input: Disconnect a controller prior to connecting a new one
Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected. Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
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@ -19,6 +19,8 @@
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namespace {
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constexpr std::size_t HANDHELD_INDEX = 8;
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constexpr std::array<std::array<bool, 4>, 8> led_patterns{{
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{true, false, false, false},
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{true, true, false, false},
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@ -260,11 +262,6 @@ int QtControllerSelectorDialog::exec() {
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}
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void QtControllerSelectorDialog::ApplyConfiguration() {
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// Update the controller state once more, just to be sure they are properly applied.
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for (std::size_t index = 0; index < NUM_PLAYERS; ++index) {
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UpdateControllerState(index);
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}
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const bool pre_docked_mode = Settings::values.use_docked_mode.GetValue();
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Settings::values.use_docked_mode.SetValue(ui->radioDocked->isChecked());
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OnDockedModeChanged(pre_docked_mode, Settings::values.use_docked_mode.GetValue());
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@ -275,15 +272,16 @@ void QtControllerSelectorDialog::ApplyConfiguration() {
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void QtControllerSelectorDialog::LoadConfiguration() {
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for (std::size_t index = 0; index < NUM_PLAYERS; ++index) {
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const auto connected = Settings::values.players.GetValue()[index].connected ||
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(index == 0 && Settings::values.players.GetValue()[8].connected);
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const auto connected =
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Settings::values.players.GetValue()[index].connected ||
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(index == 0 && Settings::values.players.GetValue()[HANDHELD_INDEX].connected);
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player_groupboxes[index]->setChecked(connected);
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connected_controller_checkboxes[index]->setChecked(connected);
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emulated_controllers[index]->setCurrentIndex(
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GetIndexFromControllerType(Settings::values.players.GetValue()[index].controller_type));
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}
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UpdateDockedState(Settings::values.players.GetValue()[8].connected);
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UpdateDockedState(Settings::values.players.GetValue()[HANDHELD_INDEX].connected);
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ui->vibrationGroup->setChecked(Settings::values.vibration_enabled.GetValue());
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ui->motionGroup->setChecked(Settings::values.motion_enabled.GetValue());
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@ -468,32 +466,46 @@ void QtControllerSelectorDialog::UpdateControllerIcon(std::size_t player_index)
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void QtControllerSelectorDialog::UpdateControllerState(std::size_t player_index) {
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auto& player = Settings::values.players.GetValue()[player_index];
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player.controller_type =
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const auto controller_type =
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GetControllerTypeFromIndex(emulated_controllers[player_index]->currentIndex());
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player.connected = player_groupboxes[player_index]->isChecked();
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const auto player_connected = player_groupboxes[player_index]->isChecked() &&
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controller_type != Settings::ControllerType::Handheld;
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// Player 2-8
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if (player_index != 0) {
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UpdateController(player.controller_type, player_index, player.connected);
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if (player.controller_type == controller_type && player.connected == player_connected) {
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// Set vibration devices in the event that the input device has changed.
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ConfigureVibration::SetVibrationDevices(player_index);
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return;
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}
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// Disconnect the controller first.
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UpdateController(controller_type, player_index, false);
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player.controller_type = controller_type;
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player.connected = player_connected;
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ConfigureVibration::SetVibrationDevices(player_index);
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// Player 1 and Handheld
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auto& handheld = Settings::values.players.GetValue()[8];
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// If Handheld is selected, copy all the settings from Player 1 to Handheld.
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if (player.controller_type == Settings::ControllerType::Handheld) {
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// Handheld
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if (player_index == 0) {
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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if (controller_type == Settings::ControllerType::Handheld) {
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handheld = player;
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handheld.connected = player_groupboxes[player_index]->isChecked();
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player.connected = false; // Disconnect Player 1
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} else {
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player.connected = player_groupboxes[player_index]->isChecked();
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handheld.connected = false; // Disconnect Handheld
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}
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handheld.connected = player_groupboxes[player_index]->isChecked() &&
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controller_type == Settings::ControllerType::Handheld;
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UpdateController(Settings::ControllerType::Handheld, 8, handheld.connected);
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}
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UpdateController(player.controller_type, player_index, player.connected);
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UpdateController(Settings::ControllerType::Handheld, 8, handheld.connected);
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if (!player.connected) {
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return;
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}
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// do not respond to a change in controller type if it was instantaneous.
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(20ms);
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UpdateController(controller_type, player_index, player_connected);
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}
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void QtControllerSelectorDialog::UpdateLEDPattern(std::size_t player_index) {
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@ -26,8 +26,6 @@
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#include "yuzu/configuration/input_profiles.h"
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#include "yuzu/util/limitable_input_dialog.h"
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constexpr std::size_t HANDHELD_INDEX = 8;
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const std::array<std::string, ConfigureInputPlayer::ANALOG_SUB_BUTTONS_NUM>
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ConfigureInputPlayer::analog_sub_buttons{{
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"up",
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@ -38,12 +36,10 @@ const std::array<std::string, ConfigureInputPlayer::ANALOG_SUB_BUTTONS_NUM>
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namespace {
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constexpr std::size_t HANDHELD_INDEX = 8;
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void UpdateController(Settings::ControllerType controller_type, std::size_t npad_index,
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bool connected) {
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auto& player = Settings::values.players.GetValue()[npad_index];
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player.controller_type = controller_type;
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player.connected = connected;
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Core::System& system{Core::System::GetInstance()};
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if (!system.IsPoweredOn()) {
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return;
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@ -563,35 +559,50 @@ void ConfigureInputPlayer::ApplyConfiguration() {
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}
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auto& motions = player.motions;
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std::transform(motions_param.begin(), motions_param.end(), motions.begin(),
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[](const Common::ParamPackage& param) { return param.Serialize(); });
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player.controller_type =
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static_cast<Settings::ControllerType>(ui->comboControllerType->currentIndex());
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player.connected = ui->groupConnectedController->isChecked();
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const auto controller_type =
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GetControllerTypeFromIndex(ui->comboControllerType->currentIndex());
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const auto player_connected = ui->groupConnectedController->isChecked() &&
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controller_type != Settings::ControllerType::Handheld;
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if (player.controller_type == controller_type && player.connected == player_connected) {
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// Set vibration devices in the event that the input device has changed.
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ConfigureVibration::SetVibrationDevices(player_index);
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// Player 2-8
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if (player_index != 0) {
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UpdateController(player.controller_type, player_index, player.connected);
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return;
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}
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// Player 1 and Handheld
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// Disconnect the controller first.
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UpdateController(controller_type, player_index, false);
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player.controller_type = controller_type;
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player.connected = player_connected;
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ConfigureVibration::SetVibrationDevices(player_index);
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// Handheld
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if (player_index == 0) {
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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// If Handheld is selected, copy all the settings from Player 1 to Handheld.
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if (player.controller_type == Settings::ControllerType::Handheld) {
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if (controller_type == Settings::ControllerType::Handheld) {
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handheld = player;
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handheld.connected = ui->groupConnectedController->isChecked();
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player.connected = false; // Disconnect Player 1
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} else {
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player.connected = ui->groupConnectedController->isChecked();
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handheld.connected = false; // Disconnect Handheld
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}
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handheld.connected = ui->groupConnectedController->isChecked() &&
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controller_type == Settings::ControllerType::Handheld;
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UpdateController(Settings::ControllerType::Handheld, HANDHELD_INDEX, handheld.connected);
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}
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UpdateController(player.controller_type, player_index, player.connected);
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UpdateController(Settings::ControllerType::Handheld, HANDHELD_INDEX, handheld.connected);
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if (!player.connected) {
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return;
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}
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// do not respond to a change in controller type if it was instantaneous.
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(20ms);
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UpdateController(controller_type, player_index, player_connected);
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}
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void ConfigureInputPlayer::showEvent(QShowEvent* event) {
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