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https://github.com/shadps4-emu/shadPS4.git
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* 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
84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <QDialog>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_gamepad.h>
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#include "game_info.h"
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#include "sdl_event_wrapper.h"
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namespace Ui {
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class ControlSettings;
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}
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class ControlSettings : public QDialog {
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Q_OBJECT
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public:
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explicit ControlSettings(std::shared_ptr<GameInfoClass> game_info_get, bool GameRunning,
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std::string GameRunningSerial, QWidget* parent = nullptr);
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~ControlSettings();
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signals:
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void PushGamepadEvent();
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void AxisChanged();
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private Q_SLOTS:
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void SaveControllerConfig(bool CloseOnSave);
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void SetDefault();
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void UpdateLightbarColor();
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void CheckMapping(QPushButton*& button);
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void StartTimer(QPushButton*& button, bool isButton);
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void ConnectAxisInputs(QPushButton*& button);
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private:
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std::unique_ptr<Ui::ControlSettings> ui;
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std::shared_ptr<GameInfoClass> m_game_info;
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bool eventFilter(QObject* obj, QEvent* event) override;
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void AddBoxItems();
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void SetUIValuestoMappings();
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void GetGameTitle();
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void CheckGamePad();
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void processSDLEvents(int Type, int Input, int Value);
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void pollSDLEvents();
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void SetMapping(QString input);
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void DisableMappingButtons();
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void EnableMappingButtons();
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void Cleanup();
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QList<QPushButton*> ButtonsList;
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QList<QPushButton*> AxisList;
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QSet<QString> pressedButtons;
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std::string RunningGameSerial;
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bool GameRunning;
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bool L2Pressed = false;
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bool R2Pressed = false;
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bool EnableButtonMapping = false;
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bool EnableAxisMapping = false;
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bool MappingCompleted = false;
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QString mapping;
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int MappingTimer;
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QTimer* timer;
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QPushButton* MappingButton;
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SDL_Gamepad* gamepad = nullptr;
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SdlEventWrapper::Wrapper* RemapWrapper;
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QFuture<void> Polling;
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const std::vector<std::string> ControllerInputs = {
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"cross", "circle", "square", "triangle", "l1",
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"r1", "l2", "r2", "l3",
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"r3", "options", "pad_up",
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"pad_down",
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"pad_left", "pad_right", "axis_left_x", "axis_left_y", "axis_right_x",
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"axis_right_y", "back"};
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protected:
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void closeEvent(QCloseEvent* event) override {
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Cleanup();
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}
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};
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