early-access version 1698
This commit is contained in:
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26aa465a3d
commit
a2ba3b7d14
4 changed files with 136 additions and 44 deletions
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 1697.
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This is the source code for early-access 1698.
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## Legal Notice
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@ -109,7 +109,8 @@ struct OffsetOfCalculator {
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}
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}
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return (next - start) * sizeof(MemberType) + Offset;
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return static_cast<ptrdiff_t>(static_cast<size_t>(next - start) * sizeof(MemberType) +
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Offset);
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}
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static constexpr std::ptrdiff_t OffsetOf(MemberType ParentType::*member) {
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@ -214,6 +214,22 @@ public:
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sdl_controller.reset(controller);
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}
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bool IsJoyconLeft() {
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if (!sdl_controller) {
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return false;
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}
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const std::string name = SDL_GameControllerName(sdl_controller.get());
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return name.find("Joy-Con Left") != std::string::npos;
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}
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bool IsJoyconRight() {
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if (!sdl_controller) {
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return false;
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}
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const std::string name = SDL_GameControllerName(sdl_controller.get());
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return name.find("Joy-Con Right") != std::string::npos;
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}
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private:
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struct State {
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std::unordered_map<int, bool> buttons;
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@ -858,6 +874,7 @@ SDLState::~SDLState() {
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std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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std::scoped_lock lock(joystick_map_mutex);
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std::vector<Common::ParamPackage> devices;
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std::unordered_map<int, std::shared_ptr<SDLJoystick>> joycon_pairs;
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for (const auto& [key, value] : joystick_map) {
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for (const auto& joystick : value) {
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if (auto* const controller = joystick->GetSDLGameController()) {
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@ -869,6 +886,9 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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{"guid", joystick->GetGUID()},
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{"port", std::to_string(joystick->GetPort())},
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});
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if (joystick->IsJoyconLeft()) {
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joycon_pairs[joystick->GetPort()] = joystick;
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}
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} else if (auto* const joy = joystick->GetSDLJoystick()) {
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std::string name = fmt::format("{} {}", SDL_JoystickName(joy), joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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@ -880,6 +900,27 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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}
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}
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}
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// Add dual controllers
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for (const auto& [key, value] : joystick_map) {
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for (const auto& joystick : value) {
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if (joystick->IsJoyconRight()) {
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if (!joycon_pairs.contains(joystick->GetPort())) {
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continue;
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}
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const auto joystick2 = joycon_pairs.at(joystick->GetPort());
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std::string name =
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fmt::format("{} {}", "Nintendo Dual Joy-Con", joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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{"class", "sdl"},
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{"display", std::move(name)},
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{"guid", joystick->GetGUID()},
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{"guid2", joystick2->GetGUID()},
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{"port", std::to_string(joystick->GetPort())},
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});
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}
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}
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}
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return devices;
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}
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@ -1073,58 +1114,88 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
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return {};
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}
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const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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}
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const bool invert =
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SDL_GameControllerGetType(controller) != SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO;
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const bool is_switch =
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SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO;
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auto sl_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
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auto sr_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
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if (joystick->IsJoyconLeft()) {
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sl_button = SDL_CONTROLLER_BUTTON_PADDLE2;
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sr_button = SDL_CONTROLLER_BUTTON_PADDLE4;
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}
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if (joystick->IsJoyconRight()) {
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sl_button = SDL_CONTROLLER_BUTTON_PADDLE3;
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sr_button = SDL_CONTROLLER_BUTTON_PADDLE1;
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}
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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using ButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
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std::array<std::tuple<bool, Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
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const ButtonBindings switch_to_sdl_button{{
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{Settings::NativeButton::A, invert ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::B, invert ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::X, invert ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X},
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{Settings::NativeButton::Y, invert ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
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{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
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{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
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{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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{false, Settings::NativeButton::A,
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is_switch ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B},
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{false, Settings::NativeButton::B,
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is_switch ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A},
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{false, Settings::NativeButton::X,
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is_switch ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y},
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{false, Settings::NativeButton::Y,
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is_switch ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X},
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{true, Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{false, Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{true, Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{false, Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{false, Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
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{true, Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
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{true, Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{true, Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
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{true, Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{true, Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{true, Settings::NativeButton::SL, sl_button},
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{true, Settings::NativeButton::SR, sr_button},
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{false, Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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}};
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// Add the missing bindings for ZL/ZR
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using ZBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
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std::array<std::tuple<bool, Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
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static constexpr ZBindings switch_to_sdl_axis{{
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{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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{true, Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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{false, Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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}};
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ButtonMapping mapping;
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mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
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for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
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for (const auto& [is_left, switch_button, sdl_button] : switch_to_sdl_button) {
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const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
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if (params.Has("guid2") && is_left) {
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
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continue;
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}
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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}
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for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
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for (const auto& [is_left, switch_button, sdl_axis] : switch_to_sdl_axis) {
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const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
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if (params.Has("guid2") && is_left) {
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
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continue;
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}
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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return {};
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}
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const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
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const auto& binding_left_y =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
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mapping.insert_or_assign(Settings::NativeAnalog::LStick,
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BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
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binding_left_x.value.axis,
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binding_left_y.value.axis));
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if (params.Has("guid2")) {
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mapping.insert_or_assign(
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Settings::NativeAnalog::LStick,
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BuildParamPackageForAnalog(joystick2->GetPort(), joystick2->GetGUID(),
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binding_left_x.value.axis, binding_left_y.value.axis));
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} else {
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mapping.insert_or_assign(
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Settings::NativeAnalog::LStick,
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BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
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binding_left_x.value.axis, binding_left_y.value.axis));
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}
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const auto& binding_right_x =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
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const auto& binding_right_y =
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return {};
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}
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const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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}
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MotionMapping mapping = {};
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joystick->EnableMotion();
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if (!joystick->HasGyro() && !joystick->HasAccel()) {
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return {};
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if (joystick->HasGyro() || joystick->HasAccel()) {
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mapping.insert_or_assign(Settings::NativeMotion::MotionRight,
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BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
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}
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if (params.Has("guid2")) {
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joystick2->EnableMotion();
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if (joystick2->HasGyro() || joystick2->HasAccel()) {
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mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
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BuildMotionParam(joystick2->GetPort(), joystick2->GetGUID()));
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}
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} else {
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if (joystick->HasGyro() || joystick->HasAccel()) {
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mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
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BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
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}
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}
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MotionMapping mapping = {};
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mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
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BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
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return mapping;
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}
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namespace Polling {
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@ -404,12 +404,16 @@ void QtSoftwareKeyboardDialog::ShowTextCheckDialog(
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OverlayDialog dialog(this, system, QString{}, QString::fromStdU16String(text_check_message),
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tr("Cancel"), tr("OK"), Qt::AlignCenter);
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if (dialog.exec() == QDialog::Accepted) {
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emit SubmitNormalText(SwkbdResult::Ok, current_text);
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if (dialog.exec() != QDialog::Accepted) {
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StartInputThread();
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break;
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}
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StartInputThread();
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auto text = ui->topOSK->currentIndex() == 1
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? ui->text_edit_osk->toPlainText().toStdU16String()
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: ui->line_edit_osk->text().toStdU16String();
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emit SubmitNormalText(SwkbdResult::Ok, std::move(text));
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break;
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}
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}
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void QtSoftwareKeyboardDialog::reject() {
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// Pressing the ESC key in a dialog calls QDialog::reject().
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// We will override this behavior to the "Cancel" action on the software keyboard.
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if (is_inline) {
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emit SubmitInlineText(SwkbdReplyType::DecidedCancel, current_text, cursor_position);
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} else {
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emit SubmitNormalText(SwkbdResult::Cancel, current_text);
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}
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TranslateButtonPress(HIDButton::X);
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}
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void QtSoftwareKeyboardDialog::keyPressEvent(QKeyEvent* event) {
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