FSUI: Add option to use legacy SDL2 Nintendo layout

This commit is contained in:
TheLastRar 2025-03-29 19:44:57 +00:00
parent 8a1f2a151d
commit d94ea1511d
3 changed files with 111 additions and 24 deletions

View File

@ -237,7 +237,7 @@ namespace FullscreenUI
static void DrawAboutWindow();
static void OpenAboutWindow();
static void GetStandardSelectionFooterText(SmallStringBase& dest, bool back_instead_of_cancel);
static void ApplyConfirmSetting(const SettingsInterface* bsi = nullptr);
static void ApplyLayoutSettings(const SettingsInterface* bsi = nullptr);
static MainWindowType s_current_main_window = MainWindowType::None;
static PauseSubMenu s_current_pause_submenu = PauseSubMenu::None;
@ -542,10 +542,11 @@ void ImGuiFullscreen::GetFileSelectorHelpText(SmallStringBase& dest)
if (IsGamepadInputSource())
{
const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
ImGuiFullscreen::CreateFooterTextString(
dest, std::array{
std::make_pair(ICON_PF_DPAD_UP_DOWN, FSUI_VSTR("Change Selection")),
std::make_pair(ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Parent Directory")),
std::make_pair(swapNorthWest ? ICON_PF_BUTTON_SQUARE : ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Parent Directory")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Select")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Cancel")),
});
@ -584,7 +585,7 @@ void ImGuiFullscreen::GetInputDialogHelpText(SmallStringBase& dest)
}
}
void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
void FullscreenUI::ApplyLayoutSettings(const SettingsInterface* bsi)
{
ImGuiIO& io = ImGui::GetIO();
SmallString swap_mode;
@ -593,12 +594,43 @@ void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
else
swap_mode = Host::GetBaseSmallStringSettingValue("UI", "SwapOKFullscreenUI", "auto");
// Check Nintendo Setting
SmallString sdl2_nintendo_mode;
if (bsi)
sdl2_nintendo_mode = bsi->GetSmallStringValue("UI", "SDL2NintendoLayout", "false");
else
sdl2_nintendo_mode = Host::GetBaseSmallStringSettingValue("UI", "SDL2NintendoLayout", "false");
const InputLayout layout = ImGuiFullscreen::GetGamepadLayout();
if (sdl2_nintendo_mode == "true" || (sdl2_nintendo_mode == "auto") && layout == InputLayout::Nintendo)
{
// Apply
ImGuiManager::SwapGamepadNorthWest(true);
// Check swap_mode if A/B should also be swapped
if (swap_mode == "auto")
{
io.ConfigNavSwapGamepadButtons = true;
return;
}
}
else
ImGuiManager::SwapGamepadNorthWest(false);
if (swap_mode == "true")
io.ConfigNavSwapGamepadButtons = true;
else if (swap_mode == "false")
io.ConfigNavSwapGamepadButtons = false;
else if (swap_mode == "auto")
{
// Check gamepad
if (layout == InputLayout::Nintendo)
{
io.ConfigNavSwapGamepadButtons = true;
return;
}
// Check language
if (Host::LocaleCircleConfirm())
{
@ -628,14 +660,6 @@ void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
}
}
// Check gamepad
const InputLayout layout = ImGuiFullscreen::GetGamepadLayout();
if (layout == InputLayout::Nintendo)
{
io.ConfigNavSwapGamepadButtons = true;
return;
}
// X is confirm
io.ConfigNavSwapGamepadButtons = false;
return;
@ -647,12 +671,12 @@ void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
void FullscreenUI::LocaleChanged()
{
ApplyConfirmSetting();
ApplyLayoutSettings();
}
void FullscreenUI::GamepadLayoutChanged()
{
ApplyConfirmSetting();
ApplyLayoutSettings();
}
//////////////////////////////////////////////////////////////////////////
@ -669,7 +693,7 @@ bool FullscreenUI::Initialize()
ImGuiFullscreen::SetTheme(Host::GetBaseStringSettingValue("UI", "FullscreenUITheme", "Dark"));
ImGuiFullscreen::UpdateLayoutScale();
ApplyConfirmSetting();
ApplyLayoutSettings();
if (!ImGuiManager::AddFullscreenFontsIfMissing() || !ImGuiFullscreen::Initialize("fullscreenui/placeholder.png") || !LoadResources())
{
@ -740,7 +764,7 @@ void FullscreenUI::CheckForConfigChanges(const Pcsx2Config& old_config)
if (old_config.FullpathToBios() != EmuConfig.FullpathToBios())
{
MTGS::RunOnGSThread([]() {
ApplyConfirmSetting();
ApplyLayoutSettings();
});
}
}
@ -1405,11 +1429,12 @@ void FullscreenUI::DrawLandingWindow()
if (IsGamepadInputSource())
{
const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
SetFullscreenFooterText(std::array{
std::make_pair(ICON_PF_SELECT_SHARE, FSUI_VSTR("About")),
std::make_pair(ICON_PF_DPAD_LEFT_RIGHT, FSUI_VSTR("Navigate")),
std::make_pair(ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Game List")),
std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Toggle Fullscreen")),
std::make_pair(swapNorthWest ? ICON_PF_BUTTON_SQUARE : ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Game List")),
std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Toggle Fullscreen")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Select")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Exit")),
});
@ -1478,9 +1503,10 @@ void FullscreenUI::DrawStartGameWindow()
if (IsGamepadInputSource())
{
const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
SetFullscreenFooterText(std::array{
std::make_pair(ICON_PF_DPAD_LEFT_RIGHT, FSUI_VSTR("Navigate")),
std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Load Global State")),
std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Load Global State")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Select")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Back")),
});
@ -3418,7 +3444,40 @@ void FullscreenUI::DrawInterfaceSettingsPage()
SettingsInterface* bsi = GetEditingSettingsInterface(false);
bsi->SetStringValue("UI", "SwapOKFullscreenUI", swap_values[index]);
SetSettingsChanged(bsi);
ApplyConfirmSetting(bsi);
ApplyLayoutSettings(bsi);
}
CloseChoiceDialog();
});
}
const SmallString nintendo_mode = bsi->GetSmallStringValue("UI", "SDL2NintendoLayout", "false");
size_t nintendo_index = std::size(swap_values);
for (size_t i = 0; i < std::size(swap_values); i++)
{
if (nintendo_mode == swap_values[i])
{
nintendo_index = i;
break;
}
}
swap_summery.format(FSUI_FSTR("Swaps both {}/{} (When Swap OK/Cancel is set to automatic) and {}/{} buttons"), ICON_PF_BUTTON_CROSS, ICON_PF_BUTTON_CIRCLE, ICON_PF_BUTTON_SQUARE, ICON_PF_BUTTON_TRIANGLE);
if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Use Legacy Nintendo Layout in Big Picture Mode"), swap_summery.c_str(),
(nintendo_index < std::size(swap_values)) ? Host::TranslateToCString(TR_CONTEXT, swap_names[nintendo_index]) : FSUI_CSTR("Unknown")))
{
ImGuiFullscreen::ChoiceDialogOptions cd_options;
cd_options.reserve(std::size(swap_values));
for (size_t i = 0; i < std::size(swap_values); i++)
cd_options.emplace_back(Host::TranslateToString(TR_CONTEXT, swap_names[i]), i == static_cast<size_t>(nintendo_index));
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Use Legacy Nintendo Layout in Big Picture Mode"), false, std::move(cd_options), [](s32 index, const std::string& title, bool checked) {
if (index >= 0)
{
auto lock = Host::GetSettingsLock();
SettingsInterface* bsi = GetEditingSettingsInterface(false);
bsi->SetStringValue("UI", "SDL2NintendoLayout", swap_values[index]);
SetSettingsChanged(bsi);
ApplyLayoutSettings(bsi);
}
CloseChoiceDialog();
@ -3542,7 +3601,7 @@ void FullscreenUI::DrawBIOSSettingsPage()
SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("Filenames", "BIOS", values[index].c_str());
SetSettingsChanged(bsi);
ApplyConfirmSetting(bsi);
ApplyLayoutSettings(bsi);
CloseChoiceDialog();
});
}
@ -5971,9 +6030,10 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
if (IsGamepadInputSource())
{
const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
SetFullscreenFooterText(std::array{
std::make_pair(ICON_PF_DPAD, FSUI_VSTR("Select State")),
std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Options")),
std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Options")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Load/Save State")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Cancel")),
});
@ -6270,11 +6330,12 @@ void FullscreenUI::DrawGameListWindow()
if (IsGamepadInputSource())
{
const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
SetFullscreenFooterText(std::array{
std::make_pair(ICON_PF_DPAD, FSUI_VSTR("Select Game")),
std::make_pair(ICON_PF_START, FSUI_VSTR("Settings")),
std::make_pair(ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Change View")),
std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Launch Options")),
std::make_pair(swapNorthWest ? ICON_PF_BUTTON_SQUARE : ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Change View")),
std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Launch Options")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Start Game")),
std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Back")),
});

View File

@ -89,6 +89,8 @@ static std::atomic_bool s_imgui_wants_keyboard{false};
static std::atomic_bool s_imgui_wants_mouse{false};
static std::atomic_bool s_imgui_wants_text{false};
static bool s_gamepad_swap_noth_west = false;
// mapping of host key -> imgui key
static std::unordered_map<u32, ImGuiKey> s_imgui_key_map;
@ -959,7 +961,15 @@ bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, InputLayout
return false;
MTGS::RunOnGSThread(
[key = key_map[static_cast<u32>(key)], value, layout]() {
[key = key_map[static_cast<u32>(key)], value, layout]() mutable {
if (s_gamepad_swap_noth_west)
{
if (key == ImGuiKey_GamepadFaceUp)
key = ImGuiKey_GamepadFaceLeft;
else if (key == ImGuiKey_GamepadFaceLeft)
key = ImGuiKey_GamepadFaceUp;
}
ImGuiFullscreen::ReportGamepadLayout(layout);
ImGui::GetIO().AddKeyAnalogEvent(key, (value > 0.0f), value);
});
@ -967,6 +977,16 @@ bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, InputLayout
return s_imgui_wants_keyboard.load(std::memory_order_acquire);
}
void ImGuiManager::SwapGamepadNorthWest(bool value)
{
s_gamepad_swap_noth_west = value;
}
bool ImGuiManager::IsGamepadNorthWestSwapped()
{
return s_gamepad_swap_noth_west;
}
void ImGuiManager::CreateSoftwareCursorTextures()
{
for (u32 i = 0; i < InputManager::MAX_POINTER_DEVICES; i++)

View File

@ -97,6 +97,12 @@ namespace ImGuiManager
/// Called on the CPU thread when any input event fires. Allows imgui to take over controller navigation.
bool ProcessGenericInputEvent(GenericInputBinding key, InputLayout layout, float value);
/// Called to swap North/West gamepad buttons within ImGui
void SwapGamepadNorthWest(bool value);
/// Checks if the North/West gamepad buttons are swapped within ImGui
bool IsGamepadNorthWestSwapped();
/// Sets an image and scale for a software cursor. Software cursors can be used for things like crosshairs.
void SetSoftwareCursor(u32 index, std::string image_path, float image_scale, u32 multiply_color = 0xFFFFFF);
bool HasSoftwareCursor(u32 index);