ce16653cc8
* Implement the basics of controller auto mapping. From testing doesn't currenlty work. Opening the controller requires the device index, but it is only known and guaranteed at boot time or when a controller is connected. * Use the SDL_INIT_GAMECONTROLLER flag to initialize the controller subsystem. It automatically initializes the joystick subsystem too, so SDL_INIT_JOYSTICK is not needed. * Implement the SDLGameController class to handle open game controllers. Based on the SDLJoystick implementation. * Address review comments * Changes SDLJoystick and SDLGameController to use a custom default constructible destructor, to improve readability. The only deleters used previously were SDL_JoystickClose and SDL_GameControllerClose, respectively, plus null lambdas. Given that both SDL functions accept null pointers with just an early return, this should be functionally the same. with just an early return * warn the user when a controller mapping is not found * Get axis direction and threshold from SDL_ExtendedGameControllerBind * Reject analog bind if it's not axis, for the couple of examples present in SDL2.0.10's db. Also add SDL_CONTROLLER_BINDTYPE_NONE for the button bind switch, with a better log message. * sdl_impl.cpp: Log the error returned by SDL_GetError upon failure to open joystick * sdl: only use extended binding on SDL2.0.6 and up * sdl_impl.cpp: minor changes
133 lines
4.1 KiB
C++
133 lines
4.1 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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#pragma once
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#include <array>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <QKeySequence>
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#include <QWidget>
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#include "common/param_package.h"
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#include "core/settings.h"
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#include "input_common/main.h"
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class QKeyEvent;
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class QLabel;
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class QPushButton;
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class QSlider;
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class QString;
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class QTimer;
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namespace Ui {
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class ConfigureInput;
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}
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class ConfigureInput : public QWidget {
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Q_OBJECT
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public:
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explicit ConfigureInput(QWidget* parent = nullptr);
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~ConfigureInput() override;
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/// Save all button configurations to settings file
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void ApplyConfiguration();
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void RetranslateUI();
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/// Load configuration settings.
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void LoadConfiguration();
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void EmitInputKeysChanged();
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/// Save the current input profile index
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void ApplyProfile();
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public slots:
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void OnHotkeysChanged(QList<QKeySequence> new_key_list);
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signals:
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void InputKeysChanged(QList<QKeySequence> new_key_list);
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private:
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std::unique_ptr<Ui::ConfigureInput> ui;
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std::unique_ptr<QTimer> timeout_timer;
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std::unique_ptr<QTimer> poll_timer;
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/// This will be the the setting function when an input is awaiting configuration.
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std::optional<std::function<void(const Common::ParamPackage&)>> input_setter;
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std::array<Common::ParamPackage, Settings::NativeButton::NumButtons> buttons_param;
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std::array<Common::ParamPackage, Settings::NativeAnalog::NumAnalogs> analogs_param;
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static constexpr int ANALOG_SUB_BUTTONS_NUM = 5;
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/// Each button input is represented by a QPushButton.
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std::array<QPushButton*, Settings::NativeButton::NumButtons> button_map;
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/// A group of five QPushButtons represent one analog input. The buttons each represent up,
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/// down, left, right, and modifier, respectively.
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std::array<std::array<QPushButton*, ANALOG_SUB_BUTTONS_NUM>, Settings::NativeAnalog::NumAnalogs>
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analog_map_buttons;
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/// Analog inputs are also represented each with a single button, used to configure with an
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/// actual analog stick
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std::array<QPushButton*, Settings::NativeAnalog::NumAnalogs> analog_map_stick;
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std::array<QSlider*, Settings::NativeAnalog::NumAnalogs>
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analog_map_deadzone_and_modifier_slider;
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std::array<QLabel*, Settings::NativeAnalog::NumAnalogs>
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analog_map_deadzone_and_modifier_slider_label;
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static const std::array<std::string, ANALOG_SUB_BUTTONS_NUM> analog_sub_buttons;
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std::vector<std::unique_ptr<InputCommon::Polling::DevicePoller>> device_pollers;
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/**
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* List of keys currently registered to hotkeys.
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* These can't be bound to any input key.
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* Synchronised with ConfigureHotkeys via signal-slot.
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*/
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QList<QKeySequence> hotkey_list;
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/// A flag to indicate if keyboard keys are okay when configuring an input. If this is false,
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/// keyboard events are ignored.
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bool want_keyboard_keys = false;
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/// Generates list of all used keys
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QList<QKeySequence> GetUsedKeyboardKeys();
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void MapFromButton(const Common::ParamPackage& params);
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void AutoMap();
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/// Restore all buttons to their default values.
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void RestoreDefaults();
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/// Clear all input configuration
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void ClearAll();
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/// Update UI to reflect current configuration.
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void UpdateButtonLabels();
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/// Called when the button was pressed.
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void HandleClick(QPushButton* button,
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std::function<void(const Common::ParamPackage&)> new_input_setter,
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InputCommon::Polling::DeviceType type);
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/// The key code of the previous state of the key being currently bound.
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int previous_key_code;
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/// Finish polling and configure input using the input_setter
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void SetPollingResult(const Common::ParamPackage& params, bool abort);
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/// Handle key press events.
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void keyPressEvent(QKeyEvent* event) override;
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/// input profiles
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void NewProfile();
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void DeleteProfile();
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void RenameProfile();
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bool IsProfileNameDuplicate(const QString& name) const;
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void WarnProposedProfileNameIsDuplicate();
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};
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