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https://github.com/dolphin-emu/dolphin.git
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GCPadEmu: only connected if default device connected
This lets Dolphin know if a configured GameCube Controller should actually be treated as connected or not. Talked to @JMC47 a bit about this last night. My use-case is that all of my controllers are the same hardware (Xbox One controllers) so share the same configuration (modulo device number). Treating them all as always connected isn't a problem for most games, but in some (Smash Bros.) it forces me to go find a keyboard/mouse and unconfigure any controllers that I don't actually have connected. Hotplugging devices (works on macOS, at least) + this patch remove my need to ever touch the Controller Config dialog while in a game. This patch makes the following changes: - A new `BooleanSetting` in `GCPadEmu` called "Always Connected", which defaults to false. - `ControllerEmu` tracks whether the default device is connected on every call to `UpdateReferences()`. - `GCPadEmu.GetStatus()` now sets err bit to `PAD_ERR_NO_CONTROLLER` if the default device isn't connected. - `SIDevice_GCController` handles `PAD_ERR_NO_CONTROLLER` by imitating the behaviour of `SIDevice_Null` (as far as I can tell, this is the only use of the error bit from `GCPadStatus`). I wanted to add an OSD message akin to the ones when Wiimotes get connected/disconnected, but I haven't yet found where to put the logic.
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@ -83,6 +83,10 @@ GCPad::GCPad(const unsigned int index) : m_index(index)
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// options
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groups.emplace_back(m_options = new ControllerEmu::ControlGroup(_trans("Options")));
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m_options->boolean_settings.emplace_back(
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// i18n: Treat a controller as always being connected regardless of what
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// devices the user actually has plugged in
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m_always_connected = new ControllerEmu::BooleanSetting(_trans("Always Connected"), false));
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m_options->boolean_settings.emplace_back(std::make_unique<ControllerEmu::BooleanSetting>(
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_trans("Iterative Input"), false, ControllerEmu::SettingType::VIRTUAL));
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}
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@ -124,6 +128,12 @@ GCPadStatus GCPad::GetInput() const
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ControlState x, y, triggers[2];
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GCPadStatus pad = {};
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if (!(m_always_connected->GetValue() || IsDefaultDeviceConnected()))
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{
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pad.isConnected = false;
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return pad;
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}
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// buttons
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m_buttons->GetState(&pad.button, button_bitmasks);
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@ -6,6 +6,7 @@
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#include <string>
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#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
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#include "InputCommon/ControllerEmu/ControllerEmu.h"
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struct GCPadStatus;
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@ -14,7 +15,6 @@ namespace ControllerEmu
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{
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class AnalogStick;
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class Buttons;
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class ControlGroup;
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class MixedTriggers;
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}
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@ -54,6 +54,7 @@ private:
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ControllerEmu::ControlGroup* m_rumble;
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ControllerEmu::Buttons* m_mic;
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ControllerEmu::ControlGroup* m_options;
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ControllerEmu::BooleanSetting* m_always_connected;
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const unsigned int m_index;
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@ -47,6 +47,14 @@ int CSIDevice_GCController::RunBuffer(u8* buffer, int length)
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// For debug logging only
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ISIDevice::RunBuffer(buffer, length);
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GCPadStatus pad_status = GetPadStatus();
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if (!pad_status.isConnected)
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{
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constexpr u32 reply = SI_ERROR_NO_RESPONSE;
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std::memcpy(buffer, &reply, sizeof(reply));
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return 4;
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}
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// Read the command
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EBufferCommands command = static_cast<EBufferCommands>(buffer[3]);
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@ -165,6 +173,13 @@ GCPadStatus CSIDevice_GCController::GetPadStatus()
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bool CSIDevice_GCController::GetData(u32& hi, u32& low)
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{
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GCPadStatus pad_status = GetPadStatus();
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if (!pad_status.isConnected)
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{
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hi = 0x80000000;
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return true;
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}
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if (HandleButtonCombos(pad_status) == COMBO_ORIGIN)
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pad_status.button |= PAD_GET_ORIGIN;
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