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Merge pull request #5209 from Morph1984/refactor-controller-connect

configure_input: Modify controller connection delay
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bunnei 2021-01-01 13:10:34 -08:00 committed by GitHub
commit 1ff341f3dc
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4 changed files with 47 additions and 12 deletions

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@ -535,7 +535,7 @@ void QtControllerSelectorDialog::UpdateControllerState(std::size_t player_index)
// This emulates a delay between disconnecting and reconnecting controllers as some games // This emulates a delay between disconnecting and reconnecting controllers as some games
// do not respond to a change in controller type if it was instantaneous. // do not respond to a change in controller type if it was instantaneous.
using namespace std::chrono_literals; using namespace std::chrono_literals;
std::this_thread::sleep_for(20ms); std::this_thread::sleep_for(60ms);
UpdateController(controller_type, player_index, player_connected); UpdateController(controller_type, player_index, player_connected);
} }

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@ -4,6 +4,7 @@
#include <algorithm> #include <algorithm>
#include <memory> #include <memory>
#include <thread>
#include <QSignalBlocker> #include <QSignalBlocker>
#include <QTimer> #include <QTimer>
@ -181,8 +182,18 @@ QList<QWidget*> ConfigureInput::GetSubTabs() const {
} }
void ConfigureInput::ApplyConfiguration() { void ConfigureInput::ApplyConfiguration() {
for (auto controller : player_controllers) { for (auto* controller : player_controllers) {
controller->ApplyConfiguration(); controller->ApplyConfiguration();
controller->TryDisconnectSelectedController();
}
// This emulates a delay between disconnecting and reconnecting controllers as some games
// do not respond to a change in controller type if it was instantaneous.
using namespace std::chrono_literals;
std::this_thread::sleep_for(60ms);
for (auto* controller : player_controllers) {
controller->TryConnectSelectedController();
} }
advanced->ApplyConfiguration(); advanced->ApplyConfiguration();

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@ -4,7 +4,6 @@
#include <algorithm> #include <algorithm>
#include <memory> #include <memory>
#include <thread>
#include <utility> #include <utility>
#include <QGridLayout> #include <QGridLayout>
#include <QInputDialog> #include <QInputDialog>
@ -576,6 +575,10 @@ void ConfigureInputPlayer::ApplyConfiguration() {
std::transform(motions_param.begin(), motions_param.end(), motions.begin(), std::transform(motions_param.begin(), motions_param.end(), motions.begin(),
[](const Common::ParamPackage& param) { return param.Serialize(); }); [](const Common::ParamPackage& param) { return param.Serialize(); });
}
void ConfigureInputPlayer::TryConnectSelectedController() {
auto& player = Settings::values.players.GetValue()[player_index];
const auto controller_type = const auto controller_type =
GetControllerTypeFromIndex(ui->comboControllerType->currentIndex()); GetControllerTypeFromIndex(ui->comboControllerType->currentIndex());
@ -588,15 +591,12 @@ void ConfigureInputPlayer::ApplyConfiguration() {
return; return;
} }
// Disconnect the controller first.
UpdateController(controller_type, player_index, false);
player.controller_type = controller_type; player.controller_type = controller_type;
player.connected = player_connected; player.connected = player_connected;
ConfigureVibration::SetVibrationDevices(player_index); ConfigureVibration::SetVibrationDevices(player_index);
// Handheld // Connect/Disconnect Handheld depending on Player 1's controller configuration.
if (player_index == 0) { if (player_index == 0) {
auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX]; auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
if (controller_type == Settings::ControllerType::Handheld) { if (controller_type == Settings::ControllerType::Handheld) {
@ -611,14 +611,26 @@ void ConfigureInputPlayer::ApplyConfiguration() {
return; return;
} }
// This emulates a delay between disconnecting and reconnecting controllers as some games
// do not respond to a change in controller type if it was instantaneous.
using namespace std::chrono_literals;
std::this_thread::sleep_for(20ms);
UpdateController(controller_type, player_index, player_connected); UpdateController(controller_type, player_index, player_connected);
} }
void ConfigureInputPlayer::TryDisconnectSelectedController() {
const auto& player = Settings::values.players.GetValue()[player_index];
const auto controller_type =
GetControllerTypeFromIndex(ui->comboControllerType->currentIndex());
const auto player_connected = ui->groupConnectedController->isChecked() &&
controller_type != Settings::ControllerType::Handheld;
// Do not do anything if the controller configuration has not changed.
if (player.controller_type == controller_type && player.connected == player_connected) {
return;
}
// Disconnect the controller first.
UpdateController(controller_type, player_index, false);
}
void ConfigureInputPlayer::showEvent(QShowEvent* event) { void ConfigureInputPlayer::showEvent(QShowEvent* event) {
if (bottom_row == nullptr) { if (bottom_row == nullptr) {
return; return;

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@ -54,6 +54,18 @@ public:
/// Save all button configurations to settings file. /// Save all button configurations to settings file.
void ApplyConfiguration(); void ApplyConfiguration();
/**
* Attempts to connect the currently selected controller in the HID backend.
* This function will not do anything if it is not connected in the frontend.
*/
void TryConnectSelectedController();
/**
* Attempts to disconnect the currently selected controller in the HID backend.
* This function will not do anything if the configuration has not changed.
*/
void TryDisconnectSelectedController();
/// Set the connection state checkbox (used to sync state). /// Set the connection state checkbox (used to sync state).
void ConnectPlayer(bool connected); void ConnectPlayer(bool connected);