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.
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797564599f
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5b6268d26a
7 changed files with 19 additions and 7 deletions
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@ -389,7 +389,7 @@ void Controller_NPad::OnUpdate(const Core::Timing::CoreTiming& core_timing, u8*
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// Try to read sixaxis sensor states
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std::array<MotionDevice, 2> motion_devices;
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if (sixaxis_sensors_enabled) {
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if (sixaxis_sensors_enabled && Settings::values.motion_enabled) {
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sixaxis_at_rest = true;
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for (std::size_t e = 0; e < motion_devices.size(); ++e) {
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const auto& device = motions[i][e];
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@ -152,6 +152,7 @@ struct Values {
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bool vibration_enabled;
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bool motion_enabled;
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std::string motion_device;
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std::string touch_device;
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TouchscreenInput touchscreen;
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@ -445,6 +445,7 @@ void Config::ReadControlValues() {
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Settings::values.vibration_enabled =
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ReadSetting(QStringLiteral("vibration_enabled"), true).toBool();
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Settings::values.motion_enabled = ReadSetting(QStringLiteral("motion_enabled"), true).toBool();
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Settings::values.use_docked_mode =
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ReadSetting(QStringLiteral("use_docked_mode"), false).toBool();
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@ -1091,6 +1092,7 @@ void Config::SaveControlValues() {
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SaveMotionTouchValues();
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WriteSetting(QStringLiteral("vibration_enabled"), Settings::values.vibration_enabled, true);
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WriteSetting(QStringLiteral("motion_enabled"), Settings::values.motion_enabled, true);
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WriteSetting(QStringLiteral("motion_device"),
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QString::fromStdString(Settings::values.motion_device),
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QStringLiteral("engine:motion_emu,update_period:100,sensitivity:0.01"));
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@ -133,6 +133,10 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem) {
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CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
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});
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connect(ui->motionButton, &QPushButton::clicked, [this, input_subsystem] {
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CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
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});
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connect(ui->buttonClearAll, &QPushButton::clicked, [this] { ClearAll(); });
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connect(ui->buttonRestoreDefaults, &QPushButton::clicked, [this] { RestoreDefaults(); });
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@ -159,6 +163,7 @@ void ConfigureInput::ApplyConfiguration() {
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OnDockedModeChanged(pre_docked_mode, Settings::values.use_docked_mode);
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Settings::values.vibration_enabled = ui->vibrationGroup->isChecked();
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Settings::values.motion_enabled = ui->motionGroup->isChecked();
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}
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void ConfigureInput::changeEvent(QEvent* event) {
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@ -179,6 +184,7 @@ void ConfigureInput::LoadConfiguration() {
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Settings::ControllerType::Handheld);
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ui->vibrationGroup->setChecked(Settings::values.vibration_enabled);
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ui->motionGroup->setChecked(Settings::values.motion_enabled);
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}
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void ConfigureInput::LoadPlayerControllerIndices() {
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@ -205,6 +211,7 @@ void ConfigureInput::RestoreDefaults() {
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ui->radioDocked->setChecked(true);
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ui->radioUndocked->setChecked(false);
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ui->vibrationGroup->setChecked(true);
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ui->motionGroup->setChecked(true);
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}
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void ConfigureInput::UpdateDockedState(bool is_handheld) {
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@ -340,11 +340,6 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i
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motions_param[motion_id].Clear();
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motion_map[motion_id]->setText(tr("[not set]"));
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});
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context_menu.addAction(tr("Restore Default"), [&] {
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motions_param[motion_id] = Common::ParamPackage{
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InputCommon::GenerateKeyboardParam(Config::default_motions[motion_id])};
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motion_map[motion_id]->setText(ButtonToText(motions_param[motion_id]));
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});
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context_menu.exec(motion_map[motion_id]->mapToGlobal(menu_location));
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});
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}
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@ -738,7 +733,11 @@ void ConfigureInputPlayer::UpdateMappingWithDefaults() {
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void ConfigureInputPlayer::HandleClick(
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QPushButton* button, std::function<void(const Common::ParamPackage&)> new_input_setter,
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InputCommon::Polling::DeviceType type) {
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if (button == ui->buttonMotionLeft || button == ui->buttonMotionRight) {
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button->setText(tr("Shake!"));
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} else {
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button->setText(tr("[waiting]"));
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}
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button->setFocus();
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// The first two input devices are always Any and Keyboard/Mouse. If the user filtered to a
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@ -290,6 +290,8 @@ void Config::ReadValues() {
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Settings::values.vibration_enabled =
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sdl2_config->GetBoolean("ControlsGeneral", "vibration_enabled", true);
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Settings::values.motion_enabled =
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sdl2_config->GetBoolean("ControlsGeneral", "motion_enabled", true);
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Settings::values.touchscreen.enabled =
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sdl2_config->GetBoolean("ControlsGeneral", "touch_enabled", true);
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Settings::values.touchscreen.device =
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@ -76,6 +76,7 @@ void Config::ReadValues() {
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}
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Settings::values.vibration_enabled = true;
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Settings::values.motion_enabled = true;
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Settings::values.touchscreen.enabled = "";
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Settings::values.touchscreen.device = "";
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Settings::values.touchscreen.finger = 0;
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