suyu/src/yuzu/debugger/controller.cpp

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chore: make yuzu REUSE compliant [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 02:06:02 +02:00
// SPDX-FileCopyrightText: 2015 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <QAction>
#include <QLayout>
#include <QString>
#include "common/settings.h"
#include "core/hid/emulated_controller.h"
#include "core/hid/hid_core.h"
#include "input_common/drivers/tas_input.h"
#include "input_common/main.h"
#include "yuzu/configuration/configure_input_player_widget.h"
#include "yuzu/debugger/controller.h"
ControllerDialog::ControllerDialog(Core::HID::HIDCore& hid_core_,
std::shared_ptr<InputCommon::InputSubsystem> input_subsystem_,
QWidget* parent)
: QWidget(parent, Qt::Dialog), hid_core{hid_core_}, input_subsystem{input_subsystem_} {
setObjectName(QStringLiteral("Controller"));
setWindowTitle(tr("Controller P1"));
resize(500, 350);
setMinimumSize(500, 350);
// Remove the "?" button from the titlebar and enable the maximize button
setWindowFlags((windowFlags() & ~Qt::WindowContextHelpButtonHint) |
Qt::WindowMaximizeButtonHint);
2021-02-04 15:54:27 +01:00
widget = new PlayerControlPreview(this);
refreshConfiguration();
QLayout* layout = new QVBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->addWidget(widget);
setLayout(layout);
// Configure focus so that widget is focusable and the dialog automatically forwards focus to
// it.
setFocusProxy(widget);
widget->setFocusPolicy(Qt::StrongFocus);
widget->setFocus();
}
void ControllerDialog::refreshConfiguration() {
UnloadController();
auto* player_1 = hid_core.GetEmulatedController(Core::HID::NpadIdType::Player1);
auto* handheld = hid_core.GetEmulatedController(Core::HID::NpadIdType::Handheld);
// Display the correct controller
controller = handheld->IsConnected() ? handheld : player_1;
Core::HID::ControllerUpdateCallback engine_callback{
.on_change = [this](Core::HID::ControllerTriggerType type) { ControllerUpdate(type); },
.is_npad_service = true,
};
callback_key = controller->SetCallback(engine_callback);
widget->SetController(controller);
is_controller_set = true;
}
QAction* ControllerDialog::toggleViewAction() {
if (toggle_view_action == nullptr) {
toggle_view_action = new QAction(tr("&Controller P1"), this);
toggle_view_action->setCheckable(true);
toggle_view_action->setChecked(isVisible());
connect(toggle_view_action, &QAction::toggled, this, &ControllerDialog::setVisible);
}
return toggle_view_action;
}
void ControllerDialog::UnloadController() {
widget->UnloadController();
if (is_controller_set) {
controller->DeleteCallback(callback_key);
is_controller_set = false;
}
}
void ControllerDialog::showEvent(QShowEvent* ev) {
if (toggle_view_action) {
toggle_view_action->setChecked(isVisible());
}
QWidget::showEvent(ev);
}
void ControllerDialog::hideEvent(QHideEvent* ev) {
if (toggle_view_action) {
toggle_view_action->setChecked(isVisible());
}
QWidget::hideEvent(ev);
}
void ControllerDialog::ControllerUpdate(Core::HID::ControllerTriggerType type) {
// TODO(german77): Remove TAS from here
switch (type) {
case Core::HID::ControllerTriggerType::Button:
case Core::HID::ControllerTriggerType::Stick: {
const auto buttons_values = controller->GetButtonsValues();
const auto stick_values = controller->GetSticksValues();
u64 buttons = 0;
std::size_t index = 0;
for (const auto& button : buttons_values) {
buttons |= button.value ? 1LLU << index : 0;
index++;
}
const InputCommon::TasInput::TasAnalog left_axis = {
.x = stick_values[Settings::NativeAnalog::LStick].x.value,
.y = stick_values[Settings::NativeAnalog::LStick].y.value,
};
const InputCommon::TasInput::TasAnalog right_axis = {
.x = stick_values[Settings::NativeAnalog::RStick].x.value,
.y = stick_values[Settings::NativeAnalog::RStick].y.value,
};
input_subsystem->GetTas()->RecordInput(buttons, left_axis, right_axis);
break;
}
default:
break;
}
}