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A vibration device is an input device that returns an unsigned byte as status. It represents whether the vibration device supports vibration or not. If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
146 lines
4.7 KiB
C++
146 lines
4.7 KiB
C++
// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <unordered_map>
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#include <fmt/format.h>
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#include "common/param_package.h"
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#include "core/settings.h"
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#include "ui_configure_vibration.h"
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#include "yuzu/configuration/configure_vibration.h"
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ConfigureVibration::ConfigureVibration(QWidget* parent)
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: QDialog(parent), ui(std::make_unique<Ui::ConfigureVibration>()) {
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ui->setupUi(this);
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vibration_groupboxes = {
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ui->vibrationGroupPlayer1, ui->vibrationGroupPlayer2, ui->vibrationGroupPlayer3,
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ui->vibrationGroupPlayer4, ui->vibrationGroupPlayer5, ui->vibrationGroupPlayer6,
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ui->vibrationGroupPlayer7, ui->vibrationGroupPlayer8,
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};
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vibration_spinboxes = {
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ui->vibrationSpinPlayer1, ui->vibrationSpinPlayer2, ui->vibrationSpinPlayer3,
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ui->vibrationSpinPlayer4, ui->vibrationSpinPlayer5, ui->vibrationSpinPlayer6,
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ui->vibrationSpinPlayer7, ui->vibrationSpinPlayer8,
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};
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const auto& players = Settings::values.players.GetValue();
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for (std::size_t i = 0; i < NUM_PLAYERS; ++i) {
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vibration_groupboxes[i]->setChecked(players[i].vibration_enabled);
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vibration_spinboxes[i]->setValue(players[i].vibration_strength);
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}
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ui->checkBoxAccurateVibration->setChecked(
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Settings::values.enable_accurate_vibrations.GetValue());
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if (!Settings::IsConfiguringGlobal()) {
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ui->checkBoxAccurateVibration->setDisabled(true);
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}
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RetranslateUI();
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}
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ConfigureVibration::~ConfigureVibration() = default;
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void ConfigureVibration::ApplyConfiguration() {
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auto& players = Settings::values.players.GetValue();
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for (std::size_t i = 0; i < NUM_PLAYERS; ++i) {
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players[i].vibration_enabled = vibration_groupboxes[i]->isChecked();
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players[i].vibration_strength = vibration_spinboxes[i]->value();
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}
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Settings::values.enable_accurate_vibrations.SetValue(
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ui->checkBoxAccurateVibration->isChecked());
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}
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void ConfigureVibration::SetVibrationDevices(std::size_t player_index) {
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using namespace Settings::NativeButton;
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static constexpr std::array<std::array<Settings::NativeButton::Values, 6>, 2> buttons{{
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{DLeft, DUp, DRight, DDown, L, ZL}, // Left Buttons
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{A, B, X, Y, R, ZR}, // Right Buttons
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}};
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auto& player = Settings::values.players.GetValue()[player_index];
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for (std::size_t device_idx = 0; device_idx < buttons.size(); ++device_idx) {
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std::unordered_map<std::string, int> params_count;
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for (const auto button_index : buttons[device_idx]) {
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const auto& player_button = player.buttons[button_index];
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if (params_count.find(player_button) != params_count.end()) {
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++params_count[player_button];
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continue;
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}
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params_count.insert_or_assign(player_button, 1);
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}
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const auto it = std::max_element(
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params_count.begin(), params_count.end(),
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[](const auto& lhs, const auto& rhs) { return lhs.second < rhs.second; });
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auto& vibration_param_str = player.vibrations[device_idx];
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vibration_param_str.clear();
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if (it->first.empty()) {
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continue;
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}
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const auto param = Common::ParamPackage(it->first);
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const auto engine = param.Get("engine", "");
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const auto guid = param.Get("guid", "");
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const auto port = param.Get("port", "");
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if (engine.empty() || engine == "keyboard") {
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continue;
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}
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vibration_param_str += fmt::format("engine:{}", engine);
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if (!port.empty()) {
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vibration_param_str += fmt::format(",port:{}", port);
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}
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if (!guid.empty()) {
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vibration_param_str += fmt::format(",guid:{}", guid);
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}
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}
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if (player.vibrations[0] != player.vibrations[1]) {
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return;
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}
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if (!player.vibrations[0].empty() &&
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player.controller_type != Settings::ControllerType::RightJoycon) {
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player.vibrations[1].clear();
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} else if (!player.vibrations[1].empty() &&
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player.controller_type == Settings::ControllerType::RightJoycon) {
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player.vibrations[0].clear();
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}
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}
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void ConfigureVibration::SetAllVibrationDevices() {
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// Set vibration devices for all player indices including handheld
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for (std::size_t player_idx = 0; player_idx < NUM_PLAYERS + 1; ++player_idx) {
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SetVibrationDevices(player_idx);
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}
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}
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void ConfigureVibration::changeEvent(QEvent* event) {
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if (event->type() == QEvent::LanguageChange) {
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RetranslateUI();
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}
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QDialog::changeEvent(event);
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}
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void ConfigureVibration::RetranslateUI() {
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ui->retranslateUi(this);
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}
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