Controller Remapping GUI v2 (#3144)

* Remapping GUI V2 - initial commit

* Unmap button with escape key

* Allow combination inputs

* Use separate class for SDL event signals so that i can work with the SDL window event loop

* Automatically pause game when GUI open to better manage event queue

* Move sd;_gamepad_added event from remap object to GUI object to avoid conflicts with sdl window

* Use signals on button/trigger to release to make GUI more responsive

* pause game while KBM window is open for consistency

* don't check gamepad when game is running to avoid conflicts

* Block all other sdl events instead of pausing game, automatic parse inputs after saving

* Don't block window restored or window exposed cases

* Properly exit event loop thread on exit
This commit is contained in:
rainmakerv2
2025-06-27 21:55:52 +08:00
committed by GitHub
parent 09b584b23f
commit fa32537f40
11 changed files with 1194 additions and 601 deletions

View File

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "sdl_event_wrapper.h"
using namespace SdlEventWrapper;
Wrapper* Wrapper::WrapperInstance = nullptr;
bool Wrapper::wrapperActive = false;
Wrapper::Wrapper(QObject* parent) : QObject(parent) {}
Wrapper* Wrapper::GetInstance() {
if (WrapperInstance == nullptr) {
WrapperInstance = new Wrapper();
}
return WrapperInstance;
}
bool Wrapper::ProcessEvent(SDL_Event* event) {
switch (event->type) {
case SDL_EVENT_WINDOW_RESTORED:
return false;
case SDL_EVENT_WINDOW_EXPOSED:
return false;
case SDL_EVENT_GAMEPAD_ADDED:
return false;
case SDL_EVENT_GAMEPAD_REMOVED:
return false;
case SDL_EVENT_QUIT:
emit SDLEvent(SDL_EVENT_QUIT, 0, 0);
return true;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
emit SDLEvent(SDL_EVENT_GAMEPAD_BUTTON_DOWN, event->gbutton.button, 0);
return true;
case SDL_EVENT_GAMEPAD_BUTTON_UP:
emit SDLEvent(SDL_EVENT_GAMEPAD_BUTTON_UP, event->gbutton.button, 0);
return true;
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
emit SDLEvent(SDL_EVENT_GAMEPAD_AXIS_MOTION, event->gaxis.axis, event->gaxis.value);
return true;
// block all other SDL events while wrapper is active
default:
return true;
}
}
Wrapper::~Wrapper() {}