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yuzu: Improve behavior when clicking on controller box in Controller applet

- Apply changes on Controller configuration of commit 9524d70 to Controller applet
  - Fix regression of this previous commit:
  Enabling a controller in its tab did not activate previous controllers

Signed-off-by: flodavid <fl.david.53@gmail.com>
This commit is contained in:
flodavid 2023-10-15 22:20:37 +02:00
parent 1a4abd184f
commit 0b7593d352
No known key found for this signature in database
GPG Key ID: 52665CBF7BEC1D44
5 changed files with 87 additions and 40 deletions

View File

@ -155,18 +155,27 @@ QtControllerSelectorDialog::QtControllerSelectorDialog(
UpdateBorderColor(i);
connect(player_groupboxes[i], &QGroupBox::toggled, [this, i](bool checked) {
if (checked) {
// Hide eventual error message about number of controllers
ui->labelError->setVisible(false);
for (std::size_t index = 0; index <= i; ++index) {
connected_controller_checkboxes[index]->setChecked(checked);
}
} else {
for (std::size_t index = i; index < NUM_PLAYERS; ++index) {
connected_controller_checkboxes[index]->setChecked(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 < player_groupboxes.size() - 1 &&
player_groupboxes[i + 1]->isChecked();
// 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, reconnect_first);
}
});
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(emulated_controllers[i], qOverload<int>(&QComboBox::currentIndexChanged),
[this, i](int) {
@ -668,6 +677,29 @@ void QtControllerSelectorDialog::UpdateDockedState(bool is_handheld) {
}
}
void QtControllerSelectorDialog::PropagatePlayerNumberChanged(size_t player_index, bool checked,
bool reconnect_current) {
connected_controller_checkboxes[player_index]->setChecked(checked);
// Hide eventual error message about number of controllers
ui->labelError->setVisible(false);
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);
}
}
void QtControllerSelectorDialog::DisableUnsupportedPlayers() {
const auto max_supported_players = parameters.enable_single_mode ? 1 : parameters.max_players;

View File

@ -100,6 +100,10 @@ private:
// Updates the console mode.
void UpdateDockedState(bool is_handheld);
// Enable preceding controllers or disable following ones
void PropagatePlayerNumberChanged(size_t player_index, bool checked,
bool reconnect_current = false);
// Disables and disconnects unsupported players based on the given parameters.
void DisableUnsupportedPlayers();

View File

@ -101,13 +101,13 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
ui->tabPlayer5, ui->tabPlayer6, ui->tabPlayer7, ui->tabPlayer8,
};
player_connected = {
connected_controller_checkboxes = {
ui->checkboxPlayer1Connected, ui->checkboxPlayer2Connected, ui->checkboxPlayer3Connected,
ui->checkboxPlayer4Connected, ui->checkboxPlayer5Connected, ui->checkboxPlayer6Connected,
ui->checkboxPlayer7Connected, ui->checkboxPlayer8Connected,
};
std::array<QLabel*, 8> player_connected_labels = {
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,
};
@ -115,23 +115,37 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
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_connected[i], &QCheckBox::clicked, [this, i](int checked) {
// Ensures that the controllers are always connected in sequential order
this->propagateMouseClickOnPlayers(i, checked, true);
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(player_connected[i], &QCheckBox::stateChanged, [this, i](int state) {
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));
player_connected[i]->hide();
player_connected_labels[i]->hide();
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
@ -175,28 +189,25 @@ void ConfigureInput::Initialize(InputCommon::InputSubsystem* input_subsystem,
LoadConfiguration();
}
void ConfigureInput::propagateMouseClickOnPlayers(size_t player_index, bool checked, bool origin) {
// Origin has already been toggled
if (!origin) {
player_connected[player_index]->setChecked(checked);
}
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) {
propagateMouseClickOnPlayers(player_index - 1, checked, false);
PropagatePlayerNumberChanged(player_index - 1, checked);
}
} else {
// Unchecked all following buttons when unchecked
if (player_index < player_tabs.size() - 1) {
// Reconnect current player if it was the last one checked
// (player number was reduced by more than one)
if (origin && player_connected[player_index + 1]->checkState() == Qt::Checked) {
player_connected[player_index]->setCheckState(Qt::Checked);
}
propagateMouseClickOnPlayers(player_index + 1, checked, false);
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 {
@ -249,17 +260,17 @@ void ConfigureInput::LoadConfiguration() {
}
void ConfigureInput::LoadPlayerControllerIndices() {
for (std::size_t i = 0; i < player_connected.size(); ++i) {
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()) {
player_connected[i]->setChecked(true);
connected_controller_checkboxes[i]->setChecked(true);
continue;
}
}
const auto* controller = system.HIDCore().GetEmulatedControllerByIndex(i);
player_connected[i]->setChecked(controller->IsConnected());
connected_controller_checkboxes[i]->setChecked(controller->IsConnected());
}
}

View File

@ -56,7 +56,9 @@ private:
void UpdateDockedState(bool is_handheld);
void UpdateAllInputDevices();
void UpdateAllInputProfiles(std::size_t player_index);
void propagateMouseClickOnPlayers(size_t player_index, bool origin, bool checked);
// Enable preceding controllers or disable following ones
void PropagatePlayerNumberChanged(size_t player_index, bool checked,
bool reconnect_current = false);
/// Load configuration settings.
void LoadConfiguration();
@ -71,7 +73,8 @@ private:
std::array<ConfigureInputPlayer*, 8> player_controllers;
std::array<QWidget*, 8> player_tabs;
std::array<QCheckBox*, 8> player_connected;
// Checkboxes representing the "Connected Controllers".
std::array<QCheckBox*, 8> connected_controller_checkboxes;
ConfigureInputAdvanced* advanced;
Core::System& system;

View File

@ -75,7 +75,7 @@ public:
void ClearAll();
signals:
/// Emitted when this controller is connected by the user.
/// Emitted when this controller is (dis)connected by the user.
void Connected(bool connected);
/// Emitted when the Handheld mode is selected (undocked with dual joycons attached).
void HandheldStateChanged(bool is_handheld);
@ -183,9 +183,6 @@ private:
/// Stores a pair of "Connected Controllers" combobox index and Controller Type enum.
std::vector<std::pair<int, Core::HID::NpadStyleIndex>> index_controller_type_pairs;
static constexpr int PLAYER_COUNT = 8;
std::array<QCheckBox*, PLAYER_COUNT> player_connected_checkbox;
/// This will be the the setting function when an input is awaiting configuration.
std::optional<std::function<void(const Common::ParamPackage&)>> input_setter;