yuzu: config: Remove player 8 and 9 from config file
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361dd62847
commit
f6531fb17c
8 changed files with 104 additions and 38 deletions
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@ -82,7 +82,12 @@ Settings::ControllerType EmulatedController::MapNPadToSettingsType(NpadStyleInde
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}
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void EmulatedController::ReloadFromSettings() {
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const auto player_index = NpadIdTypeToIndex(npad_id_type);
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if (npad_id_type == NpadIdType::Other) {
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ReloadDebugPadFromSettings();
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return;
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}
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const auto player_index = NpadIdTypeToConfigIndex(npad_id_type);
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const auto& player = Settings::values.players.GetValue()[player_index];
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for (std::size_t index = 0; index < player.buttons.size(); ++index) {
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@ -111,13 +116,21 @@ void EmulatedController::ReloadFromSettings() {
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ring_params[0] = Common::ParamPackage(Settings::values.ringcon_analogs);
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// Other or debug controller should always be a pro controller
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if (npad_id_type != NpadIdType::Other) {
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SetNpadStyleIndex(MapSettingsTypeToNPad(player.controller_type));
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original_npad_type = npad_type;
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} else {
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SetNpadStyleIndex(NpadStyleIndex::ProController);
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original_npad_type = npad_type;
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SetNpadStyleIndex(MapSettingsTypeToNPad(player.controller_type));
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original_npad_type = npad_type;
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// Player 1 shares config with handheld. Disable controller when handheld is selected
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if (npad_id_type == NpadIdType::Player1 && npad_type == NpadStyleIndex::Handheld) {
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Disconnect();
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ReloadInput();
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return;
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}
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// Handheld shares config with player 1. Disable controller when handheld isn't selected
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if (npad_id_type == NpadIdType::Handheld && npad_type != NpadStyleIndex::Handheld) {
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Disconnect();
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ReloadInput();
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return;
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}
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Disconnect();
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@ -128,6 +141,33 @@ void EmulatedController::ReloadFromSettings() {
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ReloadInput();
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}
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void EmulatedController::ReloadDebugPadFromSettings() {
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for (std::size_t index = 0; index < Settings::values.debug_pad_buttons.size(); ++index) {
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button_params[index] = Common::ParamPackage(Settings::values.debug_pad_buttons[index]);
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}
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for (std::size_t index = 0; index < Settings::values.debug_pad_analogs.size(); ++index) {
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stick_params[index] = Common::ParamPackage(Settings::values.debug_pad_analogs[index]);
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}
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for (std::size_t index = 0; index < motion_params.size(); ++index) {
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motion_params[index] = {};
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}
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controller.color_values = {};
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controller.colors_state.fullkey = {};
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controller.colors_state.left = {};
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controller.colors_state.right = {};
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ring_params[0] = {};
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SetNpadStyleIndex(NpadStyleIndex::ProController);
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original_npad_type = npad_type;
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Disconnect();
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if (Settings::values.debug_pad_enabled) {
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Connect();
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}
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ReloadInput();
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}
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void EmulatedController::LoadDevices() {
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// TODO(german77): Use more buttons to detect the correct device
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const auto left_joycon = button_params[Settings::NativeButton::DRight];
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@ -560,9 +600,23 @@ bool EmulatedController::IsConfiguring() const {
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}
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void EmulatedController::SaveCurrentConfig() {
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const auto player_index = NpadIdTypeToIndex(npad_id_type);
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// Other can't alter the config from here
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if (npad_id_type == NpadIdType::Other) {
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return;
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}
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const auto player_index = NpadIdTypeToConfigIndex(npad_id_type);
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auto& player = Settings::values.players.GetValue()[player_index];
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player.connected = is_connected;
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// Only save the connected status when handheld is connected
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if (npad_id_type == NpadIdType::Handheld && npad_type == NpadStyleIndex::Handheld) {
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player.connected = is_connected;
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}
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if (npad_id_type != NpadIdType::Handheld && npad_type != NpadStyleIndex::Handheld) {
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player.connected = is_connected;
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}
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player.controller_type = MapNPadToSettingsType(npad_type);
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for (std::size_t index = 0; index < player.buttons.size(); ++index) {
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player.buttons[index] = button_params[index].Serialize();
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@ -1152,7 +1206,7 @@ bool EmulatedController::SetVibration(std::size_t device_index, VibrationValue v
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if (!output_devices[device_index]) {
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return false;
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}
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const auto player_index = NpadIdTypeToIndex(npad_id_type);
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const auto player_index = NpadIdTypeToConfigIndex(npad_id_type);
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const auto& player = Settings::values.players.GetValue()[player_index];
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const f32 strength = static_cast<f32>(player.vibration_strength) / 100.0f;
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@ -1178,7 +1232,7 @@ bool EmulatedController::SetVibration(std::size_t device_index, VibrationValue v
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}
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bool EmulatedController::IsVibrationEnabled(std::size_t device_index) {
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const auto player_index = NpadIdTypeToIndex(npad_id_type);
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const auto player_index = NpadIdTypeToConfigIndex(npad_id_type);
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const auto& player = Settings::values.players.GetValue()[player_index];
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if (!player.vibration_enabled) {
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