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configure_input: Hook up the motion button and checkbox

This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
This commit is contained in:
Morph 2020-09-05 09:42:01 -04:00
parent 797564599f
commit 5b6268d26a
7 changed files with 19 additions and 7 deletions

View file

@ -389,7 +389,7 @@ void Controller_NPad::OnUpdate(const Core::Timing::CoreTiming& core_timing, u8*
// Try to read sixaxis sensor states
std::array<MotionDevice, 2> motion_devices;
if (sixaxis_sensors_enabled) {
if (sixaxis_sensors_enabled && Settings::values.motion_enabled) {
sixaxis_at_rest = true;
for (std::size_t e = 0; e < motion_devices.size(); ++e) {
const auto& device = motions[i][e];

View file

@ -152,6 +152,7 @@ struct Values {
bool vibration_enabled;
bool motion_enabled;
std::string motion_device;
std::string touch_device;
TouchscreenInput touchscreen;

View file

@ -445,6 +445,7 @@ void Config::ReadControlValues() {
Settings::values.vibration_enabled =
ReadSetting(QStringLiteral("vibration_enabled"), true).toBool();
Settings::values.motion_enabled = ReadSetting(QStringLiteral("motion_enabled"), true).toBool();
Settings::values.use_docked_mode =
ReadSetting(QStringLiteral("use_docked_mode"), false).toBool();
@ -1091,6 +1092,7 @@ void Config::SaveControlValues() {
SaveMotionTouchValues();
WriteSetting(QStringLiteral("vibration_enabled"), Settings::values.vibration_enabled, true);
WriteSetting(QStringLiteral("motion_enabled"), Settings::values.motion_enabled, true);
WriteSetting(QStringLiteral("motion_device"),
QString::fromStdString(Settings::values.motion_device),
QStringLiteral("engine:motion_emu,update_period:100,sensitivity:0.01"));

View file

@ -133,6 +133,10 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem) {
CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
});
connect(ui->motionButton, &QPushButton::clicked, [this, input_subsystem] {
CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
});
connect(ui->buttonClearAll, &QPushButton::clicked, [this] { ClearAll(); });
connect(ui->buttonRestoreDefaults, &QPushButton::clicked, [this] { RestoreDefaults(); });
@ -159,6 +163,7 @@ void ConfigureInput::ApplyConfiguration() {
OnDockedModeChanged(pre_docked_mode, Settings::values.use_docked_mode);
Settings::values.vibration_enabled = ui->vibrationGroup->isChecked();
Settings::values.motion_enabled = ui->motionGroup->isChecked();
}
void ConfigureInput::changeEvent(QEvent* event) {
@ -179,6 +184,7 @@ void ConfigureInput::LoadConfiguration() {
Settings::ControllerType::Handheld);
ui->vibrationGroup->setChecked(Settings::values.vibration_enabled);
ui->motionGroup->setChecked(Settings::values.motion_enabled);
}
void ConfigureInput::LoadPlayerControllerIndices() {
@ -205,6 +211,7 @@ void ConfigureInput::RestoreDefaults() {
ui->radioDocked->setChecked(true);
ui->radioUndocked->setChecked(false);
ui->vibrationGroup->setChecked(true);
ui->motionGroup->setChecked(true);
}
void ConfigureInput::UpdateDockedState(bool is_handheld) {

View file

@ -340,11 +340,6 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i
motions_param[motion_id].Clear();
motion_map[motion_id]->setText(tr("[not set]"));
});
context_menu.addAction(tr("Restore Default"), [&] {
motions_param[motion_id] = Common::ParamPackage{
InputCommon::GenerateKeyboardParam(Config::default_motions[motion_id])};
motion_map[motion_id]->setText(ButtonToText(motions_param[motion_id]));
});
context_menu.exec(motion_map[motion_id]->mapToGlobal(menu_location));
});
}
@ -738,7 +733,11 @@ void ConfigureInputPlayer::UpdateMappingWithDefaults() {
void ConfigureInputPlayer::HandleClick(
QPushButton* button, std::function<void(const Common::ParamPackage&)> new_input_setter,
InputCommon::Polling::DeviceType type) {
if (button == ui->buttonMotionLeft || button == ui->buttonMotionRight) {
button->setText(tr("Shake!"));
} else {
button->setText(tr("[waiting]"));
}
button->setFocus();
// The first two input devices are always Any and Keyboard/Mouse. If the user filtered to a

View file

@ -290,6 +290,8 @@ void Config::ReadValues() {
Settings::values.vibration_enabled =
sdl2_config->GetBoolean("ControlsGeneral", "vibration_enabled", true);
Settings::values.motion_enabled =
sdl2_config->GetBoolean("ControlsGeneral", "motion_enabled", true);
Settings::values.touchscreen.enabled =
sdl2_config->GetBoolean("ControlsGeneral", "touch_enabled", true);
Settings::values.touchscreen.device =

View file

@ -76,6 +76,7 @@ void Config::ReadValues() {
}
Settings::values.vibration_enabled = true;
Settings::values.motion_enabled = true;
Settings::values.touchscreen.enabled = "";
Settings::values.touchscreen.device = "";
Settings::values.touchscreen.finger = 0;