input_common: Revert deleted TAS functions
This commit is contained in:
parent
5f69fdbfcc
commit
61d9eb9f69
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@ -127,7 +127,7 @@ void EmulatedController::LoadDevices() {
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// Initialize TAS devices
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std::transform(tas_button_params.begin(), tas_button_params.end(), tas_button_devices.begin(),
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Input::CreateDevice<Input::InputDevice>);
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std::transform(tas_stick_params.begin(), tas_stick_params.begin(), tas_stick_devices.begin(),
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std::transform(tas_stick_params.begin(), tas_stick_params.end(), tas_stick_devices.begin(),
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Input::CreateDevice<Input::InputDevice>);
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}
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@ -135,7 +135,7 @@ void EmulatedController::LoadTASParams() {
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const auto player_index = NpadIdTypeToIndex(npad_id_type);
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Common::ParamPackage common_params{};
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common_params.Set("engine", "tas");
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common_params.Set("pad", static_cast<int>(player_index));
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common_params.Set("port", static_cast<int>(player_index));
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for (auto& param : tas_button_params) {
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param = common_params;
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}
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@ -144,26 +144,26 @@ void EmulatedController::LoadTASParams() {
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}
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// TODO(german77): Replace this with an input profile or something better
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tas_button_params[Settings::NativeButton::A].Set("button", 1 << 0);
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tas_button_params[Settings::NativeButton::B].Set("button", 1 << 1);
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tas_button_params[Settings::NativeButton::X].Set("button", 1 << 2);
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tas_button_params[Settings::NativeButton::Y].Set("button", 1 << 3);
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tas_button_params[Settings::NativeButton::LStick].Set("button", 1 << 4);
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tas_button_params[Settings::NativeButton::RStick].Set("button", 1 << 5);
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tas_button_params[Settings::NativeButton::L].Set("button", 1 << 6);
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tas_button_params[Settings::NativeButton::R].Set("button", 1 << 7);
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tas_button_params[Settings::NativeButton::ZL].Set("button", 1 << 8);
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tas_button_params[Settings::NativeButton::ZR].Set("button", 1 << 9);
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tas_button_params[Settings::NativeButton::Plus].Set("button", 1 << 10);
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tas_button_params[Settings::NativeButton::Minus].Set("button", 1 << 11);
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tas_button_params[Settings::NativeButton::DLeft].Set("button", 1 << 12);
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tas_button_params[Settings::NativeButton::DUp].Set("button", 1 << 13);
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tas_button_params[Settings::NativeButton::DRight].Set("button", 1 << 14);
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tas_button_params[Settings::NativeButton::DDown].Set("button", 1 << 15);
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tas_button_params[Settings::NativeButton::SL].Set("button", 1 << 16);
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tas_button_params[Settings::NativeButton::SR].Set("button", 1 << 17);
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tas_button_params[Settings::NativeButton::Home].Set("button", 1 << 18);
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tas_button_params[Settings::NativeButton::Screenshot].Set("button", 1 << 19);
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tas_button_params[Settings::NativeButton::A].Set("button", 0);
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tas_button_params[Settings::NativeButton::B].Set("button", 1);
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tas_button_params[Settings::NativeButton::X].Set("button", 2);
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tas_button_params[Settings::NativeButton::Y].Set("button", 3);
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tas_button_params[Settings::NativeButton::LStick].Set("button", 4);
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tas_button_params[Settings::NativeButton::RStick].Set("button", 5);
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tas_button_params[Settings::NativeButton::L].Set("button", 6);
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tas_button_params[Settings::NativeButton::R].Set("button", 7);
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tas_button_params[Settings::NativeButton::ZL].Set("button", 8);
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tas_button_params[Settings::NativeButton::ZR].Set("button", 9);
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tas_button_params[Settings::NativeButton::Plus].Set("button", 10);
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tas_button_params[Settings::NativeButton::Minus].Set("button", 11);
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tas_button_params[Settings::NativeButton::DLeft].Set("button", 12);
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tas_button_params[Settings::NativeButton::DUp].Set("button", 13);
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tas_button_params[Settings::NativeButton::DRight].Set("button", 14);
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tas_button_params[Settings::NativeButton::DDown].Set("button", 15);
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tas_button_params[Settings::NativeButton::SL].Set("button", 16);
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tas_button_params[Settings::NativeButton::SR].Set("button", 17);
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tas_button_params[Settings::NativeButton::Home].Set("button", 18);
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tas_button_params[Settings::NativeButton::Screenshot].Set("button", 19);
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tas_stick_params[Settings::NativeAnalog::LStick].Set("axis_x", 0);
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tas_stick_params[Settings::NativeAnalog::LStick].Set("axis_y", 1);
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@ -141,7 +141,7 @@ void Tas::WriteTasFile(std::u8string file_name) {
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}
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}
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void Tas::RecordInput(u32 buttons, TasAnalog left_axis, TasAnalog right_axis) {
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void Tas::RecordInput(u64 buttons, TasAnalog left_axis, TasAnalog right_axis) {
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last_input = {
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.buttons = buttons,
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.l_axis = FlipAxisY(left_axis),
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@ -195,7 +195,7 @@ void Tas::UpdateThread() {
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}
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if (current_command < script_length) {
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LOG_DEBUG(Input, "Playing TAS {}/{}", current_command, script_length);
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size_t frame = current_command++;
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const size_t frame = current_command++;
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for (size_t player_index = 0; player_index < commands.size(); player_index++) {
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TASCommand command{};
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if (frame < commands[player_index].size()) {
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@ -207,8 +207,8 @@ void Tas::UpdateThread() {
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.port = player_index,
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.pad = 0,
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};
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for (std::size_t i = 0; i < sizeof(command.buttons); ++i) {
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const bool button_status = (command.buttons & (1U << i)) != 0;
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for (std::size_t i = 0; i < sizeof(command.buttons) * 8; ++i) {
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const bool button_status = (command.buttons & (1LLU << i)) != 0;
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const int button = static_cast<int>(i);
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SetButton(identifier, button, button_status);
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}
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@ -244,14 +244,14 @@ TasAnalog Tas::ReadCommandAxis(const std::string& line) const {
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return {x, y};
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}
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u32 Tas::ReadCommandButtons(const std::string& data) const {
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u64 Tas::ReadCommandButtons(const std::string& data) const {
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std::stringstream button_text(data);
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std::string line;
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u32 buttons = 0;
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u64 buttons = 0;
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while (std::getline(button_text, line, ';')) {
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for (auto [text, tas_button] : text_to_tas_button) {
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if (text == line) {
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buttons |= static_cast<u32>(tas_button);
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buttons |= static_cast<u64>(tas_button);
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break;
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}
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}
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@ -259,13 +259,14 @@ u32 Tas::ReadCommandButtons(const std::string& data) const {
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return buttons;
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}
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std::string Tas::WriteCommandButtons(u32 buttons) const {
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std::string Tas::WriteCommandButtons(u64 buttons) const {
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std::string returns = "";
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for (auto [text_button, tas_button] : text_to_tas_button) {
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if ((buttons & static_cast<u32>(tas_button)) != 0)
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returns += fmt::format("{};", text_button.substr(4));
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if ((buttons & static_cast<u64>(tas_button)) != 0) {
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returns += fmt::format("{};", text_button);
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}
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}
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return returns.empty() ? "NONE" : returns.substr(2);
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return returns.empty() ? "NONE" : returns;
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}
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std::string Tas::WriteCommandAxis(TasAnalog analog) const {
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@ -47,7 +47,7 @@ namespace InputCommon::TasInput {
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constexpr size_t PLAYER_NUMBER = 10;
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enum class TasButton : u32 {
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enum class TasButton : u64 {
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BUTTON_A = 1U << 0,
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BUTTON_B = 1U << 1,
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BUTTON_X = 1U << 2,
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@ -92,7 +92,7 @@ public:
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* @param left_axis: value of the left axis
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* @param right_axis: value of the right axis
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*/
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void RecordInput(u32 buttons, TasAnalog left_axis, TasAnalog right_axis);
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void RecordInput(u64 buttons, TasAnalog left_axis, TasAnalog right_axis);
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// Main loop that records or executes input
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void UpdateThread();
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@ -129,7 +129,7 @@ public:
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private:
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struct TASCommand {
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u32 buttons{};
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u64 buttons{};
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TasAnalog l_axis{};
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TasAnalog r_axis{};
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};
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@ -164,9 +164,9 @@ private:
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* Parses a string containing the button values. Each button is represented by it's text format
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* specified in text_to_tas_button array
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* @param line: string containing button name with the following format "a;b;c;d..."
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* @return Returns a u32 with each bit representing the status of a button
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* @return Returns a u64 with each bit representing the status of a button
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*/
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u32 ReadCommandButtons(const std::string& line) const;
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u64 ReadCommandButtons(const std::string& line) const;
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/**
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* Reset state of all players
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@ -174,11 +174,11 @@ private:
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void ClearInput();
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/**
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* Converts an u32 containing the button status into the text equivalent
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* Converts an u64 containing the button status into the text equivalent
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* @param buttons: bitfield with the status of the buttons
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* @return Returns a string with the name of the buttons to be written to the file
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*/
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std::string WriteCommandButtons(u32 buttons) const;
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std::string WriteCommandButtons(u64 buttons) const;
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/**
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* Converts an TAS analog object containing the axis status into the text equivalent
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@ -35,6 +35,7 @@
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#include "core/frontend/framebuffer_layout.h"
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#include "input_common/drivers/keyboard.h"
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#include "input_common/drivers/mouse.h"
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#include "input_common/drivers/tas_input.h"
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#include "input_common/drivers/touch_screen.h"
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#include "input_common/main.h"
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#include "video_core/renderer_base.h"
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@ -7,11 +7,16 @@
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#include <QString>
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/hid/emulated_controller.h"
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#include "input_common/drivers/tas_input.h"
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#include "input_common/main.h"
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#include "yuzu/configuration/configure_input_player_widget.h"
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#include "yuzu/debugger/controller.h"
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ControllerDialog::ControllerDialog(Core::System& system, QWidget* parent)
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: QWidget(parent, Qt::Dialog) {
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ControllerDialog::ControllerDialog(Core::System& system_,
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std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_,
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QWidget* parent)
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: QWidget(parent, Qt::Dialog), system{system_}, input_subsystem{input_subsystem_} {
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setObjectName(QStringLiteral("Controller"));
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setWindowTitle(tr("Controller P1"));
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resize(500, 350);
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@ -21,7 +26,7 @@ ControllerDialog::ControllerDialog(Core::System& system, QWidget* parent)
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Qt::WindowMaximizeButtonHint);
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widget = new PlayerControlPreview(this);
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widget->SetController(system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Player1));
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refreshConfiguration();
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QLayout* layout = new QVBoxLayout(this);
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layout->setContentsMargins(0, 0, 0, 0);
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layout->addWidget(widget);
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@ -34,6 +39,22 @@ ControllerDialog::ControllerDialog(Core::System& system, QWidget* parent)
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widget->setFocus();
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}
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void ControllerDialog::refreshConfiguration() {
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UnloadController();
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auto* player_1 = system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Player1);
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auto* handheld = system.HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
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// Display the correct controller
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controller = handheld->IsConnected() ? handheld : player_1;
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Core::HID::ControllerUpdateCallback engine_callback{
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.on_change = [this](Core::HID::ControllerTriggerType type) { ControllerUpdate(type); },
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.is_npad_service = true,
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};
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callback_key = controller->SetCallback(engine_callback);
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widget->SetController(controller);
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is_controller_set = true;
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}
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QAction* ControllerDialog::toggleViewAction() {
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if (toggle_view_action == nullptr) {
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toggle_view_action = new QAction(tr("&Controller P1"), this);
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@ -47,6 +68,10 @@ QAction* ControllerDialog::toggleViewAction() {
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void ControllerDialog::UnloadController() {
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widget->UnloadController();
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if (is_controller_set) {
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controller->DeleteCallback(callback_key);
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is_controller_set = false;
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}
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}
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void ControllerDialog::showEvent(QShowEvent* ev) {
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@ -62,3 +87,32 @@ void ControllerDialog::hideEvent(QHideEvent* ev) {
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}
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QWidget::hideEvent(ev);
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}
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void ControllerDialog::ControllerUpdate(Core::HID::ControllerTriggerType type) {
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// TODO(german77): Remove TAS from here
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switch (type) {
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case Core::HID::ControllerTriggerType::Button:
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case Core::HID::ControllerTriggerType::Stick: {
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const auto buttons_values = controller->GetButtonsValues();
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const auto stick_values = controller->GetSticksValues();
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u64 buttons = 0;
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std::size_t index = 0;
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for (const auto& button : buttons_values) {
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buttons |= button.value ? 1LLU << index : 0;
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index++;
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}
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const InputCommon::TasInput::TasAnalog left_axis = {
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.x = stick_values[Settings::NativeAnalog::LStick].x.value,
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.y = stick_values[Settings::NativeAnalog::LStick].y.value,
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};
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const InputCommon::TasInput::TasAnalog right_axis = {
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.x = stick_values[Settings::NativeAnalog::RStick].x.value,
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.y = stick_values[Settings::NativeAnalog::RStick].y.value,
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};
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input_subsystem->GetTas()->RecordInput(buttons, left_axis, right_axis);
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break;
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}
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default:
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break;
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}
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}
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@ -11,24 +11,33 @@ class QHideEvent;
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class QShowEvent;
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class PlayerControlPreview;
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namespace InputCommon {
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class InputSubsystem;
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}
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namespace Core {
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class System;
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}
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namespace InputCommon {
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class InputSubsystem;
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namespace Core::HID {
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class EmulatedController;
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}
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class ControllerDialog : public QWidget {
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Q_OBJECT
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public:
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explicit ControllerDialog(Core::System& system, QWidget* parent = nullptr);
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explicit ControllerDialog(Core::System& system_,
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std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_,
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QWidget* parent = nullptr);
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/// Returns a QAction that can be used to toggle visibility of this dialog.
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QAction* toggleViewAction();
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// Disables events from the emulated controller
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/// Reloads the widget to apply any changes in the configuration
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void refreshConfiguration();
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/// Disables events from the emulated controller
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void UnloadController();
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protected:
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void hideEvent(QHideEvent* ev) override;
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private:
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/// Redirects input from the widget to the TAS driver
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void ControllerUpdate(Core::HID::ControllerTriggerType type);
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int callback_key;
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bool is_controller_set{};
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Core::HID::EmulatedController* controller;
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QAction* toggle_view_action = nullptr;
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PlayerControlPreview* widget;
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Core::System& system;
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std::shared_ptr<InputCommon::InputSubsystem> input_subsystem;
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};
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@ -925,7 +925,7 @@ void GMainWindow::InitializeDebugWidgets() {
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waitTreeWidget->hide();
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debug_menu->addAction(waitTreeWidget->toggleViewAction());
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controller_dialog = new ControllerDialog(*system, this);
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controller_dialog = new ControllerDialog(*system, input_subsystem, this);
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controller_dialog->hide();
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debug_menu->addAction(controller_dialog->toggleViewAction());
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