InputManager: Add pressure/deadzone to macros
Arguably less useful than on the PS2, but is still applicable to the left/right analog sticks.
This commit is contained in:
parent
396e7d994a
commit
164c043e1b
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@ -3815,16 +3815,10 @@ void FullscreenUI::DrawControllerSettingsPage()
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continue;
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DrawInputBindingButton(bsi, InputBindingInfo::Type::Macro, section.c_str(),
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TinyString::from_format("Macro{}", macro_index + 1),
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TinyString::from_format(FSUI_FSTR("Macro {} Trigger"), macro_index + 1), nullptr);
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DrawToggleSetting(bsi,
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TinyString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Macro {} Press To Toggle")),
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macro_index + 1),
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nullptr, section.c_str(), TinyString::from_format("Macro{}Toggle", macro_index + 1), false,
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true, false, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY);
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TinyString::from_format("Macro{}", macro_index + 1), FSUI_CSTR("Trigger"), nullptr, true);
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SmallString binds_string =
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bsi->GetSmallStringValue(section.c_str(), fmt::format("Macro{}Binds", macro_index + 1).c_str());
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bsi->GetSmallStringValue(section.c_str(), TinyString::from_format("Macro{}Binds", macro_index + 1).c_str());
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TinyString pretty_binds_string;
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if (!binds_string.empty())
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{
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@ -3842,10 +3836,9 @@ void FullscreenUI::DrawControllerSettingsPage()
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pretty_binds_string.append_format("{}{}", pretty_binds_string.empty() ? "" : " ", dispname);
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}
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}
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if (MenuButtonWithValue(
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TinyString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_KEYBOARD, "Macro {} Buttons")), macro_index + 1),
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nullptr, pretty_binds_string.empty() ? FSUI_CSTR("-") : pretty_binds_string.c_str(), true,
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LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
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if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_KEYBOARD, "Buttons"), nullptr,
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pretty_binds_string.empty() ? FSUI_CSTR("-") : pretty_binds_string.c_str(), true,
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LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
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{
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std::vector<std::string_view> buttons_split(StringUtil::SplitString(binds_string, '&', true));
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ImGuiFullscreen::ChoiceDialogOptions options;
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@ -3906,19 +3899,37 @@ void FullscreenUI::DrawControllerSettingsPage()
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});
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}
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DrawToggleSetting(bsi, FSUI_ICONSTR(ICON_FA_GAMEPAD, "Press To Toggle"),
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FSUI_CSTR("Toggles the macro when the button is pressed, instead of held."), section.c_str(),
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TinyString::from_format("Macro{}Toggle", macro_index + 1), false, true, false);
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const TinyString freq_key = TinyString::from_format("Macro{}Frequency", macro_index + 1);
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const SmallString freq_title =
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SmallString::from_format(fmt::runtime(FSUI_ICONSTR(ICON_FA_LIGHTBULB, "Macro {} Frequency")), macro_index + 1);
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const TinyString freq_label =
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TinyString::from_format(ICON_FA_CLOCK " {}##macro_{}_frequency", FSUI_VSTR("Frequency"), macro_index + 1);
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s32 frequency = bsi->GetIntValue(section.c_str(), freq_key.c_str(), 0);
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SmallString freq_summary;
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if (frequency == 0)
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freq_summary = FSUI_VSTR("Disabled");
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else
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freq_summary.format(FSUI_FSTR("{} Frames"), frequency);
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if (MenuButtonWithValue(freq_title, nullptr, freq_summary, true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY))
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ImGui::OpenPopup(freq_title);
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const TinyString freq_summary = ((frequency == 0) ? TinyString(FSUI_VSTR("Disabled")) :
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TinyString::from_format(FSUI_FSTR("{} Frames"), frequency));
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if (MenuButtonWithValue(
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freq_label,
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FSUI_CSTR(
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"Determines the frequency at which the macro will toggle the buttons on and off (aka auto fire)."),
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freq_summary, true))
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{
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ImGui::OpenPopup(freq_label.c_str());
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}
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DrawFloatSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_ARROW_DOWN, "Pressure"),
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FSUI_CSTR("Determines how much pressure is simulated when macro is active."), section,
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TinyString::from_format("Macro{}Pressure", macro_index + 1), 1.0f, 0.01f, 1.0f, 0.01f,
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100.0f, "%.0f%%");
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DrawFloatSpinBoxSetting(bsi, FSUI_ICONSTR(ICON_FA_SKULL, "Deadzone"),
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FSUI_CSTR("Determines how much button pressure is ignored before activating the macro."),
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section, TinyString::from_format("Macro{}Deadzone", macro_index + 1).c_str(), 0.0f, 0.00f,
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1.0f, 0.01f, 100.0f, "%.0f%%");
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ImGui::SetNextWindowSize(LayoutScale(500.0f, 180.0f));
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ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
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ImGui::PushFont(g_large_font);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
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@ -3926,7 +3937,7 @@ void FullscreenUI::DrawControllerSettingsPage()
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ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, LayoutScale(20.0f, 20.0f));
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if (ImGui::BeginPopupModal(freq_title, nullptr,
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if (ImGui::BeginPopupModal(freq_label, nullptr,
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ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove))
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{
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ImGui::SetNextItemWidth(LayoutScale(450.0f));
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@ -7445,6 +7456,7 @@ TRANSLATE_NOOP("FullscreenUI", "Backend Settings");
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TRANSLATE_NOOP("FullscreenUI", "Behavior");
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TRANSLATE_NOOP("FullscreenUI", "Borderless Fullscreen");
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TRANSLATE_NOOP("FullscreenUI", "Buffer Size");
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TRANSLATE_NOOP("FullscreenUI", "Buttons");
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TRANSLATE_NOOP("FullscreenUI", "CD-ROM Emulation");
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TRANSLATE_NOOP("FullscreenUI", "CPU Emulation");
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TRANSLATE_NOOP("FullscreenUI", "CPU Mode");
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@ -7496,6 +7508,7 @@ TRANSLATE_NOOP("FullscreenUI", "Create Save State Backups");
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TRANSLATE_NOOP("FullscreenUI", "Crop Mode");
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TRANSLATE_NOOP("FullscreenUI", "Culling Correction");
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TRANSLATE_NOOP("FullscreenUI", "Current Game");
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TRANSLATE_NOOP("FullscreenUI", "Deadzone");
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TRANSLATE_NOOP("FullscreenUI", "Debugging Settings");
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TRANSLATE_NOOP("FullscreenUI", "Default");
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TRANSLATE_NOOP("FullscreenUI", "Default Boot");
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@ -7510,8 +7523,10 @@ TRANSLATE_NOOP("FullscreenUI", "Desktop Mode");
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TRANSLATE_NOOP("FullscreenUI", "Details");
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TRANSLATE_NOOP("FullscreenUI", "Details unavailable for game not scanned in game list.");
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TRANSLATE_NOOP("FullscreenUI", "Determines how large the on-screen messages and monitor are.");
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TRANSLATE_NOOP("FullscreenUI", "Determines how much button pressure is ignored before activating the macro.");
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TRANSLATE_NOOP("FullscreenUI", "Determines how much latency there is between the audio being picked up by the host API, and played through speakers.");
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TRANSLATE_NOOP("FullscreenUI", "Determines how much of the area typically not visible on a consumer TV set to crop/hide.");
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TRANSLATE_NOOP("FullscreenUI", "Determines how much pressure is simulated when macro is active.");
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TRANSLATE_NOOP("FullscreenUI", "Determines how the emulated CPU executes instructions.");
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TRANSLATE_NOOP("FullscreenUI", "Determines how the emulated console's output is upscaled or downscaled to your monitor's resolution.");
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TRANSLATE_NOOP("FullscreenUI", "Determines quality of audio when not running at 100% speed.");
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@ -7519,6 +7534,7 @@ TRANSLATE_NOOP("FullscreenUI", "Determines that field that the game list will be
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TRANSLATE_NOOP("FullscreenUI", "Determines the amount of audio buffered before being pulled by the host API.");
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TRANSLATE_NOOP("FullscreenUI", "Determines the emulated hardware type.");
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TRANSLATE_NOOP("FullscreenUI", "Determines the format that screenshots will be saved/compressed with.");
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TRANSLATE_NOOP("FullscreenUI", "Determines the frequency at which the macro will toggle the buttons on and off (aka auto fire).");
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TRANSLATE_NOOP("FullscreenUI", "Determines the margin between the edge of the screen and on-screen messages.");
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TRANSLATE_NOOP("FullscreenUI", "Determines the position on the screen when black borders must be added.");
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TRANSLATE_NOOP("FullscreenUI", "Determines the rotation of the simulated TV screen.");
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@ -7616,6 +7632,7 @@ TRANSLATE_NOOP("FullscreenUI", "Forces blending to be done in the shader at 16-b
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TRANSLATE_NOOP("FullscreenUI", "Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. Usually results in worse frame pacing.");
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TRANSLATE_NOOP("FullscreenUI", "Forcibly mutes both CD-DA and XA audio from the CD-ROM. Can be used to disable background music in some games.");
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TRANSLATE_NOOP("FullscreenUI", "Frame Time Buffer");
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TRANSLATE_NOOP("FullscreenUI", "Frequency");
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TRANSLATE_NOOP("FullscreenUI", "From File...");
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TRANSLATE_NOOP("FullscreenUI", "Fullscreen Resolution");
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TRANSLATE_NOOP("FullscreenUI", "GPU Adapter");
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@ -7700,10 +7717,6 @@ TRANSLATE_NOOP("FullscreenUI", "Logs messages to the console window.");
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TRANSLATE_NOOP("FullscreenUI", "Logs messages to the debug console where supported.");
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TRANSLATE_NOOP("FullscreenUI", "Logs out of RetroAchievements.");
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TRANSLATE_NOOP("FullscreenUI", "Macro Button {}");
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TRANSLATE_NOOP("FullscreenUI", "Macro {} Buttons");
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TRANSLATE_NOOP("FullscreenUI", "Macro {} Frequency");
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TRANSLATE_NOOP("FullscreenUI", "Macro {} Press To Toggle");
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TRANSLATE_NOOP("FullscreenUI", "Macro {} Trigger");
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TRANSLATE_NOOP("FullscreenUI", "Makes games run closer to their console framerate, at a small cost to performance.");
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TRANSLATE_NOOP("FullscreenUI", "Memory Card Busy");
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TRANSLATE_NOOP("FullscreenUI", "Memory Card Directory");
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@ -7773,6 +7786,8 @@ TRANSLATE_NOOP("FullscreenUI", "Post-processing shaders reloaded.");
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TRANSLATE_NOOP("FullscreenUI", "Preload Images to RAM");
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TRANSLATE_NOOP("FullscreenUI", "Preload Replacement Textures");
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TRANSLATE_NOOP("FullscreenUI", "Preserve Projection Precision");
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TRANSLATE_NOOP("FullscreenUI", "Press To Toggle");
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TRANSLATE_NOOP("FullscreenUI", "Pressure");
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TRANSLATE_NOOP("FullscreenUI", "Prevents the emulator from producing any audible sound.");
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TRANSLATE_NOOP("FullscreenUI", "Prevents the screen saver from activating and the host from sleeping while emulation is running.");
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TRANSLATE_NOOP("FullscreenUI", "Provides vibration and LED control support over Bluetooth.");
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@ -7962,6 +7977,8 @@ TRANSLATE_NOOP("FullscreenUI", "Toggle Analog");
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TRANSLATE_NOOP("FullscreenUI", "Toggle Fast Forward");
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TRANSLATE_NOOP("FullscreenUI", "Toggle Fullscreen");
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TRANSLATE_NOOP("FullscreenUI", "Toggle every %d frames");
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TRANSLATE_NOOP("FullscreenUI", "Toggles the macro when the button is pressed, instead of held.");
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TRANSLATE_NOOP("FullscreenUI", "Trigger");
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TRANSLATE_NOOP("FullscreenUI", "True Color Rendering");
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TRANSLATE_NOOP("FullscreenUI", "Turbo Speed");
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TRANSLATE_NOOP("FullscreenUI", "Type");
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@ -605,6 +605,17 @@ ControllerMacroEditWidget::ControllerMacroEditWidget(ControllerMacroWidget* pare
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m_ui.bindList->addItem(item);
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}
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ControllerSettingWidgetBinder::BindWidgetToInputProfileNormalized(
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dialog->getEditingSettingsInterface(), m_ui.pressure, section, fmt::format("Macro{}Pressure", index + 1u), 100.0f,
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1.0f);
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ControllerSettingWidgetBinder::BindWidgetToInputProfileNormalized(
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dialog->getEditingSettingsInterface(), m_ui.deadzone, section, fmt::format("Macro{}Deadzone", index + 1u), 100.0f,
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0.0f);
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connect(m_ui.pressure, &QSlider::valueChanged, this, &ControllerMacroEditWidget::onPressureChanged);
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connect(m_ui.deadzone, &QSlider::valueChanged, this, &ControllerMacroEditWidget::onDeadzoneChanged);
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onPressureChanged();
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onDeadzoneChanged();
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m_frequency = dialog->getIntValue(section.c_str(), TinyString::from_format("Macro{}Frequency", index + 1u), 0);
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ControllerSettingWidgetBinder::BindWidgetToInputProfileBool(dialog->getEditingSettingsInterface(), m_ui.triggerToggle,
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section.c_str(), fmt::format("Macro{}Toggle", index + 1u),
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@ -634,6 +645,16 @@ QString ControllerMacroEditWidget::getSummary() const
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return str.empty() ? tr("Not Configured") : QString::fromUtf8(str.c_str(), static_cast<int>(str.length()));
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}
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void ControllerMacroEditWidget::onPressureChanged()
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{
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m_ui.pressureValue->setText(tr("%1%").arg(m_ui.pressure->value()));
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}
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void ControllerMacroEditWidget::onDeadzoneChanged()
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{
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m_ui.deadzoneValue->setText(tr("%1%").arg(m_ui.deadzone->value()));
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}
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void ControllerMacroEditWidget::onSetFrequencyClicked()
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{
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bool okay;
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@ -103,6 +103,8 @@ public:
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QString getSummary() const;
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private Q_SLOTS:
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void onPressureChanged();
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void onDeadzoneChanged();
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void onSetFrequencyClicked();
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void updateBinds();
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@ -6,8 +6,8 @@
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<rect>
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<x>0</x>
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<y>0</y>
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<width>664</width>
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<height>420</height>
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<width>691</width>
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<height>433</height>
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</rect>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout" stretch="1,0,0">
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@ -29,6 +29,9 @@
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<string>Binds/Buttons</string>
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</property>
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<layout class="QGridLayout" name="gridLayout_2">
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<item row="1" column="0">
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<widget class="QListWidget" name="bindList"/>
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</item>
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<item row="0" column="0">
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<widget class="QLabel" name="label_2">
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<property name="text">
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@ -39,8 +42,57 @@
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</property>
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</widget>
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</item>
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<item row="1" column="0">
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<widget class="QListWidget" name="bindList"/>
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</layout>
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</widget>
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</item>
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<item>
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<widget class="QGroupBox" name="groupBox_4">
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<property name="title">
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<string>Pressure</string>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<item>
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<widget class="QLabel" name="label_3">
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<property name="text">
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<string>For buttons which are pressure sensitive, this slider controls how much force will be simulated when the macro is active.</string>
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</property>
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<property name="wordWrap">
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<bool>true</bool>
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</property>
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</widget>
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</item>
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<item>
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<layout class="QHBoxLayout" name="pressureLayout">
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<item>
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<widget class="QSlider" name="pressure">
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<property name="minimum">
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<number>1</number>
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</property>
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<property name="maximum">
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<number>100</number>
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</property>
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<property name="value">
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<number>100</number>
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</property>
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<property name="orientation">
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<enum>Qt::Horizontal</enum>
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</property>
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<property name="tickPosition">
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<enum>QSlider::TicksBelow</enum>
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</property>
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<property name="tickInterval">
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<number>10</number>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QLabel" name="pressureValue">
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<property name="text">
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<string>100%</string>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</widget>
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@ -51,10 +103,10 @@
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<string>Trigger</string>
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</property>
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<layout class="QGridLayout" name="gridLayout">
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<item row="0" column="0">
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<item row="0" column="0" colspan="2">
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<layout class="QHBoxLayout" name="horizontalLayout_5" stretch="1,0">
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<item>
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<widget class="QLabel" name="label_5">
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<widget class="QLabel" name="label">
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<property name="text">
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<string>Select the trigger to activate this macro. This can be a single button, or combination of buttons (chord). Shift-click for multiple triggers.</string>
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</property>
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@ -67,7 +119,7 @@
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="triggerToggle">
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<widget class="QCheckBox" name="triggerToggle">
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<property name="text">
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<string>Press To Toggle</string>
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</property>
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@ -75,13 +127,53 @@
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</item>
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</layout>
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</item>
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<item row="1" column="0">
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<item row="1" column="0" colspan="2">
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<widget class="InputBindingWidget" name="trigger">
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<property name="text">
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<string>PushButton</string>
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<string notr="true">PushButton</string>
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</property>
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</widget>
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</item>
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<item row="2" column="0">
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<layout class="QHBoxLayout" name="deadzoneLayout" stretch="0,1,0">
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<item>
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<widget class="QLabel" name="label_4">
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<property name="text">
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<string>Deadzone:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QSlider" name="deadzone">
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<property name="minimum">
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<number>0</number>
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</property>
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<property name="maximum">
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<number>100</number>
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</property>
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<property name="value">
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<number>100</number>
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</property>
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<property name="orientation">
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<enum>Qt::Horizontal</enum>
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</property>
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<property name="tickPosition">
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<enum>QSlider::TicksBelow</enum>
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</property>
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<property name="tickInterval">
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<number>10</number>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QLabel" name="deadzoneValue">
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<property name="text">
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<string>100%</string>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</widget>
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</item>
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@ -1,7 +1,7 @@
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// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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|
||||
static constexpr ImWchar FA_ICON_RANGE[] = { 0xe06f,0xe06f,0xe086,0xe086,0xf002,0xf002,0xf005,0xf005,0xf007,0xf007,0xf00c,0xf00e,0xf011,0xf011,0xf013,0xf013,0xf017,0xf017,0xf019,0xf019,0xf01c,0xf01c,0xf021,0xf021,0xf023,0xf023,0xf025,0xf025,0xf02e,0xf02e,0xf030,0xf030,0xf03a,0xf03a,0xf03d,0xf03d,0xf04a,0xf04c,0xf050,0xf050,0xf05e,0xf05e,0xf062,0xf063,0xf067,0xf067,0xf071,0xf071,0xf075,0xf075,0xf077,0xf078,0xf07b,0xf07c,0xf084,0xf085,0xf091,0xf091,0xf0ac,0xf0ad,0xf0c3,0xf0c3,0xf0c5,0xf0c5,0xf0c7,0xf0c9,0xf0cb,0xf0cb,0xf0d0,0xf0d0,0xf0dc,0xf0dc,0xf0e2,0xf0e2,0xf0e7,0xf0e7,0xf0eb,0xf0eb,0xf0f1,0xf0f1,0xf0f3,0xf0f3,0xf0fe,0xf0fe,0xf110,0xf110,0xf119,0xf119,0xf11b,0xf11c,0xf140,0xf140,0xf14a,0xf14a,0xf15b,0xf15b,0xf15d,0xf15d,0xf191,0xf192,0xf1ab,0xf1ab,0xf1dd,0xf1de,0xf1e6,0xf1e6,0xf1eb,0xf1eb,0xf1f8,0xf1f8,0xf1fc,0xf1fc,0xf240,0xf240,0xf242,0xf242,0xf245,0xf245,0xf26c,0xf26c,0xf279,0xf279,0xf2d0,0xf2d0,0xf2db,0xf2db,0xf2f2,0xf2f2,0xf3fd,0xf3fd,0xf410,0xf410,0xf462,0xf462,0xf466,0xf466,0xf4ce,0xf4ce,0xf500,0xf500,0xf51f,0xf51f,0xf538,0xf538,0xf545,0xf545,0xf547,0xf548,0xf5a2,0xf5a2,0xf5aa,0xf5aa,0xf5e7,0xf5e7,0xf65d,0xf65e,0xf6cf,0xf6cf,0xf70c,0xf70c,0xf794,0xf794,0xf7a0,0xf7a0,0xf7c2,0xf7c2,0xf807,0xf807,0xf815,0xf815,0xf818,0xf818,0xf84c,0xf84c,0xf8cc,0xf8cc,0x0,0x0 };
|
||||
static constexpr ImWchar FA_ICON_RANGE[] = { 0xe06f,0xe06f,0xe086,0xe086,0xf002,0xf002,0xf005,0xf005,0xf007,0xf007,0xf00c,0xf00e,0xf011,0xf011,0xf013,0xf013,0xf017,0xf017,0xf019,0xf019,0xf01c,0xf01c,0xf021,0xf021,0xf023,0xf023,0xf025,0xf025,0xf02e,0xf02e,0xf030,0xf030,0xf03a,0xf03a,0xf03d,0xf03d,0xf04a,0xf04c,0xf050,0xf050,0xf05e,0xf05e,0xf062,0xf063,0xf067,0xf067,0xf071,0xf071,0xf075,0xf075,0xf077,0xf078,0xf07b,0xf07c,0xf084,0xf085,0xf091,0xf091,0xf0ac,0xf0ad,0xf0c3,0xf0c3,0xf0c5,0xf0c5,0xf0c7,0xf0c9,0xf0cb,0xf0cb,0xf0d0,0xf0d0,0xf0dc,0xf0dc,0xf0e2,0xf0e2,0xf0e7,0xf0e7,0xf0eb,0xf0eb,0xf0f1,0xf0f1,0xf0f3,0xf0f3,0xf0fe,0xf0fe,0xf110,0xf110,0xf119,0xf119,0xf11b,0xf11c,0xf140,0xf140,0xf14a,0xf14a,0xf15b,0xf15b,0xf15d,0xf15d,0xf191,0xf192,0xf1ab,0xf1ab,0xf1dd,0xf1de,0xf1e6,0xf1e6,0xf1eb,0xf1eb,0xf1f8,0xf1f8,0xf1fc,0xf1fc,0xf240,0xf240,0xf242,0xf242,0xf245,0xf245,0xf26c,0xf26c,0xf279,0xf279,0xf2d0,0xf2d0,0xf2db,0xf2db,0xf2f2,0xf2f2,0xf3fd,0xf3fd,0xf410,0xf410,0xf462,0xf462,0xf466,0xf466,0xf4ce,0xf4ce,0xf500,0xf500,0xf51f,0xf51f,0xf538,0xf538,0xf545,0xf545,0xf547,0xf548,0xf54c,0xf54c,0xf5a2,0xf5a2,0xf5aa,0xf5aa,0xf5e7,0xf5e7,0xf65d,0xf65e,0xf6cf,0xf6cf,0xf70c,0xf70c,0xf794,0xf794,0xf7a0,0xf7a0,0xf7c2,0xf7c2,0xf807,0xf807,0xf815,0xf815,0xf818,0xf818,0xf84c,0xf84c,0xf8cc,0xf8cc,0x0,0x0 };
|
||||
|
||||
static constexpr ImWchar PF_ICON_RANGE[] = { 0x2196,0x2199,0x219e,0x21a1,0x21b0,0x21b3,0x21ba,0x21c3,0x21c7,0x21ca,0x21d0,0x21d4,0x21dc,0x21dd,0x21e0,0x21e3,0x21ed,0x21ee,0x21f7,0x21f8,0x21fa,0x21fb,0x227a,0x227f,0x2284,0x2284,0x2349,0x2349,0x235e,0x235e,0x2360,0x2361,0x2364,0x2366,0x23b2,0x23b4,0x23ce,0x23ce,0x23f4,0x23f7,0x2427,0x243a,0x243c,0x243e,0x2460,0x246b,0x248f,0x248f,0x24f5,0x24fd,0x24ff,0x24ff,0x2717,0x2717,0x278a,0x278e,0x27fc,0x27fc,0xe001,0xe001,0xff21,0xff3a,0x1f52b,0x1f52b,0x0,0x0 };
|
||||
|
||||
|
|
|
@ -92,6 +92,7 @@ struct MacroButton
|
|||
bool toggle_state; ///< Current state for turbo.
|
||||
bool trigger_state; ///< Whether the macro button is active.
|
||||
bool trigger_toggle; ///< Whether the macro is trigged by holding or press.
|
||||
u8 trigger_pressure; ///< Pressure to apply when macro is active.
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
@ -898,10 +899,13 @@ void InputManager::AddPadBindings(const SettingsInterface& si, const std::string
|
|||
si.GetStringList(section.c_str(), fmt::format("Macro{}", macro_button_index + 1u).c_str()));
|
||||
if (!bindings.empty())
|
||||
{
|
||||
AddBindings(bindings, InputButtonEventHandler{[pad_index, macro_button_index](bool state) {
|
||||
const float deadzone =
|
||||
si.GetFloatValue(section.c_str(), fmt::format("Macro{}Deadzone", macro_button_index + 1).c_str(), 0.0f);
|
||||
AddBindings(bindings, InputAxisEventHandler{[pad_index, macro_button_index, deadzone](float value) {
|
||||
if (!System::IsValid())
|
||||
return;
|
||||
|
||||
const bool state = (value > deadzone);
|
||||
SetMacroButtonState(pad_index, macro_button_index, state);
|
||||
}});
|
||||
}
|
||||
|
@ -1417,6 +1421,7 @@ void InputManager::CopyConfiguration(SettingsInterface* dest_si, const SettingsI
|
|||
{
|
||||
dest_si->CopyStringListValue(src_si, section.c_str(), TinyString::from_format("Macro{}", i + 1));
|
||||
dest_si->CopyStringValue(src_si, section.c_str(), TinyString::from_format("Macro{}Binds", i + 1));
|
||||
dest_si->CopyFloatValue(src_si, section.c_str(), TinyString::from_format("Macro{}Pressure", i + 1));
|
||||
dest_si->CopyUIntValue(src_si, section.c_str(), TinyString::from_format("Macro{}Frequency", i + 1));
|
||||
dest_si->CopyBoolValue(src_si, section.c_str(), TinyString::from_format("Macro{}Toggle", i + 1));
|
||||
}
|
||||
|
@ -1685,6 +1690,10 @@ void InputManager::LoadMacroButtonConfig(const SettingsInterface& si, const std:
|
|||
const u32 frequency =
|
||||
std::min<u32>(si.GetUIntValue(section.c_str(), TinyString::from_format("Macro{}Frequency", i + 1u), 0u),
|
||||
std::numeric_limits<u16>::max());
|
||||
const u8 pressure = static_cast<u8>(
|
||||
std::clamp(si.GetFloatValue(section.c_str(), TinyString::from_format("Macro{}Pressure", i + 1u), 1.0f), 0.0f,
|
||||
1.0f) *
|
||||
255.0f);
|
||||
const bool toggle = si.GetBoolValue(section.c_str(), TinyString::from_format("Macro{}Toggle", i + 1u), false);
|
||||
|
||||
// convert binds
|
||||
|
@ -1714,9 +1723,11 @@ void InputManager::LoadMacroButtonConfig(const SettingsInterface& si, const std:
|
|||
if (bind_indices.empty())
|
||||
continue;
|
||||
|
||||
s_macro_buttons[pad][i].buttons = std::move(bind_indices);
|
||||
s_macro_buttons[pad][i].toggle_frequency = static_cast<u16>(frequency);
|
||||
s_macro_buttons[pad][i].trigger_toggle = toggle;
|
||||
MacroButton& macro = s_macro_buttons[pad][i];
|
||||
macro.buttons = std::move(bind_indices);
|
||||
macro.toggle_frequency = static_cast<u16>(frequency);
|
||||
macro.trigger_toggle = toggle;
|
||||
macro.trigger_pressure = pressure;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1748,7 +1759,7 @@ void InputManager::ApplyMacroButton(u32 pad, const MacroButton& mb)
|
|||
if (!controller)
|
||||
return;
|
||||
|
||||
const float value = mb.toggle_state ? 1.0f : 0.0f;
|
||||
const float value = static_cast<float>(mb.toggle_state ? mb.trigger_pressure : 0) * (1.0f / 255.0f);
|
||||
for (const u32 btn : mb.buttons)
|
||||
controller->SetBindState(btn, value);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue