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// SPDX-License-Identifier: GPL-2.0-or-later
#include <memory>
#include <thread>
#include "common/settings.h"
#include "common/settings_enums.h"
#include "core/core.h"
#include "core/hle/service/am/am.h"
#include "core/hle/service/am/applet_manager.h"
#include "core/hle/service/sm/sm.h"
#include "hid_core/frontend/emulated_controller.h"
#include "hid_core/hid_core.h"
#include "ui_configure_input.h"
#include "ui_configure_input_advanced.h"
#include "ui_configure_input_player.h"
#include "yuzu/configuration/configure_camera.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_motion_touch.h"
#include "yuzu/configuration/configure_ringcon.h"
#include "yuzu/configuration/configure_touchscreen_advanced.h"
#include "yuzu/configuration/configure_vibration.h"
#include "yuzu/configuration/input_profiles.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, Core::System& system) {
if (last_state == new_state) {
return;
}
if (!system.IsPoweredOn()) {
return;
}
system.GetAppletManager().OperationModeChanged();
}
ConfigureInput::ConfigureInput(Core::System& system_, QWidget* parent)
: QWidget(parent), ui(std::make_unique<Ui::ConfigureInput>()),
profiles(std::make_unique<InputProfiles>()), system{system_} {
ui->setupUi(this);
}
ConfigureInput::~ConfigureInput() = default;
void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
std::size_t max_players) {
const bool is_powered_on = system.IsPoweredOn();
auto& hid_core = system.HIDCore();
player_controllers = {
new ConfigureInputPlayer(this, 0, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
new ConfigureInputPlayer(this, 1, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
new ConfigureInputPlayer(this, 2, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
new ConfigureInputPlayer(this, 3, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
new ConfigureInputPlayer(this, 4, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
new ConfigureInputPlayer(this, 5, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
new ConfigureInputPlayer(this, 6, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
new ConfigureInputPlayer(this, 7, ui->consoleInputSettings, input_subsystem, profiles.get(),
hid_core, is_powered_on),
};
player_tabs = {
ui->tabPlayer1, ui->tabPlayer2, ui->tabPlayer3, ui->tabPlayer4,
ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8,
};
connected_controller_checkboxes = {
ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected,
ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected,
ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected,
};
std::array<QLabel*, 8> connected_controller_labels = {
ui->label, ui->label_3, ui->label_4, ui->label_5,
ui->label_6, ui->label_7, ui->label_8, ui->label_9,
};
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, [this, i](bool checked) {
// Ensures that connecting a controller changes the number of players
if (connected_controller_checkboxes[i]->isChecked() != checked) {
// Ensures that the players are always connected in sequential order
PropagatePlayerNumberChanged(i, checked);
}
});
connect(connected_controller_checkboxes[i], &QCheckBox::clicked, [this, i](bool checked) {
// Reconnect current controller if it was the last one checked
// (player number was reduced by more than one)
const bool reconnect_first = !checked &&
i < connected_controller_checkboxes.size() - 1 &&
connected_controller_checkboxes[i + 1]->isChecked();
// Ensures that the players are always connected in sequential order
PropagatePlayerNumberChanged(i, checked, reconnect_first);
});
connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputDevices, this,
&ConfigureInput::UpdateAllInputDevices);
connect(player_controllers[i], &ConfigureInputPlayer::RefreshInputProfiles, this,
&ConfigureInput::UpdateAllInputProfiles, Qt::QueuedConnection);
connect(connected_controller_checkboxes[i], &QCheckBox::stateChanged, [this, i](int state) {
// Keep activated controllers synced with the "Connected Controllers" checkboxes
player_controllers[i]->ConnectPlayer(state == Qt::Checked);
});
// Remove/hide all the elements that exceed max_players, if applicable.
if (i >= max_players) {
ui->tabWidget->removeTab(static_cast<int>(max_players));
connected_controller_checkboxes[i]->hide();
connected_controller_labels[i]->hide();
}
}
// 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(hid_core, this);
ui->tabAdvanced->setLayout(new QHBoxLayout(ui->tabAdvanced));
ui->tabAdvanced->layout()->addWidget(advanced);
connect(advanced, &ConfigureInputAdvanced::CallDebugControllerDialog,
[this, input_subsystem, &hid_core, is_powered_on] {
CallConfigureDialog<ConfigureDebugController>(
*this, input_subsystem, profiles.get(), hid_core, is_powered_on);
});
connect(advanced, &ConfigureInputAdvanced::CallTouchscreenConfigDialog,
[this] { CallConfigureDialog<ConfigureTouchscreenAdvanced>(*this); });
connect(advanced, &ConfigureInputAdvanced::CallMotionTouchConfigDialog,
[this, input_subsystem] {
CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
});
connect(advanced, &ConfigureInputAdvanced::CallRingControllerDialog,
[this, input_subsystem, &hid_core] {
CallConfigureDialog<ConfigureRingController>(*this, input_subsystem, hid_core);
});
connect(advanced, &ConfigureInputAdvanced::CallCameraDialog, [this, input_subsystem] {
CallConfigureDialog<ConfigureCamera>(*this, input_subsystem);
});
connect(ui->vibrationButton, &QPushButton::clicked,
[this, &hid_core] { CallConfigureDialog<ConfigureVibration>(*this, hid_core); });
connect(ui->motionButton, &QPushButton::clicked, [this, input_subsystem] {
CallConfigureDialog<ConfigureMotionTouch>(*this, input_subsystem);
});
connect(ui->buttonClearAll, &QPushButton::clicked, [this] { ClearAll(); });
connect(ui->buttonRestoreDefaults, &QPushButton::clicked, [this] { RestoreDefaults(); });
RetranslateUI();
LoadConfiguration();
}
void ConfigureInput::PropagatePlayerNumberChanged(size_t player_index, bool checked,
bool reconnect_current) {
connected_controller_checkboxes[player_index]->setChecked(checked);
if (checked) {
// Check all previous buttons when checked
if (player_index > 0) {
PropagatePlayerNumberChanged(player_index - 1, checked);
}
} else {
// Unchecked all following buttons when unchecked
if (player_index < connected_controller_checkboxes.size() - 1) {
PropagatePlayerNumberChanged(player_index + 1, checked);
}
}
if (reconnect_current) {
connected_controller_checkboxes[player_index]->setCheckState(Qt::Checked);
}
}
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() {
const bool was_global = Settings::values.players.UsingGlobal();
Settings::values.players.SetGlobal(true);
for (auto* controller : player_controllers) {
controller->ApplyConfiguration();
}
advanced->ApplyConfiguration();
const bool pre_docked_mode = Settings::IsDockedMode();
const bool docked_mode_selected = ui->radioDocked->isChecked();
Settings::values.use_docked_mode.SetValue(
docked_mode_selected ? Settings::ConsoleMode::Docked : Settings::ConsoleMode::Handheld);
OnDockedModeChanged(pre_docked_mode, docked_mode_selected, system);
Settings::values.vibration_enabled.SetValue(ui->vibrationGroup->isChecked());
Settings::values.motion_enabled.SetValue(ui->motionGroup->isChecked());
Settings::values.players.SetGlobal(was_global);
}
void ConfigureInput::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QWidget::changeEvent(event);
}
void ConfigureInput::RetranslateUI() {
ui->retranslateUi(this);
}
void ConfigureInput::LoadConfiguration() {
const auto* handheld = system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
LoadPlayerControllerIndices();
UpdateDockedState(handheld->IsConnected());
ui->vibrationGroup->setChecked(Settings::values.vibration_enabled.GetValue());
ui->motionGroup->setChecked(Settings::values.motion_enabled.GetValue());
}
void ConfigureInput::LoadPlayerControllerIndices() {
for (std::size_t i = 0; i < connected_controller_checkboxes.size(); ++i) {
if (i == 0) {
auto* handheld =
system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
if (handheld->IsConnected()) {
connected_controller_checkboxes[i]->setChecked(true);
continue;
}
}
const auto* controller = system.HIDCore().GetEmulatedControllerByIndex(i);
connected_controller_checkboxes[i]->setChecked(controller->IsConnected());
}
}
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);
ui->motionGroup->setChecked(true);
}
void ConfigureInput::UpdateDockedState(bool is_handheld) {
// Disallow changing the console mode if the controller type is handheld.
ui->radioDocked->setEnabled(!is_handheld);
ui->radioUndocked->setEnabled(!is_handheld);
ui->radioDocked->setChecked(Settings::IsDockedMode());
ui->radioUndocked->setChecked(!Settings::IsDockedMode());
// Also force into undocked mode if the controller type is handheld.
if (is_handheld) {
ui->radioUndocked->setChecked(true);
}
}
void ConfigureInput::UpdateAllInputDevices() {
for (const auto& player : player_controllers) {
player->UpdateInputDeviceCombobox();
}
}
void ConfigureInput::UpdateAllInputProfiles(std::size_t player_index) {
for (std::size_t i = 0; i < player_controllers.size(); ++i) {
if (i == player_index) {
continue;
}
player_controllers[i]->UpdateInputProfiles();
}
}
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