input_common: Enable steam controllers and 8 player support
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51ccc29cdd
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5798537ce4
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@ -72,6 +72,9 @@ void LogSettings() {
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log_setting("Debugging_ProgramArgs", values.program_args.GetValue());
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log_setting("Services_BCATBackend", values.bcat_backend.GetValue());
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log_setting("Services_BCATBoxcatLocal", values.bcat_boxcat_local.GetValue());
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log_setting("Input_EnableMotion", values.motion_enabled.GetValue());
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log_setting("Input_EnableVibration", values.vibration_enabled.GetValue());
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log_setting("Input_EnableRawInput", values.enable_raw_input.GetValue());
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}
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bool IsConfiguringGlobal() {
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@ -16,7 +16,6 @@
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#include "common/common_types.h"
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#include "common/settings_input.h"
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#include "input_common/udp/client.h"
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namespace Settings {
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@ -498,14 +497,15 @@ struct Values {
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Setting<bool> use_docked_mode{true, "use_docked_mode"};
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BasicSetting<bool> enable_raw_input{false, "enable_raw_input"};
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Setting<bool> vibration_enabled{true, "vibration_enabled"};
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Setting<bool> enable_accurate_vibrations{false, "enable_accurate_vibrations"};
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Setting<bool> motion_enabled{true, "motion_enabled"};
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BasicSetting<std::string> motion_device{"engine:motion_emu,update_period:100,sensitivity:0.01",
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"motion_device"};
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BasicSetting<std::string> udp_input_servers{InputCommon::CemuhookUDP::DEFAULT_SRV,
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"udp_input_servers"};
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BasicSetting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
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BasicSetting<bool> mouse_panning{false, "mouse_panning"};
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BasicRangedSetting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
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@ -21,7 +21,7 @@
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/param_package.h"
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#include "common/settings_input.h"
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#include "common/settings.h"
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#include "common/threadsafe_queue.h"
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#include "core/frontend/input.h"
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#include "input_common/motion_input.h"
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@ -889,8 +889,10 @@ SDLState::SDLState() {
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RegisterFactory<VibrationDevice>("sdl", vibration_factory);
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RegisterFactory<MotionDevice>("sdl", motion_factory);
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// Disable raw input. When enabled this setting causes SDL to die when a web applet opens
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SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0");
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if (!Settings::values.enable_raw_input) {
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// Disable raw input. When enabled this setting causes SDL to die when a web applet opens
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SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0");
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}
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// Enable HIDAPI rumble. This prevents SDL from disabling motion on PS4 and PS5 controllers
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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@ -898,10 +900,10 @@ SDLState::SDLState() {
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// Tell SDL2 to use the hidapi driver. This will allow joycons to be detected as a
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// GameController and not a generic one
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_JOY_CONS", "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
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// Turn off Pro controller home led
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED", "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
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// If the frontend is going to manage the event loop, then we don't start one here
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start_thread = SDL_WasInit(SDL_INIT_JOYSTICK) == 0;
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@ -21,8 +21,6 @@
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namespace InputCommon::CemuhookUDP {
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constexpr char DEFAULT_SRV[] = "127.0.0.1:26760";
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class Socket;
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namespace Response {
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@ -560,6 +560,7 @@ void Config::ReadControlValues() {
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ReadTouchscreenValues();
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ReadMotionTouchValues();
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ReadBasicSetting(Settings::values.enable_raw_input);
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ReadBasicSetting(Settings::values.emulate_analog_keyboard);
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Settings::values.mouse_panning = false;
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ReadBasicSetting(Settings::values.mouse_panning_sensitivity);
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@ -1184,6 +1185,7 @@ void Config::SaveControlValues() {
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WriteGlobalSetting(Settings::values.vibration_enabled);
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WriteGlobalSetting(Settings::values.enable_accurate_vibrations);
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WriteGlobalSetting(Settings::values.motion_enabled);
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WriteBasicSetting(Settings::values.enable_raw_input);
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WriteBasicSetting(Settings::values.keyboard_enabled);
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WriteBasicSetting(Settings::values.emulate_analog_keyboard);
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WriteBasicSetting(Settings::values.mouse_panning_sensitivity);
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@ -126,6 +126,7 @@ void ConfigureInputAdvanced::ApplyConfiguration() {
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Settings::values.mouse_panning_sensitivity =
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static_cast<float>(ui->mouse_panning_sensitivity->value());
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Settings::values.touchscreen.enabled = ui->touchscreen_enabled->isChecked();
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Settings::values.enable_raw_input = ui->enable_raw_input->isChecked();
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}
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void ConfigureInputAdvanced::LoadConfiguration() {
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@ -155,6 +156,7 @@ void ConfigureInputAdvanced::LoadConfiguration() {
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ui->mouse_panning->setChecked(Settings::values.mouse_panning.GetValue());
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ui->mouse_panning_sensitivity->setValue(Settings::values.mouse_panning_sensitivity.GetValue());
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ui->touchscreen_enabled->setChecked(Settings::values.touchscreen.enabled);
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ui->enable_raw_input->setChecked(Settings::values.enable_raw_input.GetValue());
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UpdateUIEnabled();
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}
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@ -2672,6 +2672,22 @@
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</property>
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</widget>
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</item>
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<item row="9" column="0">
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<widget class="QCheckBox" name="enable_raw_input">
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<property name="toolTip">
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<string>Requires restarting yuzu</string>
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</property>
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<property name="minimumSize">
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<size>
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<width>0</width>
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<height>23</height>
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</size>
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</property>
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<property name="text">
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<string>Enable XInput 8 player support (disables web applet)</string>
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</property>
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</widget>
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</item>
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</layout>
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</widget>
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</item>
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@ -557,7 +557,8 @@ void GMainWindow::WebBrowserOpenWebPage(const std::string& main_url,
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const std::string& additional_args, bool is_local) {
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#ifdef YUZU_USE_QT_WEB_ENGINE
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if (disable_web_applet) {
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// Raw input breaks with the web applet, Disable web applets if enabled
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if (disable_web_applet || Settings::values.enable_raw_input) {
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emit WebBrowserClosed(Service::AM::Applets::WebExitReason::WindowClosed,
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"http://localhost/");
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return;
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