This lets Dolphin know if a configured GameCube Controller should actually
be treated as connected or not.
Talked to @JMC47 a bit about this last night. My use-case is that all of
my controllers are the same hardware (Xbox One controllers) so share the
same configuration (modulo device number). Treating them all as always
connected isn't a problem for most games, but in some (Smash Bros.) it
forces me to go find a keyboard/mouse and unconfigure any controllers
that I don't actually have connected. Hotplugging devices (works on macOS,
at least) + this patch remove my need to ever touch the Controller Config
dialog while in a game.
This patch makes the following changes:
- A new `BooleanSetting` in `GCPadEmu` called "Always Connected", which
defaults to false.
- `ControllerEmu` tracks whether the default device is connected on every
call to `UpdateReferences()`.
- `GCPadEmu.GetStatus()` now sets err bit to `PAD_ERR_NO_CONTROLLER` if
the default device isn't connected.
- `SIDevice_GCController` handles `PAD_ERR_NO_CONTROLLER` by imitating the
behaviour of `SIDevice_Null` (as far as I can tell, this is the only use
of the error bit from `GCPadStatus`).
I wanted to add an OSD message akin to the ones when Wiimotes get
connected/disconnected, but I haven't yet found where to put the logic.
Axis range was previously calculated as max + abs(min), which relies on the assumption that
min will not exceed 0. For (min, max) values like (0, 255) or (-128, 127), which I assume to
be the most common cases, the range is correctly calculated as 255. However, given (20,
235), the range is erroneously calculated as 255, leading to axis values being normalized
incorrectly.
SDL already handles this case correctly. After changing the range calculation to max - min,
the axis values received from the evdev backend are practically identical to the values
received from the SDL backend.
Ideally Common.h wouldn't be a header in the Common library, and instead be renamed to something else, like PlatformCompatibility.h or something, but even then, there's still some things in the header that don't really fall under that label
This moves the version strings out to their own version header that doesn't dump a bunch of other unrelated things into scope, like what Common.h was doing.
This also places them into the Common namespace, as opposed to letting them sit in the global namespace.
Same as the previous commit, except I'm copying strings
in the other direction because the DolphinWX variants
of these strings could use some improvement.
Only remaining issue is that clicking on the titlebar of the window, to give it focus, is already interpreted as input. But clicking on the window in the task bar, or using alt tab works to get back, without causing an input event.
Since these button names are printed on all real controllers,
we should show them in the same way as they are printed on
the controllers, regardless of the user's language. It seems
like this was intended all along (except for "Start"), but the
_ markers in TASInputDlg.cpp (accidentally?) led to the button
names in the controller configs also becoming translatable.
I'm making exceptions for "L" and "R" because translators
may want to mark them in some way (for instance "L-Digital")
to clarify the difference from "L-Analog" and "R-Analog".
I'm also making an exception for START/PAUSE because it's
referred to as スタート in Japanese games.
I'm changing "Home" and "Start" to uppercase for consistency
with how Nintendo refers to those buttons, and because someone
who isn't familiar with the Latin script might not know the
connection between the lowercase and uppercase letters (most
users likely do know the connection, but we shouldn't assume it),
and because leaving "Start" as "Start" makes it "collide" with
unrelated strings, such as the string for the button that starts
a netplay session.
To rename "Start" and "Home" without breaking INI
compatibility, I added a ui_name variable like in f5c82ad.
It only marks a string for translation. It doesn't actually do anything
at runtime, so the string will always be displayed in English. Even if
we would've had a way to make the translation work, we shouldn't
translate this, because OSD doesn't support non-ASCII characters.
Some strings were marked with _trans in some places but not
others. This commit adds extra _trans markers so that the
usage of _trans is consistent.
This shouldn't have any effect on which strings actually get
translated. (Note that _trans doesn't do anything at runtime.)
I also added a few new i18n comments.