Fix connect and disconnect controller events
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e7c1d7bf77
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@ -190,12 +190,16 @@ void ConfigureInput::ApplyConfiguration() {
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// do not respond to a change in controller type if it was instantaneous.
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// do not respond to a change in controller type if it was instantaneous.
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using namespace std::chrono_literals;
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(60ms);
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std::this_thread::sleep_for(150ms);
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for (auto* controller : player_controllers) {
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for (auto* controller : player_controllers) {
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controller->TryConnectSelectedController();
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controller->TryConnectSelectedController();
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}
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}
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// This emulates a delay between disconnecting and reconnecting controllers as some games
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// do not respond to a change in controller type if it was instantaneous.
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std::this_thread::sleep_for(150ms);
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advanced->ApplyConfiguration();
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advanced->ApplyConfiguration();
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const bool pre_docked_mode = Settings::values.use_docked_mode.GetValue();
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const bool pre_docked_mode = Settings::values.use_docked_mode.GetValue();
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@ -579,11 +579,11 @@ void ConfigureInputPlayer::ApplyConfiguration() {
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// Apply configuration for handheld
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// Apply configuration for handheld
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if (player_index == 0) {
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if (player_index == 0) {
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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const auto handheld_connected = handheld.connected;
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if (player.controller_type == Settings::ControllerType::Handheld) {
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if (player.controller_type == Settings::ControllerType::Handheld) {
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handheld = player;
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handheld = player;
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}
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}
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handheld.connected = ui->groupConnectedController->isChecked() &&
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handheld.connected = handheld_connected;
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player.controller_type == Settings::ControllerType::Handheld;
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}
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}
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}
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}
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@ -595,6 +595,18 @@ void ConfigureInputPlayer::TryConnectSelectedController() {
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const auto player_connected = ui->groupConnectedController->isChecked() &&
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const auto player_connected = ui->groupConnectedController->isChecked() &&
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controller_type != Settings::ControllerType::Handheld;
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controller_type != Settings::ControllerType::Handheld;
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// Connect Handheld depending on Player 1's controller configuration.
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if (player_index == 0 && controller_type == Settings::ControllerType::Handheld) {
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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const auto handheld_connected = ui->groupConnectedController->isChecked() &&
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controller_type == Settings::ControllerType::Handheld;
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// Connect only if handheld is going from disconnected to connected
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if (!handheld.connected && handheld_connected) {
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UpdateController(controller_type, HANDHELD_INDEX, true);
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}
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handheld.connected = handheld_connected;
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}
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if (player.controller_type == controller_type && player.connected == player_connected) {
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if (player.controller_type == controller_type && player.connected == player_connected) {
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// Set vibration devices in the event that the input device has changed.
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// Set vibration devices in the event that the input device has changed.
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ConfigureVibration::SetVibrationDevices(player_index);
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ConfigureVibration::SetVibrationDevices(player_index);
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@ -606,22 +618,11 @@ void ConfigureInputPlayer::TryConnectSelectedController() {
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ConfigureVibration::SetVibrationDevices(player_index);
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ConfigureVibration::SetVibrationDevices(player_index);
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// Connect/Disconnect Handheld depending on Player 1's controller configuration.
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if (player_index == 0) {
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auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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if (controller_type == Settings::ControllerType::Handheld) {
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handheld = player;
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}
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handheld.connected = ui->groupConnectedController->isChecked() &&
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controller_type == Settings::ControllerType::Handheld;
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UpdateController(Settings::ControllerType::Handheld, HANDHELD_INDEX, handheld.connected);
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}
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if (!player.connected) {
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if (!player.connected) {
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return;
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return;
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}
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}
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UpdateController(controller_type, player_index, player_connected);
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UpdateController(controller_type, player_index, true);
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}
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}
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void ConfigureInputPlayer::TryDisconnectSelectedController() {
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void ConfigureInputPlayer::TryDisconnectSelectedController() {
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@ -632,11 +633,28 @@ void ConfigureInputPlayer::TryDisconnectSelectedController() {
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const auto player_connected = ui->groupConnectedController->isChecked() &&
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const auto player_connected = ui->groupConnectedController->isChecked() &&
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controller_type != Settings::ControllerType::Handheld;
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controller_type != Settings::ControllerType::Handheld;
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// Disconnect Handheld depending on Player 1's controller configuration.
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if (player_index == 0 && player.controller_type == Settings::ControllerType::Handheld) {
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const auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
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const auto handheld_connected = ui->groupConnectedController->isChecked() &&
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controller_type == Settings::ControllerType::Handheld;
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// Disconnect only if handheld is going from connected to disconnected
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if (handheld.connected && !handheld_connected) {
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UpdateController(controller_type, HANDHELD_INDEX, false);
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}
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return;
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}
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// Do not do anything if the controller configuration has not changed.
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// Do not do anything if the controller configuration has not changed.
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if (player.controller_type == controller_type && player.connected == player_connected) {
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if (player.controller_type == controller_type && player.connected == player_connected) {
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return;
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return;
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}
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}
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// Do not disconnect if the controller is already disconnected
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if (!player.connected) {
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return;
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}
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// Disconnect the controller first.
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// Disconnect the controller first.
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UpdateController(controller_type, player_index, false);
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UpdateController(controller_type, player_index, false);
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}
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}
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