mirror of https://github.com/PCSX2/pcsx2.git
FSUI: Add option to use legacy SDL2 Nintendo layout
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8a1f2a151d
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@ -237,7 +237,7 @@ namespace FullscreenUI
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static void DrawAboutWindow();
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static void OpenAboutWindow();
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static void GetStandardSelectionFooterText(SmallStringBase& dest, bool back_instead_of_cancel);
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static void ApplyConfirmSetting(const SettingsInterface* bsi = nullptr);
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static void ApplyLayoutSettings(const SettingsInterface* bsi = nullptr);
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static MainWindowType s_current_main_window = MainWindowType::None;
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static PauseSubMenu s_current_pause_submenu = PauseSubMenu::None;
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@ -542,10 +542,11 @@ void ImGuiFullscreen::GetFileSelectorHelpText(SmallStringBase& dest)
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if (IsGamepadInputSource())
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{
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const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
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const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
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ImGuiFullscreen::CreateFooterTextString(
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dest, std::array{
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std::make_pair(ICON_PF_DPAD_UP_DOWN, FSUI_VSTR("Change Selection")),
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std::make_pair(ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Parent Directory")),
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std::make_pair(swapNorthWest ? ICON_PF_BUTTON_SQUARE : ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Parent Directory")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Select")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Cancel")),
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});
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@ -584,7 +585,7 @@ void ImGuiFullscreen::GetInputDialogHelpText(SmallStringBase& dest)
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}
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}
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void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
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void FullscreenUI::ApplyLayoutSettings(const SettingsInterface* bsi)
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{
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ImGuiIO& io = ImGui::GetIO();
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SmallString swap_mode;
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@ -593,12 +594,43 @@ void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
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else
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swap_mode = Host::GetBaseSmallStringSettingValue("UI", "SwapOKFullscreenUI", "auto");
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// Check Nintendo Setting
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SmallString sdl2_nintendo_mode;
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if (bsi)
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sdl2_nintendo_mode = bsi->GetSmallStringValue("UI", "SDL2NintendoLayout", "false");
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else
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sdl2_nintendo_mode = Host::GetBaseSmallStringSettingValue("UI", "SDL2NintendoLayout", "false");
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const InputLayout layout = ImGuiFullscreen::GetGamepadLayout();
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if (sdl2_nintendo_mode == "true" || (sdl2_nintendo_mode == "auto") && layout == InputLayout::Nintendo)
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{
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// Apply
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ImGuiManager::SwapGamepadNorthWest(true);
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// Check swap_mode if A/B should also be swapped
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if (swap_mode == "auto")
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{
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io.ConfigNavSwapGamepadButtons = true;
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return;
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}
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}
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else
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ImGuiManager::SwapGamepadNorthWest(false);
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if (swap_mode == "true")
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io.ConfigNavSwapGamepadButtons = true;
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else if (swap_mode == "false")
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io.ConfigNavSwapGamepadButtons = false;
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else if (swap_mode == "auto")
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{
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// Check gamepad
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if (layout == InputLayout::Nintendo)
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{
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io.ConfigNavSwapGamepadButtons = true;
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return;
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}
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// Check language
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if (Host::LocaleCircleConfirm())
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{
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@ -628,14 +660,6 @@ void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
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}
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}
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// Check gamepad
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const InputLayout layout = ImGuiFullscreen::GetGamepadLayout();
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if (layout == InputLayout::Nintendo)
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{
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io.ConfigNavSwapGamepadButtons = true;
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return;
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}
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// X is confirm
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io.ConfigNavSwapGamepadButtons = false;
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return;
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@ -647,12 +671,12 @@ void FullscreenUI::ApplyConfirmSetting(const SettingsInterface* bsi)
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void FullscreenUI::LocaleChanged()
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{
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ApplyConfirmSetting();
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ApplyLayoutSettings();
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}
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void FullscreenUI::GamepadLayoutChanged()
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{
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ApplyConfirmSetting();
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ApplyLayoutSettings();
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}
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//////////////////////////////////////////////////////////////////////////
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@ -669,7 +693,7 @@ bool FullscreenUI::Initialize()
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ImGuiFullscreen::SetTheme(Host::GetBaseStringSettingValue("UI", "FullscreenUITheme", "Dark"));
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ImGuiFullscreen::UpdateLayoutScale();
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ApplyConfirmSetting();
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ApplyLayoutSettings();
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if (!ImGuiManager::AddFullscreenFontsIfMissing() || !ImGuiFullscreen::Initialize("fullscreenui/placeholder.png") || !LoadResources())
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{
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@ -740,7 +764,7 @@ void FullscreenUI::CheckForConfigChanges(const Pcsx2Config& old_config)
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if (old_config.FullpathToBios() != EmuConfig.FullpathToBios())
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{
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MTGS::RunOnGSThread([]() {
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ApplyConfirmSetting();
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ApplyLayoutSettings();
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});
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}
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}
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@ -1405,11 +1429,12 @@ void FullscreenUI::DrawLandingWindow()
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if (IsGamepadInputSource())
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{
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const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
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const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
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SetFullscreenFooterText(std::array{
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std::make_pair(ICON_PF_SELECT_SHARE, FSUI_VSTR("About")),
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std::make_pair(ICON_PF_DPAD_LEFT_RIGHT, FSUI_VSTR("Navigate")),
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std::make_pair(ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Game List")),
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std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Toggle Fullscreen")),
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std::make_pair(swapNorthWest ? ICON_PF_BUTTON_SQUARE : ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Game List")),
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std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Toggle Fullscreen")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Select")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Exit")),
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});
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@ -1478,9 +1503,10 @@ void FullscreenUI::DrawStartGameWindow()
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if (IsGamepadInputSource())
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{
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const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
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const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
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SetFullscreenFooterText(std::array{
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std::make_pair(ICON_PF_DPAD_LEFT_RIGHT, FSUI_VSTR("Navigate")),
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std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Load Global State")),
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std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Load Global State")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Select")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Back")),
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});
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@ -3418,7 +3444,40 @@ void FullscreenUI::DrawInterfaceSettingsPage()
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SettingsInterface* bsi = GetEditingSettingsInterface(false);
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bsi->SetStringValue("UI", "SwapOKFullscreenUI", swap_values[index]);
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SetSettingsChanged(bsi);
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ApplyConfirmSetting(bsi);
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ApplyLayoutSettings(bsi);
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}
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CloseChoiceDialog();
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});
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}
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const SmallString nintendo_mode = bsi->GetSmallStringValue("UI", "SDL2NintendoLayout", "false");
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size_t nintendo_index = std::size(swap_values);
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for (size_t i = 0; i < std::size(swap_values); i++)
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{
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if (nintendo_mode == swap_values[i])
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{
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nintendo_index = i;
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break;
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}
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}
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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);
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if (MenuButtonWithValue(FSUI_ICONSTR(ICON_FA_GAMEPAD, "Use Legacy Nintendo Layout in Big Picture Mode"), swap_summery.c_str(),
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(nintendo_index < std::size(swap_values)) ? Host::TranslateToCString(TR_CONTEXT, swap_names[nintendo_index]) : FSUI_CSTR("Unknown")))
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{
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ImGuiFullscreen::ChoiceDialogOptions cd_options;
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cd_options.reserve(std::size(swap_values));
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for (size_t i = 0; i < std::size(swap_values); i++)
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cd_options.emplace_back(Host::TranslateToString(TR_CONTEXT, swap_names[i]), i == static_cast<size_t>(nintendo_index));
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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) {
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if (index >= 0)
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{
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auto lock = Host::GetSettingsLock();
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SettingsInterface* bsi = GetEditingSettingsInterface(false);
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bsi->SetStringValue("UI", "SDL2NintendoLayout", swap_values[index]);
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SetSettingsChanged(bsi);
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ApplyLayoutSettings(bsi);
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}
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CloseChoiceDialog();
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@ -3542,7 +3601,7 @@ void FullscreenUI::DrawBIOSSettingsPage()
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SettingsInterface* bsi = GetEditingSettingsInterface(game_settings);
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bsi->SetStringValue("Filenames", "BIOS", values[index].c_str());
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SetSettingsChanged(bsi);
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ApplyConfirmSetting(bsi);
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ApplyLayoutSettings(bsi);
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CloseChoiceDialog();
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});
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}
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@ -5971,9 +6030,10 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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if (IsGamepadInputSource())
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{
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const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
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const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
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SetFullscreenFooterText(std::array{
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std::make_pair(ICON_PF_DPAD, FSUI_VSTR("Select State")),
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std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Options")),
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std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Options")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Load/Save State")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Cancel")),
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});
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@ -6270,11 +6330,12 @@ void FullscreenUI::DrawGameListWindow()
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if (IsGamepadInputSource())
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{
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const bool circleOK = ImGui::GetIO().ConfigNavSwapGamepadButtons;
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const bool swapNorthWest = ImGuiManager::IsGamepadNorthWestSwapped();
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SetFullscreenFooterText(std::array{
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std::make_pair(ICON_PF_DPAD, FSUI_VSTR("Select Game")),
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std::make_pair(ICON_PF_START, FSUI_VSTR("Settings")),
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std::make_pair(ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Change View")),
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std::make_pair(ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Launch Options")),
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std::make_pair(swapNorthWest ? ICON_PF_BUTTON_SQUARE : ICON_PF_BUTTON_TRIANGLE, FSUI_VSTR("Change View")),
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std::make_pair(swapNorthWest ? ICON_PF_BUTTON_TRIANGLE : ICON_PF_BUTTON_SQUARE, FSUI_VSTR("Launch Options")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CIRCLE : ICON_PF_BUTTON_CROSS, FSUI_VSTR("Start Game")),
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std::make_pair(circleOK ? ICON_PF_BUTTON_CROSS : ICON_PF_BUTTON_CIRCLE, FSUI_VSTR("Back")),
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});
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@ -89,6 +89,8 @@ static std::atomic_bool s_imgui_wants_keyboard{false};
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static std::atomic_bool s_imgui_wants_mouse{false};
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static std::atomic_bool s_imgui_wants_text{false};
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static bool s_gamepad_swap_noth_west = false;
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// mapping of host key -> imgui key
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static std::unordered_map<u32, ImGuiKey> s_imgui_key_map;
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@ -959,7 +961,15 @@ bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, InputLayout
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return false;
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MTGS::RunOnGSThread(
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[key = key_map[static_cast<u32>(key)], value, layout]() {
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[key = key_map[static_cast<u32>(key)], value, layout]() mutable {
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if (s_gamepad_swap_noth_west)
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{
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if (key == ImGuiKey_GamepadFaceUp)
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key = ImGuiKey_GamepadFaceLeft;
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else if (key == ImGuiKey_GamepadFaceLeft)
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key = ImGuiKey_GamepadFaceUp;
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}
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ImGuiFullscreen::ReportGamepadLayout(layout);
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ImGui::GetIO().AddKeyAnalogEvent(key, (value > 0.0f), value);
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});
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@ -967,6 +977,16 @@ bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, InputLayout
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return s_imgui_wants_keyboard.load(std::memory_order_acquire);
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}
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void ImGuiManager::SwapGamepadNorthWest(bool value)
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{
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s_gamepad_swap_noth_west = value;
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}
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bool ImGuiManager::IsGamepadNorthWestSwapped()
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{
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return s_gamepad_swap_noth_west;
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}
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void ImGuiManager::CreateSoftwareCursorTextures()
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{
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for (u32 i = 0; i < InputManager::MAX_POINTER_DEVICES; i++)
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@ -97,6 +97,12 @@ namespace ImGuiManager
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/// Called on the CPU thread when any input event fires. Allows imgui to take over controller navigation.
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bool ProcessGenericInputEvent(GenericInputBinding key, InputLayout layout, float value);
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/// Called to swap North/West gamepad buttons within ImGui
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void SwapGamepadNorthWest(bool value);
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/// Checks if the North/West gamepad buttons are swapped within ImGui
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bool IsGamepadNorthWestSwapped();
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/// Sets an image and scale for a software cursor. Software cursors can be used for things like crosshairs.
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void SetSoftwareCursor(u32 index, std::string image_path, float image_scale, u32 multiply_color = 0xFFFFFF);
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bool HasSoftwareCursor(u32 index);
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