DolphinQt: DualSense Player LED toggle
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@ -487,6 +487,7 @@ const Info<bool> MAIN_MOVIE_SHOW_RERECORD{{System::Main, "Movie", "ShowRerecord"
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// Main.Input
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const Info<bool> MAIN_INPUT_BACKGROUND_INPUT{{System::Main, "Input", "BackgroundInput"}, false};
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const Info<bool> MAIN_INPUT_SDL_PS5_PLAYER_LED{{System::Main, "Input", "SDLPS5PlayerLED"}, false};
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// Main.Debug
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@ -320,6 +320,7 @@ extern const Info<bool> MAIN_MOVIE_SHOW_RERECORD;
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// Main.Input
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extern const Info<bool> MAIN_INPUT_BACKGROUND_INPUT;
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extern const Info<bool> MAIN_INPUT_SDL_PS5_PLAYER_LED;
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// Main.Debug
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@ -33,10 +33,12 @@ void CommonControllersWidget::CreateLayout()
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m_common_box = new QGroupBox(tr("Common"));
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m_common_layout = new QVBoxLayout();
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m_common_bg_input = new QCheckBox(tr("Background Input"));
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m_common_sdl_ps5_player_led = new QCheckBox(tr("Enable DualSense Player LED"));
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m_common_configure_controller_interface =
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new NonDefaultQPushButton(tr("Alternate Input Sources"));
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m_common_layout->addWidget(m_common_bg_input);
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m_common_layout->addWidget(m_common_sdl_ps5_player_led);
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m_common_layout->addWidget(m_common_configure_controller_interface);
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m_common_box->setLayout(m_common_layout);
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@ -51,6 +53,8 @@ void CommonControllersWidget::CreateLayout()
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void CommonControllersWidget::ConnectWidgets()
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{
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connect(m_common_bg_input, &QCheckBox::toggled, this, &CommonControllersWidget::SaveSettings);
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connect(m_common_sdl_ps5_player_led, &QCheckBox::toggled, this,
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&CommonControllersWidget::SaveSettings);
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connect(m_common_configure_controller_interface, &QPushButton::clicked, this,
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&CommonControllersWidget::OnControllerInterfaceConfigure);
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}
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@ -67,10 +71,14 @@ void CommonControllersWidget::OnControllerInterfaceConfigure()
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void CommonControllersWidget::LoadSettings()
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{
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SignalBlocking(m_common_bg_input)->setChecked(Config::Get(Config::MAIN_INPUT_BACKGROUND_INPUT));
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SignalBlocking(m_common_sdl_ps5_player_led)
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->setChecked(Config::Get(Config::MAIN_INPUT_SDL_PS5_PLAYER_LED));
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}
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void CommonControllersWidget::SaveSettings()
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{
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Config::SetBaseOrCurrent(Config::MAIN_INPUT_BACKGROUND_INPUT, m_common_bg_input->isChecked());
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Config::SetBaseOrCurrent(Config::MAIN_INPUT_SDL_PS5_PLAYER_LED,
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m_common_sdl_ps5_player_led->isChecked());
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Config::Save();
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}
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@ -30,5 +30,6 @@ private:
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QGroupBox* m_common_box;
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QVBoxLayout* m_common_layout;
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QCheckBox* m_common_bg_input;
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QCheckBox* m_common_sdl_ps5_player_led;
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QPushButton* m_common_configure_controller_interface;
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};
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@ -14,6 +14,7 @@
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Common/ScopeGuard.h"
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#include "Core/Config/MainSettings.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#ifdef _WIN32
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@ -287,6 +288,7 @@ public:
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private:
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void OpenAndAddDevice(int index);
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void SetPS5PlayerLED();
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bool HandleEventAndContinue(const SDL_Event& e);
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@ -437,11 +439,13 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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// We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.
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SDL_SetHint(SDL_HINT_JOYSTICK_WGI, "0");
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// Disable DualSense Player LEDs; We already colorize the Primary LED
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "0");
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const Config::ConfigChangedCallbackID config_changed_callback_id =
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Config::AddConfigChangedCallback([this] { SetPS5PlayerLED(); });
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SetPS5PlayerLED();
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m_hotplug_thread = std::thread([this] {
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Common::ScopeGuard quit_guard([] {
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m_hotplug_thread = std::thread([this, config_changed_callback_id] {
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Common::ScopeGuard quit_guard([config_changed_callback_id] {
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Config::RemoveConfigChangedCallback(config_changed_callback_id);
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// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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SDL_Quit();
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});
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@ -530,6 +534,12 @@ void InputBackend::PopulateDevices()
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SDL_PushEvent(&populate_event);
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}
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void InputBackend::SetPS5PlayerLED()
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{
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED,
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Config::Get(Config::MAIN_INPUT_SDL_PS5_PLAYER_LED) ? "1" : "0");
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}
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struct SDLMotionAxis
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{
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std::string_view name;
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