Merge pull request #11803 from flodavid/improve-controller-applet-click
yuzu: Improve behavior when clicking on controller box in Controller applet
This commit is contained in:
commit
18a4529851
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@ -155,18 +155,27 @@ QtControllerSelectorDialog::QtControllerSelectorDialog(
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UpdateBorderColor(i);
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connect(player_groupboxes[i], &QGroupBox::toggled, [this, i](bool checked) {
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if (checked) {
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// Hide eventual error message about number of controllers
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ui->labelError->setVisible(false);
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for (std::size_t index = 0; index <= i; ++index) {
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connected_controller_checkboxes[index]->setChecked(checked);
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}
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} else {
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for (std::size_t index = i; index < NUM_PLAYERS; ++index) {
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connected_controller_checkboxes[index]->setChecked(checked);
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}
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// Reconnect current controller if it was the last one checked
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// (player number was reduced by more than one)
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const bool reconnect_first = !checked && i < player_groupboxes.size() - 1 &&
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player_groupboxes[i + 1]->isChecked();
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// Ensures that connecting a controller changes the number of players
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if (connected_controller_checkboxes[i]->isChecked() != checked) {
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// Ensures that the players are always connected in sequential order
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PropagatePlayerNumberChanged(i, checked, reconnect_first);
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}
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});
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connect(connected_controller_checkboxes[i], &QCheckBox::clicked, [this, i](bool checked) {
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// Reconnect current controller if it was the last one checked
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// (player number was reduced by more than one)
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const bool reconnect_first = !checked &&
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i < connected_controller_checkboxes.size() - 1 &&
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connected_controller_checkboxes[i + 1]->isChecked();
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// Ensures that the players are always connected in sequential order
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PropagatePlayerNumberChanged(i, checked, reconnect_first);
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});
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connect(emulated_controllers[i], qOverload<int>(&QComboBox::currentIndexChanged),
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[this, i](int) {
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@ -668,6 +677,29 @@ void QtControllerSelectorDialog::UpdateDockedState(bool is_handheld) {
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}
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}
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void QtControllerSelectorDialog::PropagatePlayerNumberChanged(size_t player_index, bool checked,
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bool reconnect_current) {
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connected_controller_checkboxes[player_index]->setChecked(checked);
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// Hide eventual error message about number of controllers
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ui->labelError->setVisible(false);
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if (checked) {
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// Check all previous buttons when checked
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if (player_index > 0) {
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PropagatePlayerNumberChanged(player_index - 1, checked);
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}
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} else {
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// Unchecked all following buttons when unchecked
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if (player_index < connected_controller_checkboxes.size() - 1) {
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PropagatePlayerNumberChanged(player_index + 1, checked);
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}
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}
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if (reconnect_current) {
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connected_controller_checkboxes[player_index]->setCheckState(Qt::Checked);
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}
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}
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void QtControllerSelectorDialog::DisableUnsupportedPlayers() {
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const auto max_supported_players = parameters.enable_single_mode ? 1 : parameters.max_players;
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@ -100,6 +100,10 @@ private:
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// Updates the console mode.
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void UpdateDockedState(bool is_handheld);
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// Enable preceding controllers or disable following ones
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void PropagatePlayerNumberChanged(size_t player_index, bool checked,
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bool reconnect_current = false);
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// Disables and disconnects unsupported players based on the given parameters.
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void DisableUnsupportedPlayers();
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@ -101,13 +101,13 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
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ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8,
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};
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player_connected = {
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connected_controller_checkboxes = {
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ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected,
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ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected,
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ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected,
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};
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std::array<QLabel*, 8> player_connected_labels = {
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std::array<QLabel*, 8> connected_controller_labels = {
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ui->label, ui->label_3, ui->label_4, ui->label_5,
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ui->label_6, ui->label_7, ui->label_8, ui->label_9,
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};
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@ -115,23 +115,37 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
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for (std::size_t i = 0; i < player_tabs.size(); ++i) {
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player_tabs[i]->setLayout(new QHBoxLayout(player_tabs[i]));
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player_tabs[i]->layout()->addWidget(player_controllers[i]);
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connect(player_connected[i], &QCheckBox::clicked, [this, i](int checked) {
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// Ensures that the controllers are always connected in sequential order
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this->propagateMouseClickOnPlayers(i, checked, true);
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connect(player_controllers[i], &ConfigureInputPlayer::Connected, [this, i](bool checked) {
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// Ensures that connecting a controller changes the number of players
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if (connected_controller_checkboxes[i]->isChecked() != checked) {
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// Ensures that the players are always connected in sequential order
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PropagatePlayerNumberChanged(i, checked);
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}
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});
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connect(connected_controller_checkboxes[i], &QCheckBox::clicked, [this, i](bool checked) {
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// Reconnect current controller if it was the last one checked
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// (player number was reduced by more than one)
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const bool reconnect_first = !checked &&
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i < connected_controller_checkboxes.size() - 1 &&
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connected_controller_checkboxes[i + 1]->isChecked();
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// Ensures that the players are always connected in sequential order
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PropagatePlayerNumberChanged(i, checked, reconnect_first);
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});
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connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices, this,
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&ConfigureInput::UpdateAllInputDevices);
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connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputProfiles, this,
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&ConfigureInput::UpdateAllInputProfiles, Qt::QueuedConnection);
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connect(player_connected[i], &QCheckBox::stateChanged, [this, i](int state) {
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connect(connected_controller_checkboxes[i], &QCheckBox::stateChanged, [this, i](int state) {
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// Keep activated controllers synced with the "Connected Controllers" checkboxes
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player_controllers[i]->ConnectPlayer(state == Qt::Checked);
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});
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// Remove/hide all the elements that exceed max_players, if applicable.
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if (i >= max_players) {
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ui->tabWidget->removeTab(static_cast<int>(max_players));
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player_connected[i]->hide();
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player_connected_labels[i]->hide();
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connected_controller_checkboxes[i]->hide();
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connected_controller_labels[i]->hide();
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}
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}
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// Only the first player can choose handheld mode so connect the signal just to player 1
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@ -175,27 +189,24 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
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LoadConfiguration();
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}
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void ConfigureInput::propagateMouseClickOnPlayers(size_t player_index, bool checked, bool origin) {
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// Origin has already been toggled
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if (!origin) {
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player_connected[player_index]->setChecked(checked);
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}
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void ConfigureInput::PropagatePlayerNumberChanged(size_t player_index, bool checked,
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bool reconnect_current) {
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connected_controller_checkboxes[player_index]->setChecked(checked);
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if (checked) {
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// Check all previous buttons when checked
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if (player_index > 0) {
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propagateMouseClickOnPlayers(player_index - 1, checked, false);
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PropagatePlayerNumberChanged(player_index - 1, checked);
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}
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} else {
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// Unchecked all following buttons when unchecked
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if (player_index < player_tabs.size() - 1) {
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// Reconnect current player if it was the last one checked
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// (player number was reduced by more than one)
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if (origin && player_connected[player_index + 1]->checkState() == Qt::Checked) {
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player_connected[player_index]->setCheckState(Qt::Checked);
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if (player_index < connected_controller_checkboxes.size() - 1) {
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PropagatePlayerNumberChanged(player_index + 1, checked);
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}
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propagateMouseClickOnPlayers(player_index + 1, checked, false);
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}
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if (reconnect_current) {
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connected_controller_checkboxes[player_index]->setCheckState(Qt::Checked);
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}
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}
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@ -249,17 +260,17 @@ void ConfigureInput::LoadConfiguration() {
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}
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void ConfigureInput::LoadPlayerControllerIndices() {
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for (std::size_t i = 0; i < player_connected.size(); ++i) {
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for (std::size_t i = 0; i < connected_controller_checkboxes.size(); ++i) {
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if (i == 0) {
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auto* handheld =
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system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
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if (handheld->IsConnected()) {
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player_connected[i]->setChecked(true);
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connected_controller_checkboxes[i]->setChecked(true);
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continue;
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}
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}
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const auto* controller = system.HIDCore().GetEmulatedControllerByIndex(i);
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player_connected[i]->setChecked(controller->IsConnected());
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connected_controller_checkboxes[i]->setChecked(controller->IsConnected());
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}
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}
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@ -56,7 +56,9 @@ private:
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void UpdateDockedState(bool is_handheld);
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void UpdateAllInputDevices();
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void UpdateAllInputProfiles(std::size_t player_index);
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void propagateMouseClickOnPlayers(size_t player_index, bool origin, bool checked);
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// Enable preceding controllers or disable following ones
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void PropagatePlayerNumberChanged(size_t player_index, bool checked,
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bool reconnect_current = false);
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/// Load configuration settings.
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void LoadConfiguration();
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@ -71,7 +73,8 @@ private:
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std::array<ConfigureInputPlayer*, 8> player_controllers;
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std::array<QWidget*, 8> player_tabs;
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std::array<QCheckBox*, 8> player_connected;
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// Checkboxes representing the "Connected Controllers".
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std::array<QCheckBox*, 8> connected_controller_checkboxes;
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ConfigureInputAdvanced* advanced;
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Core::System& system;
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@ -75,7 +75,7 @@ public:
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void ClearAll();
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signals:
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/// Emitted when this controller is connected by the user.
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/// Emitted when this controller is (dis)connected by the user.
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void Connected(bool connected);
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/// Emitted when the Handheld mode is selected (undocked with dual joycons attached).
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void HandheldStateChanged(bool is_handheld);
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@ -183,9 +183,6 @@ private:
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/// Stores a pair of "Connected Controllers" combobox index and Controller Type enum.
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std::vector<std::pair<int, Core::HID::NpadStyleIndex>> index_controller_type_pairs;
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static constexpr int PLAYER_COUNT = 8;
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std::array<QCheckBox*, PLAYER_COUNT> player_connected_checkbox;
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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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