;
  138. Settings::values.use_docked_mode = ui->radioDocked->isChecked();
  139. OnDockedModeChanged(pre_docked_mode, Settings::values.use_docked_mode);
  140. Settings::values.vibration_enabled = ui->vibrationGroup->isChecked();
  141. Settings::values.motion_enabled = ui->motionGroup->isChecked();
  142. }
  143. void ConfigureInput::changeEvent(QEvent* event) {
  144. if (event->type() == QEvent::LanguageChange) {
  145. RetranslateUI();
  146. }
  147. QWidget::changeEvent(event);
  148. }
  149. void ConfigureInput::RetranslateUI() {
  150. ui->retranslateUi(this);
  151. }
  152. void ConfigureInput::LoadConfiguration() {
  153. LoadPlayerControllerIndices();
  154. UpdateDockedState(Settings::values.players[0].controller_type ==
  155. Settings::ControllerType::Handheld);
  156. ui->vibrationGroup->setChecked(Settings::values.vibration_enabled);
  157. ui->motionGroup->setChecked(Settings::values.motion_enabled);
  158. }
  159. void ConfigureInput::LoadPlayerControllerIndices() {
  160. for (std::size_t i = 0; i < player_connected.size(); ++i) {
  161. const auto connected = Settings::values.players[i].connected ||
  162. (i == 0 && Settings::values.players[8].connected);
  163. player_connected[i]->setChecked(connected);
  164. }
  165. }
  166. void ConfigureInput::ClearAll() {
  167. // We don't have a good way to know what tab is active, but we can find out by getting the
  168. // parent of the consoleInputSettings
  169. auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
  170. player_tab->ClearAll();
  171. }
  172. void ConfigureInput::RestoreDefaults() {
  173. // We don't have a good way to know what tab is active, but we can find out by getting the
  174. // parent of the consoleInputSettings
  175. auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
  176. player_tab->RestoreDefaults();
  177. ui->radioDocked->setChecked(true);
  178. ui->radioUndocked->setChecked(false);
  179. ui->vibrationGroup->setChecked(true);
  180. ui->motionGroup->setChecked(true);
  181. }
  182. void ConfigureInput::UpdateDockedState(bool is_handheld) {
  183. // If the controller type is handheld only, disallow changing docked mode
  184. ui->radioDocked->setEnabled(!is_handheld);
  185. ui->radioUndocked->setEnabled(!is_handheld);
  186. ui->radioDocked->setChecked(Settings::values.use_docked_mode);
  187. ui->radioUndocked->setChecked(!Settings::values.use_docked_mode);
  188. // If its handheld only, force docked mode off (since you can't play handheld in a dock)
  189. if (is_handheld) {
  190. ui->radioUndocked->setChecked(true);
  191. }
  192. }
  193. void ConfigureInput::UpdateAllInputDevices() {
  194. for (const auto& player : player_controllers) {
  195. player->UpdateInputDevices();
  196. }
  197. }