yuzu-fork/src/yuzu/configuration/configure_vibration.cpp

147 lines
4.7 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <unordered_map>
#include <fmt/format.h>
#include "common/param_package.h"
#include "core/settings.h"
#include "ui_configure_vibration.h"
#include "yuzu/configuration/configure_vibration.h"
ConfigureVibration::ConfigureVibration(QWidget* parent)
: QDialog(parent), ui(std::make_unique<Ui::ConfigureVibration>()) {
ui->setupUi(this);
vibration_groupboxes = {
ui->vibrationGroupPlayer1, ui->vibrationGroupPlayer2, ui->vibrationGroupPlayer3,
ui->vibrationGroupPlayer4, ui->vibrationGroupPlayer5, ui->vibrationGroupPlayer6,
ui->vibrationGroupPlayer7, ui->vibrationGroupPlayer8,
};
vibration_spinboxes = {
ui->vibrationSpinPlayer1, ui->vibrationSpinPlayer2, ui->vibrationSpinPlayer3,
ui->vibrationSpinPlayer4, ui->vibrationSpinPlayer5, ui->vibrationSpinPlayer6,
ui->vibrationSpinPlayer7, ui->vibrationSpinPlayer8,
};
const auto& players = Settings::values.players.GetValue();
for (std::size_t i = 0; i < NUM_PLAYERS; ++i) {
vibration_groupboxes[i]->setChecked(players[i].vibration_enabled);
vibration_spinboxes[i]->setValue(players[i].vibration_strength);
}
ui->checkBoxAccurateVibration->setChecked(
Settings::values.enable_accurate_vibrations.GetValue());
if (!Settings::IsConfiguringGlobal()) {
ui->checkBoxAccurateVibration->setDisabled(true);
}
RetranslateUI();
}
ConfigureVibration::~ConfigureVibration() = default;
void ConfigureVibration::ApplyConfiguration() {
auto& players = Settings::values.players.GetValue();
for (std::size_t i = 0; i < NUM_PLAYERS; ++i) {
players[i].vibration_enabled = vibration_groupboxes[i]->isChecked();
players[i].vibration_strength = vibration_spinboxes[i]->value();
}
Settings::values.enable_accurate_vibrations.SetValue(
ui->checkBoxAccurateVibration->isChecked());
}
void ConfigureVibration::SetVibrationDevices(std::size_t player_index) {
using namespace Settings::NativeButton;
static constexpr std::array<std::array<Settings::NativeButton::Values, 6>, 2> buttons{{
{DLeft, DUp, DRight, DDown, L, ZL}, // Left Buttons
{A, B, X, Y, R, ZR}, // Right Buttons
}};
auto& player = Settings::values.players.GetValue()[player_index];
for (std::size_t device_idx = 0; device_idx < buttons.size(); ++device_idx) {
std::unordered_map<std::string, int> params_count;
for (const auto button_index : buttons[device_idx]) {
const auto& player_button = player.buttons[button_index];
if (params_count.find(player_button) != params_count.end()) {
++params_count[player_button];
continue;
}
params_count.insert_or_assign(player_button, 1);
}
const auto it = std::max_element(
params_count.begin(), params_count.end(),
[](const auto& lhs, const auto& rhs) { return lhs.second < rhs.second; });
auto& vibration_param_str = player.vibrations[device_idx];
vibration_param_str.clear();
if (it->first.empty()) {
continue;
}
const auto param = Common::ParamPackage(it->first);
const auto engine = param.Get("engine", "");
const auto guid = param.Get("guid", "");
const auto port = param.Get("port", "");
if (engine.empty() || engine == "keyboard" || engine == "mouse") {
continue;
}
vibration_param_str += fmt::format("engine:{}", engine);
if (!port.empty()) {
vibration_param_str += fmt::format(",port:{}", port);
}
if (!guid.empty()) {
vibration_param_str += fmt::format(",guid:{}", guid);
}
}
if (player.vibrations[0] != player.vibrations[1]) {
return;
}
if (!player.vibrations[0].empty() &&
player.controller_type != Settings::ControllerType::RightJoycon) {
player.vibrations[1].clear();
} else if (!player.vibrations[1].empty() &&
player.controller_type == Settings::ControllerType::RightJoycon) {
player.vibrations[0].clear();
}
}
void ConfigureVibration::SetAllVibrationDevices() {
// Set vibration devices for all player indices including handheld
for (std::size_t player_idx = 0; player_idx < NUM_PLAYERS + 1; ++player_idx) {
SetVibrationDevices(player_idx);
}
}
void ConfigureVibration::changeEvent(QEvent* event) {
if (event->type() == QEvent::LanguageChange) {
RetranslateUI();
}
QDialog::changeEvent(event);
}
void ConfigureVibration::RetranslateUI() {
ui->retranslateUi(this);
}