suyu/src/yuzu/configuration/configure_input.cpp
Lioncash 9e1b0af259 input_common: Eliminate most global state
Abstracts most of the input mechanisms under an InputSubsystem class
that is managed by the frontends, eliminating any static constructors
and destructors. This gets rid of global accessor functions and also
allows the frontends to have a more fine-grained control over the
lifecycle of the input subsystem.

This also makes it explicit which interfaces rely on the input subsystem
instead of making it opaque in the interface functions. All that remains
to migrate over is the factories, which can be done in a separate
change.
2020-08-27 16:11:17 -04:00

223 lines
8.5 KiB
C++

// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <memory>
#include <QSignalBlocker>
#include <QTimer>
#include "core/core.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/am/applet_ae.h"
#include "core/hle/service/am/applet_oe.h"
#include "core/hle/service/sm/sm.h"
#include "ui_configure_input.h"
#include "ui_configure_input_advanced.h"
#include "ui_configure_input_player.h"
#include "yuzu/configuration/configure_debug_controller.h"
#include "yuzu/configuration/configure_input.h"
#include "yuzu/configuration/configure_input_advanced.h"
#include "yuzu/configuration/configure_input_player.h"
#include "yuzu/configuration/configure_mouse_advanced.h"
#include "yuzu/configuration/configure_touchscreen_advanced.h"
namespace {
template <typename Dialog, typename... Args>
void CallConfigureDialog(ConfigureInput& parent, Args&&... args) {
Dialog dialog(&parent, std::forward<Args>(args)...);
const auto res = dialog.exec();
if (res == QDialog::Accepted) {
dialog.ApplyConfiguration();
}
}
} // Anonymous namespace
void OnDockedModeChanged(bool last_state, bool new_state) {
if (last_state == new_state) {
return;
}
Core::System& system{Core::System::GetInstance()};
if (!system.IsPoweredOn()) {
return;
}
Service::SM::ServiceManager& sm = system.ServiceManager();
// Message queue is shared between these services, we just need to signal an operation
// change to one and it will handle both automatically
auto applet_oe = sm.GetService<Service::AM::AppletOE>("appletOE");
auto applet_ae = sm.GetService<Service::AM::AppletAE>("appletAE");
bool has_signalled = false;
if (applet_oe != nullptr) {
applet_oe->GetMessageQueue()->OperationModeChanged();
has_signalled = true;
}
if (applet_ae != nullptr && !has_signalled) {
applet_ae->GetMessageQueue()->OperationModeChanged();
}
}
ConfigureInput::ConfigureInput(QWidget* parent)
: QWidget(parent), ui(std::make_unique<Ui::ConfigureInput>()) {
ui->setupUi(this);
}
ConfigureInput::~ConfigureInput() = default;
void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem) {
player_controllers = {
new ConfigureInputPlayer(this, 0, ui->consoleInputSettings, input_subsystem),
new ConfigureInputPlayer(this, 1, ui->consoleInputSettings, input_subsystem),
new ConfigureInputPlayer(this, 2, ui->consoleInputSettings, input_subsystem),
new ConfigureInputPlayer(this, 3, ui->consoleInputSettings, input_subsystem),
new ConfigureInputPlayer(this, 4, ui->consoleInputSettings, input_subsystem),
new ConfigureInputPlayer(this, 5, ui->consoleInputSettings, input_subsystem),
new ConfigureInputPlayer(this, 6, ui->consoleInputSettings, input_subsystem),
new ConfigureInputPlayer(this, 7, ui->consoleInputSettings, input_subsystem),
};
player_tabs = {
ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4,
ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8,
};
player_connected = {
ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected,
ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected,
ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected,
};
for (std::size_t i = 0; i < player_tabs.size(); ++i) {
player_tabs[i]->setLayout(new QHBoxLayout(player_tabs[i]));
player_tabs[i]->layout()->addWidget(player_controllers[i]);
connect(player_controllers[i], &ConfigureInputPlayer::Connected, [&, i](bool is_connected) {
if (is_connected) {
for (std::size_t index = 0; index <= i; ++index) {
player_connected[index]->setChecked(is_connected);
}
} else {
for (std::size_t index = i; index < player_tabs.size(); ++index) {
player_connected[index]->setChecked(is_connected);
}
}
});
connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices,
[this] { UpdateAllInputDevices(); });
connect(player_connected[i], &QCheckBox::stateChanged, [this, i](int state) {
player_controllers[i]->ConnectPlayer(state == Qt::Checked);
});
}
// Only the first player can choose handheld mode so connect the signal just to player 1
connect(player_controllers[0], &ConfigureInputPlayer::HandheldStateChanged,
[this](bool is_handheld) { UpdateDockedState(is_handheld); });
advanced = new ConfigureInputAdvanced(this);
ui->tabAdvanced->setLayout(new QHBoxLayout(ui->tabAdvanced));
ui->tabAdvanced->layout()->addWidget(advanced);
connect(advanced, &ConfigureInputAdvanced::CallDebugControllerDialog, [this, input_subsystem] {
CallConfigureDialog<ConfigureDebugController>(*this, input_subsystem);
});
connect(advanced, &ConfigureInputAdvanced::CallMouseConfigDialog, [this, input_subsystem] {
CallConfigureDialog<ConfigureMouseAdvanced>(*this, input_subsystem);
});
connect(advanced, &ConfigureInputAdvanced::CallTouchscreenConfigDialog,
[this] { CallConfigureDialog<ConfigureTouchscreenAdvanced>(*this); });
connect(ui->buttonClearAll, &QPushButton::clicked, [this] { ClearAll(); });
connect(ui->buttonRestoreDefaults, &QPushButton::clicked, [this] { RestoreDefaults(); });
RetranslateUI();
LoadConfiguration();
}
QList<QWidget*> ConfigureInput::GetSubTabs() const {
return {
ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4, ui->tabPlayer5,
ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8, ui->tabAdvanced,
};
}
void ConfigureInput::ApplyConfiguration() {
for (auto controller : player_controllers) {
controller->ApplyConfiguration();
}
advanced->ApplyConfiguration();
const bool pre_docked_mode = Settings::values.use_docked_mode;
Settings::values.use_docked_mode = ui->radioDocked->isChecked();
OnDockedModeChanged(pre_docked_mode, Settings::values.use_docked_mode);
Settings::values.vibration_enabled = ui->vibrationGroup->isChecked();
}
void ConfigureInput::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QWidget::changeEvent(event);
}
void ConfigureInput::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigureInput::LoadConfiguration() {
LoadPlayerControllerIndices();
UpdateDockedState(Settings::values.players[0].controller_type ==
Settings::ControllerType::Handheld);
ui->vibrationGroup->setChecked(Settings::values.vibration_enabled);
}
void ConfigureInput::LoadPlayerControllerIndices() {
for (std::size_t i = 0; i < player_connected.size(); ++i) {
const auto connected = Settings::values.players[i].connected ||
(i == 0 && Settings::values.players[8].connected);
player_connected[i]->setChecked(connected);
}
}
void ConfigureInput::ClearAll() {
// We don't have a good way to know what tab is active, but we can find out by getting the
// parent of the consoleInputSettings
auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
player_tab->ClearAll();
}
void ConfigureInput::RestoreDefaults() {
// We don't have a good way to know what tab is active, but we can find out by getting the
// parent of the consoleInputSettings
auto* player_tab = static_cast<ConfigureInputPlayer*>(ui->consoleInputSettings->parent());
player_tab->RestoreDefaults();
ui->radioDocked->setChecked(true);
ui->radioUndocked->setChecked(false);
ui->vibrationGroup->setChecked(true);
}
void ConfigureInput::UpdateDockedState(bool is_handheld) {
// If the controller type is handheld only, disallow changing docked mode
ui->radioDocked->setEnabled(!is_handheld);
ui->radioUndocked->setEnabled(!is_handheld);
ui->radioDocked->setChecked(Settings::values.use_docked_mode);
ui->radioUndocked->setChecked(!Settings::values.use_docked_mode);
// If its handheld only, force docked mode off (since you can't play handheld in a dock)
if (is_handheld) {
ui->radioUndocked->setChecked(true);
}
}
void ConfigureInput::UpdateAllInputDevices() {
for (const auto& player : player_controllers) {
player->UpdateInputDevices();
}
}