38110dd485
Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by: Its-Rei <kupfel@gmail.com>
141 lines
4.4 KiB
C++
141 lines
4.4 KiB
C++
// Copyright 2020 yuzu 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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#pragma once
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#include <array>
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#include <memory>
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#include <QDialog>
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#include "core/frontend/applets/controller.h"
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class GMainWindow;
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class QCheckBox;
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class QComboBox;
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class QDialogButtonBox;
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class QGroupBox;
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class QLabel;
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namespace InputCommon {
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class InputSubsystem;
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}
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namespace Ui {
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class QtControllerSelectorDialog;
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}
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class QtControllerSelectorDialog final : public QDialog {
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Q_OBJECT
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public:
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explicit QtControllerSelectorDialog(QWidget* parent,
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Core::Frontend::ControllerParameters parameters_,
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InputCommon::InputSubsystem* input_subsystem_);
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~QtControllerSelectorDialog() override;
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int exec() override;
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private:
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// Applies the current configuration.
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void ApplyConfiguration();
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// Loads the current input configuration into the frontend applet.
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void LoadConfiguration();
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// Initializes the "Configure Vibration" Dialog.
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void CallConfigureVibrationDialog();
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// Initializes the "Configure Input" Dialog.
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void CallConfigureInputDialog();
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// Checks the current configuration against the given parameters.
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// This sets and returns the value of parameters_met.
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bool CheckIfParametersMet();
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// Sets the controller icons for "Supported Controller Types".
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void SetSupportedControllers();
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// Updates the controller icons per player.
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void UpdateControllerIcon(std::size_t player_index);
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// Updates the controller state (type and connection status) per player.
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void UpdateControllerState(std::size_t player_index);
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// Updates the LED pattern per player.
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void UpdateLEDPattern(std::size_t player_index);
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// Updates the border color per player.
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void UpdateBorderColor(std::size_t player_index);
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// Sets the "Explain Text" per player.
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void SetExplainText(std::size_t player_index);
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// Updates the console mode.
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void UpdateDockedState(bool is_handheld);
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// Disables and disconnects unsupported players based on the given parameters.
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void DisableUnsupportedPlayers();
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std::unique_ptr<Ui::QtControllerSelectorDialog> ui;
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// Parameters sent in from the backend HLE applet.
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Core::Frontend::ControllerParameters parameters;
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InputCommon::InputSubsystem* input_subsystem;
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// This is true if and only if all parameters are met. Otherwise, this is false.
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// This determines whether the "OK" button can be clicked to exit the applet.
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bool parameters_met{false};
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static constexpr std::size_t NUM_PLAYERS = 8;
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// Widgets encapsulating the groupboxes and comboboxes per player.
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std::array<QWidget*, NUM_PLAYERS> player_widgets;
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// Groupboxes encapsulating the controller icons and LED patterns per player.
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std::array<QGroupBox*, NUM_PLAYERS> player_groupboxes;
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// Icons for currently connected controllers/players.
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std::array<QWidget*, NUM_PLAYERS> connected_controller_icons;
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// Labels that represent the player numbers in place of the controller icons.
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std::array<QLabel*, NUM_PLAYERS> player_labels;
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// LED patterns for currently connected controllers/players.
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std::array<std::array<QCheckBox*, 4>, NUM_PLAYERS> led_patterns_boxes;
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// Labels representing additional information known as "Explain Text" per player.
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std::array<QLabel*, NUM_PLAYERS> explain_text_labels;
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// Comboboxes with a list of emulated controllers per player.
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std::array<QComboBox*, NUM_PLAYERS> emulated_controllers;
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// Labels representing the number of connected controllers
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// above the "Connected Controllers" checkboxes.
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std::array<QLabel*, NUM_PLAYERS> connected_controller_labels;
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// Checkboxes representing the "Connected Controllers".
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std::array<QCheckBox*, NUM_PLAYERS> connected_controller_checkboxes;
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};
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class QtControllerSelector final : public QObject, public Core::Frontend::ControllerApplet {
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Q_OBJECT
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public:
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explicit QtControllerSelector(GMainWindow& parent);
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~QtControllerSelector() override;
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void ReconfigureControllers(
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std::function<void()> callback,
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const Core::Frontend::ControllerParameters& parameters) const override;
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signals:
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void MainWindowReconfigureControllers(
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const Core::Frontend::ControllerParameters& parameters) const;
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private:
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void MainWindowReconfigureFinished();
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mutable std::function<void()> callback;
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};
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