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c62d83a34b
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.
123 lines
3.3 KiB
C++
123 lines
3.3 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "InputCommon/ControllerEmu/ControllerEmu.h"
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#include <memory>
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#include <mutex>
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#include <string>
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#include "Common/IniFile.h"
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#include "InputCommon/ControlReference/ControlReference.h"
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#include "InputCommon/ControllerEmu/Control/Control.h"
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#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
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#include "InputCommon/ControllerEmu/ControlGroup/Extension.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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namespace ControllerEmu
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{
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static std::recursive_mutex s_get_state_mutex;
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EmulatedController::~EmulatedController() = default;
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// This should be called before calling GetState() or State() on a control reference
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// to prevent a race condition.
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// This is a recursive mutex because UpdateReferences is recursive.
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std::unique_lock<std::recursive_mutex> EmulatedController::GetStateLock()
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{
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std::unique_lock<std::recursive_mutex> lock(s_get_state_mutex);
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return lock;
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}
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void EmulatedController::UpdateReferences(const ControllerInterface& devi)
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{
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const auto lock = GetStateLock();
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m_default_device_is_connected = devi.HasConnectedDevice(m_default_device);
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for (auto& ctrlGroup : groups)
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{
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for (auto& control : ctrlGroup->controls)
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control->control_ref.get()->UpdateReference(devi, GetDefaultDevice());
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// extension
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if (ctrlGroup->type == GroupType::Extension)
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{
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for (auto& attachment : ((Extension*)ctrlGroup.get())->attachments)
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attachment->UpdateReferences(devi);
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}
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}
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}
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bool EmulatedController::IsDefaultDeviceConnected() const
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{
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return m_default_device_is_connected;
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}
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const ciface::Core::DeviceQualifier& EmulatedController::GetDefaultDevice() const
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{
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return m_default_device;
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}
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void EmulatedController::SetDefaultDevice(const std::string& device)
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{
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ciface::Core::DeviceQualifier devq;
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devq.FromString(device);
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SetDefaultDevice(std::move(devq));
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}
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void EmulatedController::SetDefaultDevice(ciface::Core::DeviceQualifier devq)
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{
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m_default_device = std::move(devq);
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for (auto& ctrlGroup : groups)
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{
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// extension
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if (ctrlGroup->type == GroupType::Extension)
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{
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for (auto& ai : ((Extension*)ctrlGroup.get())->attachments)
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{
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ai->SetDefaultDevice(m_default_device);
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}
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}
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}
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}
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void EmulatedController::LoadConfig(IniFile::Section* sec, const std::string& base)
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{
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std::string defdev = GetDefaultDevice().ToString();
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if (base.empty())
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{
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sec->Get(base + "Device", &defdev, "");
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SetDefaultDevice(defdev);
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}
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for (auto& cg : groups)
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cg->LoadConfig(sec, defdev, base);
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}
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void EmulatedController::SaveConfig(IniFile::Section* sec, const std::string& base)
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{
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const std::string defdev = GetDefaultDevice().ToString();
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if (base.empty())
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sec->Set(/*std::string(" ") +*/ base + "Device", defdev, "");
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for (auto& ctrlGroup : groups)
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ctrlGroup->SaveConfig(sec, defdev, base);
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}
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void EmulatedController::LoadDefaults(const ControllerInterface& ciface)
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{
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// load an empty inifile section, clears everything
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IniFile::Section sec;
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LoadConfig(&sec);
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const std::string& default_device_string = ciface.GetDefaultDeviceString();
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if (!default_device_string.empty())
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{
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SetDefaultDevice(default_device_string);
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}
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}
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} // namespace ControllerEmu
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