mirror of https://github.com/PCSX2/pcsx2.git
120 lines
4.3 KiB
C++
120 lines
4.3 KiB
C++
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2022 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "EmuThread.h"
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#include "QtHost.h"
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#include "Settings/ControllerSettingsDialog.h"
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#include "Settings/ControllerGlobalSettingsWidget.h"
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#include "Settings/ControllerBindingWidgets.h"
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#include "Settings/HotkeySettingsWidget.h"
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#include <QtWidgets/QMessageBox>
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#include <QtWidgets/QTextEdit>
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ControllerSettingsDialog::ControllerSettingsDialog(QWidget* parent /* = nullptr */)
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: QDialog(parent)
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{
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m_ui.setupUi(this);
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setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
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m_global_settings = new ControllerGlobalSettingsWidget(m_ui.settingsContainer, this);
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m_ui.settingsContainer->insertWidget(0, m_global_settings);
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for (u32 i = 0; i < MAX_PORTS; i++)
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{
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m_port_bindings[i] = new ControllerBindingWidget(m_ui.settingsContainer, this, i);
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m_ui.settingsContainer->insertWidget(i + 1, m_port_bindings[i]);
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}
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m_hotkey_settings = new HotkeySettingsWidget(m_ui.settingsContainer, this);
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m_ui.settingsContainer->insertWidget(3, m_hotkey_settings);
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m_ui.settingsCategory->setSizePolicy(QSizePolicy::Minimum, QSizePolicy::Minimum);
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connect(m_ui.settingsCategory, &QListWidget::currentRowChanged, this, &ControllerSettingsDialog::onCategoryCurrentRowChanged);
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connect(m_ui.buttonBox, &QDialogButtonBox::rejected, this, &ControllerSettingsDialog::close);
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connect(g_emu_thread, &EmuThread::onInputDevicesEnumerated, this, &ControllerSettingsDialog::onInputDevicesEnumerated);
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connect(g_emu_thread, &EmuThread::onInputDeviceConnected, this, &ControllerSettingsDialog::onInputDeviceConnected);
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connect(g_emu_thread, &EmuThread::onInputDeviceDisconnected, this, &ControllerSettingsDialog::onInputDeviceDisconnected);
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connect(g_emu_thread, &EmuThread::onVibrationMotorsEnumerated, this, &ControllerSettingsDialog::onVibrationMotorsEnumerated);
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// trigger a device enumeration to populate the device list
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g_emu_thread->enumerateInputDevices();
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g_emu_thread->enumerateVibrationMotors();
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}
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ControllerSettingsDialog::~ControllerSettingsDialog() = default;
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void ControllerSettingsDialog::setCategory(Category category)
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{
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switch (category)
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{
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case Category::GlobalSettings:
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m_ui.settingsCategory->setCurrentRow(0);
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break;
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// TODO: These will need to take multitap into consideration in the future.
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case Category::FirstControllerSettings:
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m_ui.settingsCategory->setCurrentRow(1);
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break;
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case Category::HotkeySettings:
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m_ui.settingsCategory->setCurrentRow(3);
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break;
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default:
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break;
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}
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}
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void ControllerSettingsDialog::onCategoryCurrentRowChanged(int row)
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{
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m_ui.settingsContainer->setCurrentIndex(row);
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}
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void ControllerSettingsDialog::onInputDevicesEnumerated(const QList<QPair<QString, QString>>& devices)
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{
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for (const QPair<QString, QString>& device : devices)
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m_global_settings->addDeviceToList(device.first, device.second);
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}
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void ControllerSettingsDialog::onInputDeviceConnected(const QString& identifier, const QString& device_name)
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{
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m_global_settings->addDeviceToList(identifier, device_name);
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g_emu_thread->enumerateVibrationMotors();
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}
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void ControllerSettingsDialog::onInputDeviceDisconnected(const QString& identifier)
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{
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m_global_settings->removeDeviceFromList(identifier);
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g_emu_thread->enumerateVibrationMotors();
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}
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void ControllerSettingsDialog::onVibrationMotorsEnumerated(const QList<InputBindingKey>& motors)
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{
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m_vibration_motors.clear();
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m_vibration_motors.reserve(motors.size());
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for (const InputBindingKey key : motors)
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{
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const std::string key_str(InputManager::ConvertInputBindingKeyToString(key));
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if (!key_str.empty())
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m_vibration_motors.push_back(QString::fromStdString(key_str));
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}
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}
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