initial commit - not cleanup yet, not usable with imGUI

This commit is contained in:
rainmakerv3 2025-06-28 17:36:55 +08:00
parent fa32537f40
commit b677255a1b
8 changed files with 487 additions and 245 deletions

View file

@ -9,8 +9,12 @@
#include "common/path_util.h"
#include "control_settings.h"
#include "input/input_handler.h"
#include "sdl_window.h"
#include "ui_control_settings.h"
std::string ControllerSelect::ActiveGamepad = "";
std::string ControllerSelect::DefaultGamepad = "";
ControlSettings::ControlSettings(std::shared_ptr<GameInfoClass> game_info_get, bool isGameRunning,
std::string GameRunningSerial, QWidget* parent)
: QDialog(parent), m_game_info(game_info_get), GameRunning(isGameRunning),
@ -21,7 +25,6 @@ ControlSettings::ControlSettings(std::shared_ptr<GameInfoClass> game_info_get, b
if (!GameRunning) {
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
SDL_InitSubSystem(SDL_INIT_EVENTS);
CheckGamePad();
} else {
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
}
@ -29,6 +32,8 @@ ControlSettings::ControlSettings(std::shared_ptr<GameInfoClass> game_info_get, b
AddBoxItems();
SetUIValuestoMappings();
UpdateLightbarColor();
CheckGamePad();
ResetActiveControllerBox();
installEventFilter(this);
ButtonsList = {ui->CrossButton,
@ -119,6 +124,18 @@ ControlSettings::ControlSettings(std::shared_ptr<GameInfoClass> game_info_get, b
connect(this, &ControlSettings::AxisChanged, this,
[this]() { ConnectAxisInputs(MappingButton); });
connect(ui->ActiveGamepadBox, &QComboBox::currentIndexChanged, this,
&ControlSettings::ActiveControllerChanged);
connect(ui->DefaultGamepadButton, &QPushButton::clicked, this, [this]() {
char pszGUID[33];
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[ui->ActiveGamepadBox->currentIndex()]),
pszGUID, 33);
Config::setDefaultControllerID(std::string(pszGUID));
Config::save(Common::FS::GetUserPath(Common::FS::PathType::UserDir) / "config.toml");
QMessageBox::information(this, tr("Default Controller Selected"),
tr("Active controller set as default"));
});
RemapWrapper = SdlEventWrapper::Wrapper::GetInstance();
SdlEventWrapper::Wrapper::wrapperActive = true;
QObject::connect(RemapWrapper, &SdlEventWrapper::Wrapper::SDLEvent, this,
@ -129,6 +146,99 @@ ControlSettings::ControlSettings(std::shared_ptr<GameInfoClass> game_info_get, b
}
}
void ControlSettings::ActiveControllerChanged(int value) {
char pszGUID[33];
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[value]), pszGUID, 33);
QString GUID = QString::fromStdString(std::string(pszGUID)).right(16);
ui->ActiveGamepadLabel->setText("ID: " + GUID);
ControllerSelect::ActiveGamepad = std::string(pszGUID);
if (!GameRunning) {
if (gamepad) {
SDL_CloseGamepad(gamepad);
gamepad = nullptr;
}
gamepads = SDL_GetGamepads(&gamepad_count);
if (!gamepads) {
LOG_ERROR(Input, "Cannot get gamepad list: {}", SDL_GetError());
return;
}
for (int i = 0; i < gamepad_count; i++) {
char pszGUID[33];
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[i]), pszGUID, 33);
std::string currentGUID = std::string(pszGUID);
if (currentGUID == ControllerSelect::ActiveGamepad) {
gamepad = SDL_OpenGamepad(gamepads[i]);
LOG_WARNING(Input, "Opened gamepad: {}", i);
if (!gamepad) {
LOG_ERROR(Input, "Failed to open gamepad: {}", SDL_GetError());
}
break;
}
}
if (!gamepad) {
LOG_ERROR(Input, "Failed to open gamepad: {}", SDL_GetError());
return;
}
}
}
void ControlSettings::ResetActiveControllerBox() {
SDL_free(gamepads);
gamepads = SDL_GetGamepads(&gamepad_count);
if (!gamepads) {
LOG_ERROR(Input, "Cannot get gamepad list: {}", SDL_GetError());
return;
}
if (gamepad_count == 0) {
ui->ActiveGamepadBox->addItem("No gamepads detected");
ui->ActiveGamepadBox->setCurrentIndex(0);
LOG_INFO(Input, "No gamepad found!");
return;
} else {
for (int i = 0; i < gamepad_count; i++) {
QString name = SDL_GetGamepadNameForID(gamepads[i]);
ui->ActiveGamepadBox->addItem(QString("%1: %2").arg(QString::number(i + 1), name));
}
}
char pszGUID[33];
if (ControllerSelect::ActiveGamepad != "") {
for (int i = 0; i < gamepad_count; i++) {
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[i]), pszGUID, 33);
std::string currentGUID = std::string(pszGUID);
if (currentGUID == ControllerSelect::ActiveGamepad) {
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[i]), pszGUID, 33);
QString GUID = QString::fromStdString(std::string(pszGUID)).right(16);
ui->ActiveGamepadLabel->setText("ID: " + GUID);
ui->ActiveGamepadBox->setCurrentIndex(i);
break;
}
}
} else if (Config::getDefaultControllerID() != "") {
for (int i = 0; i < gamepad_count; i++) {
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[i]), pszGUID, 33);
std::string currentGUID = std::string(pszGUID);
if (currentGUID == Config::getDefaultControllerID()) {
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[i]), pszGUID, 33);
QString GUID = QString::fromStdString(std::string(pszGUID)).right(16);
ui->ActiveGamepadLabel->setText("ID: " + GUID);
ui->ActiveGamepadBox->setCurrentIndex(i);
break;
}
}
} else {
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[0]), pszGUID, 33);
QString GUID = QString::fromStdString(std::string(pszGUID)).right(16);
ui->ActiveGamepadLabel->setText("ID: " + GUID);
ui->ActiveGamepadBox->setCurrentIndex(0);
}
}
void ControlSettings::SaveControllerConfig(bool CloseOnSave) {
QList<QPushButton*> list;
list << ui->RStickUpButton << ui->RStickRightButton << ui->LStickUpButton
@ -640,38 +750,42 @@ void ControlSettings::UpdateLightbarColor() {
}
void ControlSettings::CheckGamePad() {
if (GameRunning)
return;
if (gamepad) {
if ((gamepad)) {
SDL_CloseGamepad(gamepad);
gamepad = nullptr;
}
int gamepad_count;
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
gamepads = SDL_GetGamepads(&gamepad_count);
if (!gamepads) {
LOG_ERROR(Input, "Cannot get gamepad list: {}", SDL_GetError());
return;
}
if (gamepad_count == 0) {
LOG_INFO(Input, "No gamepad found!");
SDL_free(gamepads);
return;
if (!GameRunning) {
if (ControllerSelect::ActiveGamepad != "") {
for (int i = 0; i < gamepad_count; i++) {
char pszGUID[33];
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepads[i]), pszGUID, 33);
std::string currentGUID = std::string(pszGUID);
if (currentGUID == ControllerSelect::ActiveGamepad) {
gamepad = SDL_OpenGamepad(gamepads[i]);
LOG_WARNING(Input, "Opened gamepad: {}", i);
if (!gamepad) {
LOG_ERROR(Input, "Failed to open gamepad: {}", SDL_GetError());
}
break;
}
}
} else {
LOG_INFO(Input, "Got {} gamepads. Opening the first one.", gamepad_count);
gamepad = SDL_OpenGamepad(gamepads[0]);
}
if (!gamepad) {
LOG_ERROR(Input, "Failed to open gamepad 0: {}", SDL_GetError());
return;
}
}
LOG_INFO(Input, "Got {} gamepads. Opening the first one.", gamepad_count);
gamepad = SDL_OpenGamepad(gamepads[0]);
if (!gamepad) {
LOG_ERROR(Input, "Failed to open gamepad 0: {}", SDL_GetError());
SDL_free(gamepads);
return;
}
SDL_free(gamepads);
}
void ControlSettings::DisableMappingButtons() {
@ -914,6 +1028,8 @@ void ControlSettings::pollSDLEvents() {
}
if (event.type == SDL_EVENT_GAMEPAD_ADDED) {
ui->ActiveGamepadBox->clear();
ResetActiveControllerBox();
CheckGamePad();
}
@ -923,8 +1039,12 @@ void ControlSettings::pollSDLEvents() {
void ControlSettings::Cleanup() {
SdlEventWrapper::Wrapper::wrapperActive = false;
if (gamepad)
if (gamepad) {
SDL_CloseGamepad(gamepad);
gamepad = nullptr;
}
SDL_free(gamepads);
if (!GameRunning) {
SDL_Event quitLoop{};
@ -937,6 +1057,9 @@ void ControlSettings::Cleanup() {
SDL_Quit();
} else {
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "0");
SDL_Event checkGamepad{};
checkGamepad.type = SDL_EVENT_CHANGE_CONTROLLER;
SDL_PushEvent(&checkGamepad);
}
}