Title selection & bug fixes
Added title selection Fixed controller hotkeys for multiple connected controllers Fixed ImGUI dialog box stacking Added a new font for ImGUI
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@ -1101,10 +1101,13 @@ void EmulatorWindow::SetInitializingShaderStorage(bool initializing) {
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}
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// Notes:
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// SDL and XInput both support the guide button
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//
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// Assumes titles do not use the guide button.
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// For titles that do such as dashboards these titles could be excluded based on
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// their title ID.
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//
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// Xbox Gamebar:
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// If the Xbox Gamebar overlay is enabled Windows will consume the guide
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// button's input, this can be seen using hid-demo.
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//
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@ -1115,6 +1118,12 @@ void EmulatorWindow::SetInitializingShaderStorage(bool initializing) {
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// This is not an issue with DualShock controllers because Windows will not
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// open the gamebar overlay using the PlayStation menu button.
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//
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// Xbox One S Controller:
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// The guide button on this controller is very buggy no idea why.
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// Using xinput usually registers after a double tap.
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// Doesn't work at all using SDL.
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// Needs more testing.
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//
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// Steam:
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// If guide button focus is enabled steam will open.
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// Steam uses BACK + GUIDE to open an On-Screen keyboard, however this is not a
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@ -1139,9 +1148,13 @@ const std::map<int, EmulatorWindow::ControllerHotKey> controller_hotkey_map = {
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"X + Guide = Toggle Clear Memory Page State", true)},
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{X_INPUT_GAMEPAD_RIGHT_SHOULDER | X_INPUT_GAMEPAD_GUIDE,
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EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::ClearGPUCache,
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"Right Shoulder + Guide = Clear GPU Cache", true)},
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{X_INPUT_GAMEPAD_LEFT_SHOULDER | X_INPUT_GAMEPAD_GUIDE,
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EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::ToggleControllerVibration,
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"Right Shoulder + Guide = Toggle Controller Vibration", true)},
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"Left Shoulder + Guide = Toggle Controller Vibration", true)},
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// CPU Time Scalar with no rumble feedback
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{X_INPUT_GAMEPAD_DPAD_DOWN | X_INPUT_GAMEPAD_GUIDE,
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@ -1161,14 +1174,21 @@ const std::map<int, EmulatorWindow::ControllerHotKey> controller_hotkey_map = {
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{X_INPUT_GAMEPAD_Y, EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::ToggleFullscreen,
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"Y = Toggle Fullscreen", true, false)},
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{X_INPUT_GAMEPAD_START,
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EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::RunPreviouslyPlayedTitle,
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"Start = Run previously played title", false, false)},
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{X_INPUT_GAMEPAD_START, EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::RunTitle,
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"Start = Run Selected Title", false, false)},
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{X_INPUT_GAMEPAD_BACK | X_INPUT_GAMEPAD_START,
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EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::CloseWindow,
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"Back + Start = Close Window", false, false)}};
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"Back + Start = Close Window", false, false)},
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{X_INPUT_GAMEPAD_DPAD_DOWN,
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EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::IncTitleSelect,
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"D-PAD Down + Guide = Title Selection +1", true, false)},
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{X_INPUT_GAMEPAD_DPAD_UP,
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EmulatorWindow::ControllerHotKey(
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EmulatorWindow::ButtonFunctions::DecTitleSelect,
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"D-PAD Up + Guide = Title Selection -1", true, false)}};
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EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
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int buttons) {
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@ -1210,8 +1230,17 @@ EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
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// Extra Sleep
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xe::threading::Sleep(delay);
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break;
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case ButtonFunctions::RunPreviouslyPlayedTitle:
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RunPreviouslyPlayedTitle();
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case ButtonFunctions::RunTitle: {
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if (selected_title_index == -1) selected_title_index++;
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xe::X_STATUS title_success = RunTitle(
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recently_launched_titles_[selected_title_index].path_to_file);
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if (title_success == X_ERROR_SUCCESS) {
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imgui_drawer_.get()->ClearDialogs();
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}
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}
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// RunPreviouslyPlayedTitle();
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break;
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case ButtonFunctions::ClearMemoryPageState:
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ToggleGPUSetting(gpu_cvar::ClearMemoryPageState);
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@ -1239,12 +1268,24 @@ EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
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case ButtonFunctions::CpuTimeScalarReset:
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CpuTimeScalarReset();
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break;
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case ButtonFunctions::ClearGPUCache:
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GpuClearCaches();
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// Extra Sleep
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xe::threading::Sleep(delay);
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break;
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case ButtonFunctions::ToggleControllerVibration:
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ToggleControllerVibration();
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// Extra Sleep
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xe::threading::Sleep(delay);
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break;
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case ButtonFunctions::IncTitleSelect:
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selected_title_index++;
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break;
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case ButtonFunctions::DecTitleSelect:
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selected_title_index--;
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break;
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case ButtonFunctions::CloseWindow:
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window_->RequestClose();
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break;
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@ -1253,12 +1294,31 @@ EmulatorWindow::ControllerHotKey EmulatorWindow::ProcessControllerHotkey(
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break;
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}
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if (button_combination.function == ButtonFunctions::IncTitleSelect ||
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button_combination.function == ButtonFunctions::DecTitleSelect) {
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selected_title_index = std::clamp(
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selected_title_index, 0, (int)recently_launched_titles_.size() - 1);
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imgui_drawer_.get()->ClearDialogs();
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// Titles may contain Unicode characters such as At World’s End
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// Must use ImGUI font that can render these Unicode characters
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std::string title =
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std::to_string(selected_title_index + 1) + ": " +
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recently_launched_titles_[selected_title_index].title_name + "\n\n" +
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controller_hotkey_map.find(X_INPUT_GAMEPAD_START)->second.pretty;
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xe::ui::ImGuiDialog::ShowMessageBox(imgui_drawer_.get(), "Title Selection",
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title);
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}
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xe::threading::Sleep(delay);
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return it->second;
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}
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void EmulatorWindow::VibrateController(xe::hid::InputSystem* input_sys,
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uint32_t user_index,
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bool toggle_rumble) {
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const std::chrono::milliseconds rumble_duration(100);
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@ -1266,12 +1326,12 @@ void EmulatorWindow::VibrateController(xe::hid::InputSystem* input_sys,
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// otherwise the rumble may fail.
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auto input_lock = input_sys->lock();
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X_INPUT_VIBRATION vibration;
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X_INPUT_VIBRATION vibration{};
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vibration.left_motor_speed = toggle_rumble ? UINT16_MAX : 0;
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vibration.right_motor_speed = toggle_rumble ? UINT16_MAX : 0;
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input_sys->SetState(0, &vibration);
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input_sys->SetState(user_index, &vibration);
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// Vibration duration
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if (toggle_rumble) {
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@ -1286,24 +1346,29 @@ void EmulatorWindow::GamepadHotKeys() {
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auto input_sys = emulator_->input_system();
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// uint8_t users = emulator_->kernel_state()->GetConnectedUsers();
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// uint8_t users = input_sys->GetConnectedSlots();
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if (input_sys) {
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// SDL and XInput both support the guide button
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while (true) {
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// Block scope surrounding input_lock used to release the lock
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{
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auto input_lock = input_sys->lock();
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for (uint32_t user_index = 0; user_index < MAX_USERS; ++user_index) {
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input_sys->GetState(user_index, &state);
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}
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}
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X_RESULT result = input_sys->GetState(user_index, &state);
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// Check if the controller is connected
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if (result == X_ERROR_SUCCESS) {
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// Release the lock before processing the hotkey
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input_lock.mutex()->unlock();
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if (ProcessControllerHotkey(state.gamepad.buttons).rumble) {
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// Enable Vibration
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VibrateController(input_sys, true);
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VibrateController(input_sys, user_index, true);
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// Disable Vibration
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VibrateController(input_sys, false);
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VibrateController(input_sys, user_index, false);
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}
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}
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}
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xe::threading::Sleep(thread_delay);
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@ -1383,6 +1448,8 @@ void EmulatorWindow::DisplayHotKeysConfig() {
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"Clear Memory Page State: " +
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std::string(cvars::d3d12_clear_memory_page_state ? "true\n" : "false\n");
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imgui_drawer_.get()->ClearDialogs();
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xe::ui::ImGuiDialog::ShowMessageBox(imgui_drawer_.get(), "Controller Hotkeys",
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msg);
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}
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@ -1396,6 +1463,8 @@ xe::X_STATUS EmulatorWindow::RunTitle(std::filesystem::path path) {
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XELOGE(log_msg);
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imgui_drawer_.get()->ClearDialogs();
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xe::ui::ImGuiDialog::ShowMessageBox(imgui_drawer_.get(),
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"Title Launch Failed!", log_msg);
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@ -57,6 +57,8 @@ class EmulatorWindow {
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std::unique_ptr<xe::threading::Thread> Gamepad_HotKeys_Listener;
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int selected_title_index = -1;
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Emulator* emulator() const { return emulator_; }
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ui::WindowedAppContext& app_context() const { return app_context_; }
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ui::Window* window() const { return window_.get(); }
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@ -76,14 +78,17 @@ class EmulatorWindow {
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// Types of button functions for hotkeys.
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enum class ButtonFunctions {
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ToggleFullscreen,
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RunPreviouslyPlayedTitle,
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RunTitle,
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CpuTimeScalarSetHalf,
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CpuTimeScalarSetDouble,
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CpuTimeScalarReset,
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ClearGPUCache,
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ToggleControllerVibration,
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ClearMemoryPageState,
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ReadbackResolve,
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CloseWindow,
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IncTitleSelect,
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DecTitleSelect,
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Unknown
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};
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@ -198,7 +203,8 @@ class EmulatorWindow {
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void ShowBuildCommit();
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EmulatorWindow::ControllerHotKey ProcessControllerHotkey(int buttons);
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void VibrateController(xe::hid::InputSystem* input_sys, bool vibrate = true);
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void VibrateController(xe::hid::InputSystem* input_sys, uint32_t user_index,
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bool vibrate = true);
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void GamepadHotKeys();
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void ToggleGPUSetting(gpu_cvar index);
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bool IsUseNexusForGameBarEnabled();
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@ -109,13 +109,29 @@ void ImGuiDrawer::Initialize() {
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ImFontConfig font_config;
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font_config.OversampleH = font_config.OversampleV = 1;
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font_config.PixelSnapH = true;
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// https://jrgraphix.net/r/Unicode/
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static const ImWchar font_glyph_ranges[] = {
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0x0020,
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0x00FF, // Basic Latin + Latin Supplement
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0x0020, 0x00FF, // Basic Latin + Latin Supplement
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0x2000, 0x206F, // General Punctuation
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0,
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};
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io.Fonts->AddFontFromMemoryCompressedBase85TTF(
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kProggyTinyCompressedDataBase85, 10.0f, &font_config, font_glyph_ranges);
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kProggyTinyCompressedDataBase85, 10.0f, &font_config,
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io.Fonts->GetGlyphRangesDefault());
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font_config.MergeMode = true;
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const char* alt_font = "C:\\Windows\\Fonts\\segoeui.ttf";
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if (std::filesystem::exists(alt_font)) {
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io.Fonts->AddFontFromFileTTF(alt_font, 16.0f, &font_config,
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font_glyph_ranges);
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} else {
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XELOGW(
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"Unable to load Segoe UI; General Punctuation characters will be "
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"boxes");
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}
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// TODO(benvanik): jp font on other platforms?
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// https://github.com/Koruri/kibitaki looks really good, but is 1.5MiB.
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const char* jp_font_path = "C:\\Windows\\Fonts\\msgothic.ttc";
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@ -328,6 +344,14 @@ void ImGuiDrawer::Draw(UIDrawContext& ui_draw_context) {
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}
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}
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void ImGuiDrawer::ClearDialogs() {
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size_t dialog_loop = 0;
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while (dialog_loop < dialogs_.size()) {
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RemoveDialog(dialogs_[dialog_loop++]);
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}
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}
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void ImGuiDrawer::RenderDrawLists(ImDrawData* data,
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UIDrawContext& ui_draw_context) {
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ImGuiIO& io = ImGui::GetIO();
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@ -52,6 +52,8 @@ class ImGuiDrawer : public WindowInputListener, public UIDrawer {
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void Draw(UIDrawContext& ui_draw_context) override;
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void ClearDialogs();
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protected:
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void OnKeyDown(KeyEvent& e) override;
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void OnKeyUp(KeyEvent& e) override;
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