[common, controller] [AI] Controller assignment modes, Controllers tab, Steam Gamemode/Gamescope fixes (gyroscope, controller) (#4583)

## Summary

Automatic controller assignment for Eden, aimed at couch co-op and handheld PCs (Steam Deck,
Legion Go, ROG Ally, AYN Odin), plus a set of fixes for running Eden in Steam's Game Mode
(gamescope) and under Steam Input.

## Controller Assignment Handler

Settings > Controls gains a **Controllers** tab. The handler is a segmented choice:

| Handler | Behaviour |
|---|---|
| **Modern Console** | Automatic: each controller that connects becomes the next player (up to 8). |
| **Manual** (default) | Players are set in each player's tab, as before. Its Controller Applet choice: **Disabled**, **Custom Frontend** or **Real Hardware** (the console's own applet, LLE). |

Under Modern Console, **Portable Handheld Gaming Device with Built-in Controller** (on/off)
makes external controllers take the players first, with the handheld's own controls used only
when none is connected.

In the automatic modes:
- Players follow their controllers across reconnects: a controller that leaves keeps its player
  for 45 seconds and takes it back when it returns. Each controller keeps its own mappings when
  it changes player, for the session.
- At most eight players; a ninth controller waits until a player is free.
- The user's saved controller setup is never rewritten; remaps made in the Controls tab last for
  the session, and input profiles are what persist.
- Input profiles can be picked or removed per player, from the Controllers tab or each player tab.
- A controller whose player has no controller mappings (a fresh setup) gets its default mapping.
  A DSU (cemuhook) motion binding from the manual setup is kept, for handhelds whose own gyro
  needs it.

## Gameplay options

- **Pause When a Controller Disconnects** (on by default): the game pauses when a player's
  controller is turned off, or has been gone for 3 seconds, and resumes when a controller takes
  that player again. Pressing + on another controller goes on without it.
- **Use Any Controller as Joy-Cons**: a game that only takes Joy-Cons gets them automatically
  (dual, or a single sideways one with the buttons arranged to fit).
- **Button Layout**: By Position or By Label, for Xbox and PlayStation style controllers.
- **Player Lights**: controllers that have them show their player number.

## Controllers tab and player tabs

- Connected Players: each player with its controller and battery, profile picker, Swap, Config,
  Turn Off (Bluetooth), reorder arrows, drag to swap, and click to rumble. Controllers can be
  given a name for the session.
- Assign Handheld Controller: auto-detect, or pick/Identify the handheld's own pad.
- P1-P8 tabs show each player's battery and can be dragged or moved with arrows to change the
  player order.
- In Modern Console the Controllers and player tabs use a modern card layout that follows the
  light and dark themes, including the system's dark mode (macOS).

## On-screen display

- **Controller Overlay** (View menu, Ctrl+Shift+V): players, their controllers and batteries,
  and each player's recent buttons, including stick moves (LS/RS) and clicks (L3/R3). How many
  inputs are kept and for how long can be set.
- **Controller Hints**: names a controller in the bottom-left corner when it joins or leaves
  a player, and says when the game pauses for a disconnected one. Works without the overlay.

Both are drawn into the presented frame as crisp overlay panels (not scaled with the game, not
in screenshots), so they show inside gamescope.

## Steam Input and gamescope fixes

- **Native gyro under Steam Input.** Steam's virtual pads carry no motion sensors. Eden now opens
  the real motion-capable controller behind each virtual pad for its sensors only (Steam Deck,
  Steam Controller incl. the 2026 model, Sony, Nintendo), and turns on the Deck's IMU, which
  Steam keeps off unless the layout uses the gyro. No DSU server or Steam layout change needed.
- **Bypass Steam Input** (Controllers tab, shown when launched through Steam): Eden opens the
  real controllers itself instead of Steam's virtual pads.
- **Controller identity under Steam.** All virtual pads share one GUID and Steam moves physical
  controllers between them; controllers are tracked by their Steam handle and slot instead.
- **Handheld detection under Steam.** The Deck's own controls are recognised behind Steam Input
  without mistaking standalone controllers (e.g. the Steam Controller) for them.
- **Windows no longer rescale on hover in Game Mode.** gamescope scales a window to fit the
  screen together with any tooltip reaching past it, so the main window and Settings grew and
  shrank on hover. Under gamescope they now fill the screen.
- **VSync modes in Game Mode.** gamescope offers only some present modes, so Immediate and FIFO
  Relaxed vanished silently. They are now listed greyed out with a tooltip pointing to Steam's
  Disable Frame Limit and Allow Tearing settings.
- **Stick range testers on small screens.** The controller drawing scales down to fit on
  800-pixel screens instead of cutting off the stick range circles.
- **Midnight Blue themes.** A hovered menu-bar item is readable again, and hovered tabs no longer
  change size (which made the Settings tabs shake).

## Fixes

- Crash when HID received a controller update before NPad's applet resource was set up.

## Testing

Tested on a Steam Deck (Desktop and Game Mode, direct and Steam launches) with Xbox
controllers, plus a stress test with up to 10 virtual controllers connecting, disconnecting and
pressing at random in both automatic modes (no assignment errors, never more than 8 players,
disconnect pauses resume as expected).

## AI disclosure

Developed with Claude Opus 5.5 (implementation and debugging). I reviewed, tested and can
explain every change.

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

---

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4583
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
This commit is contained in:
John 2026-11-07 02:26:31 +01:00 • committed by crueter
parent 885b333c08
commit 873fde41d0
No known key found for this signature in database
GPG key ID: 425ACD2D4830EBC6
57 changed files with 11334 additions and 90 deletions

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@ -6,13 +6,21 @@
#include <algorithm>
#include <memory>
#include <optional>
#include <string>
#include <utility>
#include <QComboBox>
#include <QGroupBox>
#include <QHBoxLayout>
#include <QInputDialog>
#include <QMenu>
#include <QMessageBox>
#include <QMouseEvent>
#include <QTimer>
#include <QToolButton>
#include <QVBoxLayout>
#include "common/assert.h"
#include "common/controller_console_state.h"
#include "common/param_package.h"
#include "hid_core/frontend/emulated_controller.h"
#include "hid_core/hid_core.h"
@ -26,6 +34,7 @@
#include "yuzu/configuration/configure_input_player.h"
#include "yuzu/configuration/configure_input_player_widget.h"
#include "yuzu/configuration/configure_mouse_panning.h"
#include "yuzu/configuration/configure_player_assignment.h"
#include "yuzu/configuration/input_profiles.h"
#include "yuzu/util/limitable_input_dialog.h"
@ -289,6 +298,42 @@ QString ConfigureInputPlayer::AnalogToText(const Common::ParamPackage& param,
return QObject::tr("[unknown]");
}
namespace {
/// The SDL controller (guid, port) a player's bindings point at
std::optional<std::pair<std::string, int>> SdlDevice(const Settings::PlayerInput& player) {
for (const std::string& raw : player.buttons) {
const Common::ParamPackage param{raw};
if (!raw.empty() && param.Get("engine", "") == "sdl") {
return std::pair<std::string, int>{param.Get("guid", ""), param.Get("port", 0)};
}
}
return std::nullopt;
}
/// Points a player's SDL bindings at one controller, leaving other engines alone
void KeepSdlDevice(Settings::PlayerInput& player, const std::pair<std::string, int>& device) {
const auto keep = [&device](auto& params) {
for (std::string& raw : params) {
Common::ParamPackage param{raw};
if (raw.empty() || param.Get("engine", "") != "sdl") {
continue;
}
if (param.Has("guid2") && param.Get("guid2", "") == param.Get("guid", "")) {
param.Set("guid2", device.first);
}
param.Set("guid", device.first);
param.Set("port", device.second);
raw = param.Serialize();
}
};
keep(player.buttons);
keep(player.analogs);
keep(player.motions);
}
} // Anonymous namespace
ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_index_,
QWidget* bottom_row_,
InputCommon::InputSubsystem* input_subsystem_,
@ -901,6 +946,552 @@ void ConfigureInputPlayer::ConnectPlayer(bool connected) {
}
}
void ConfigureInputPlayer::RefreshFromController() {
UpdateUI();
UpdateInputDeviceCombobox();
ApplyJoyConLock();
}
void ConfigureInputPlayer::ApplyJoyConLock() {
int held = 0;
{
auto& state = Common::GetControllerConsoleState();
std::scoped_lock lock{state.mutex};
if (state.engine_active && player_index < state.joycon_held.size()) {
held = state.joycon_held[player_index];
}
}
const bool locked = held != 0;
const bool changed = locked != joycon_locked;
joycon_locked = locked;
for (auto* button : button_map) {
if (button) {
button->setEnabled(!locked);
}
}
for (std::size_t i = 0; i < analog_map_buttons.size(); ++i) {
for (auto* button : analog_map_buttons[i]) {
if (button) {
button->setEnabled(!locked);
}
}
for (QWidget* widget : std::initializer_list<QWidget*>{
analog_map_modifier_button[i], analog_map_deadzone_slider[i],
analog_map_modifier_slider[i], analog_map_range_spinbox[i]}) {
if (widget) {
widget->setEnabled(!locked);
}
}
}
// (Saving would keep the Joy-Con's arrangement as the player's own mapping)
if (card_save) {
card_save->setEnabled(!locked);
card_save_new->setEnabled(!locked);
}
if (joycon_note) {
joycon_note->setVisible(locked);
if (locked) {
joycon_note->setText(
(held == 1 ? tr("P%1 plays as a sideways Joy-Con for this game")
: tr("P%1 plays as an upright Joy-Con for this game"))
.arg(player_index + 1) +
tr(": its controls are set automatically. Pick a controller type to set them "
"yourself."));
}
}
if (card_status) {
card_status->setVisible(!locked);
}
if (changed && !locked && profile_card && profile_card->isVisible()) {
UpdateProfileCard();
}
}
void ConfigureInputPlayer::SetConnectionLocked(bool locked) {
const bool changed = connection_locked != locked || !style_applied;
connection_locked = locked;
style_applied = true;
// The automatic modes draw the tab like the Controllers tab, keeping the spacing (the page
// fills the Deck's screen exactly)
if (changed) {
setStyleSheet(
locked ? ConfigurePlayerAssignment::Themed(QStringLiteral(
"QLabel { background: transparent; }"
"QGroupBox { border: 1px solid palette(mid); border-radius: 8px; "
"margin-top: 1.1em; padding-bottom: 5px; "
"background: palette(alternate-base); }"
"QGroupBox::title { subcontrol-origin: margin; "
"subcontrol-position: top center; padding: 0 3px; }"
"QGroupBox QGroupBox { border: none; background: transparent; "
"padding-bottom: 0px; }"
"QGroupBox QGroupBox::title { padding: 0px; }"
// The single-button boxes carry their label inside, above the button
"QGroupBox#buttonShoulderButtonsButtonZLGroup, "
"QGroupBox#buttonShoulderButtonsButtonLGroup, "
"QGroupBox#buttonMiscButtonsMinusGroup, "
"QGroupBox#buttonMiscButtonsPlusGroup, "
"QGroupBox#buttonShoulderButtonsZRGroup, "
"QGroupBox#buttonShoulderButtonsRGroup, "
"QGroupBox#buttonMiscButtonsHomeGroup, "
"QGroupBox#buttonMiscButtonsScreenshotGroup { margin-top: 0px; "
"padding-top: 1.3em; }"
// The top row starts level with the section cards beside it
"QGroupBox#buttonShoulderButtonsButtonZLGroup, "
"QGroupBox#buttonShoulderButtonsButtonLGroup, "
"QGroupBox#buttonMiscButtonsMinusGroup, "
"QGroupBox#buttonMiscButtonsPlusGroup, "
"QGroupBox#buttonShoulderButtonsZRGroup, "
"QGroupBox#buttonShoulderButtonsRGroup { margin-top: 1.1em; }"
"QGroupBox#buttonShoulderButtonsButtonZLGroup::title, "
"QGroupBox#buttonShoulderButtonsButtonLGroup::title, "
"QGroupBox#buttonMiscButtonsMinusGroup::title, "
"QGroupBox#buttonMiscButtonsPlusGroup::title, "
"QGroupBox#buttonShoulderButtonsZRGroup::title, "
"QGroupBox#buttonShoulderButtonsRGroup::title, "
"QGroupBox#buttonMiscButtonsHomeGroup::title, "
"QGroupBox#buttonMiscButtonsScreenshotGroup::title { "
"subcontrol-origin: padding; subcontrol-position: top center; "
"top: 3px; padding: 0px; }"
"QPushButton { border: 1px solid palette(mid); border-radius: 6px; "
"padding: 2px 6px; background: palette(base); }"
"QPushButton:hover { border-color: palette(highlight); }"
"QPushButton:pressed, QPushButton:checked { "
"background: palette(highlight); color: palette(highlighted-text); }")) +
ConfigurePlayerAssignment::ModernComboStyle()
: QString{});
if (!locked) {
// The manual modes get the tab exactly as it was
if (home_centred) {
home_centred = false;
ui->miscButtons->setStretch(0, 0);
delete ui->miscButtons->takeAt(ui->miscButtons->count() - 1);
}
if (shoulders_raised) {
shoulders_raised = false;
for (QPushButton* button :
{ui->buttonL, ui->buttonR, ui->buttonMinus, ui->buttonPlus}) {
if (auto* box = qobject_cast<QBoxLayout*>(
button->parentWidget() ? button->parentWidget()->layout() : nullptr)) {
delete box->takeAt(box->count() - 1);
}
}
}
if (QLayout* connect = ui->groupConnectedController->layout()) {
connect->setAlignment(ui->comboControllerType, Qt::Alignment{});
}
// Back to the inherited fonts
for (QGroupBox* box : bolded_boxes) {
if (box) {
box->setFont(QFont());
for (QWidget* child : box->findChildren<QWidget*>(Qt::FindDirectChildrenOnly)) {
child->setFont(QFont());
}
}
}
bolded_boxes.clear();
}
if (locked) {
ConfigurePlayerAssignment::ModernizeCombos(this);
// Bold section titles (a style sheet can't bold only a title)
QFont normal = font();
normal.setBold(false); // explicit, or the box's bold is inherited after all
QFont bold = normal;
bold.setBold(true);
for (QGroupBox* box : findChildren<QGroupBox*>()) {
// No box around a section
bool inside_box = false;
for (QWidget* up = box->parentWidget(); up && up != this; up = up->parentWidget()) {
inside_box = inside_box || qobject_cast<QGroupBox*>(up) != nullptr;
}
const bool section =
!inside_box && !box->objectName().startsWith(QStringLiteral("buttonMisc")) &&
!box->objectName().startsWith(QStringLiteral("buttonShoulderButtons"));
if (!section) {
continue;
}
box->setFont(bold);
for (QWidget* child : box->findChildren<QWidget*>(Qt::FindDirectChildrenOnly)) {
child->setFont(normal);
}
bolded_boxes.push_back(box);
}
// Home centred under the controller
if (!home_centred) {
home_centred = true;
ui->miscButtons->setStretch(0, 1);
ui->miscButtons->addStretch(1);
}
// Connect Controller's drop-down level with the profile card's
if (QLayout* connect = ui->groupConnectedController->layout()) {
connect->setAlignment(ui->comboControllerType, Qt::AlignTop);
}
// L, R, Minus and Plus line up with ZL and ZR: a fixed space the size of ZL's
// trigger slider under each
if (!shoulders_raised) {
shoulders_raised = true;
const int slider = ui->sliderZLThreshold->sizeHint().height();
for (QPushButton* button :
{ui->buttonL, ui->buttonR, ui->buttonMinus, ui->buttonPlus}) {
if (auto* box = qobject_cast<QBoxLayout*>(
button->parentWidget() ? button->parentWidget()->layout() : nullptr)) {
box->addSpacerItem(new QSpacerItem(
0, slider + box->spacing(), QSizePolicy::Minimum, QSizePolicy::Fixed));
}
}
}
}
}
if (!profile_card && locked) {
BuildProfileCard();
}
ui->profilesGroup->setVisible(!locked);
if (profile_card) {
profile_card->setVisible(locked);
if (locked) {
card_timer->start();
UpdateProfileCard();
} else {
card_timer->stop();
}
}
ApplyJoyConLock();
ui->devicesGroup->setVisible(!locked);
// The automatic modes bind motion themselves (the controller's own, or its real device's)
ui->buttonMotionLeftGroup->setVisible(!locked);
ui->buttonMotionRightGroup->setVisible(!locked);
if (ui->groupConnectedController->isCheckable() == !locked) {
return;
}
const bool blocked = ui->groupConnectedController->blockSignals(true);
ui->groupConnectedController->setCheckable(!locked);
if (!locked) {
ui->groupConnectedController->setChecked(emulated_controller->IsConnected(true));
}
ui->groupConnectedController->blockSignals(blocked);
}
namespace {
/// A binding without its controller (guid, port), its fields in a fixed order
std::string MappingKey(const std::string& raw) {
if (raw.empty()) {
return {};
}
Common::ParamPackage param{raw};
if (param.Get("engine", "") == "sdl") {
param.Erase("guid");
param.Erase("guid2");
param.Erase("port");
}
std::vector<std::string> fields;
std::string field;
for (const char c : param.Serialize() + ",") {
if (c != ',') {
field += c;
continue;
}
fields.push_back(field);
field.clear();
}
std::sort(fields.begin(), fields.end());
std::string out;
for (const auto& f : fields) {
out += f + ';';
}
return out;
}
/// Asks the engine to put a profile on a player's controller ("" drops it): the engine owns the
/// mappings in the automatic modes
void RequestProfile(std::size_t player, const QString& name, bool restore = false) {
auto& state = Common::GetControllerConsoleState();
std::scoped_lock lock{state.mutex};
state.profile_requests.push_back({static_cast<int>(player), name.toStdString(), restore});
}
/// The box layout that holds a widget, searched from a top layout down
QBoxLayout* LayoutHolding(QLayout* layout, QWidget* widget) {
if (!layout) {
return nullptr;
}
if (layout->indexOf(widget) >= 0) {
return qobject_cast<QBoxLayout*>(layout);
}
for (int i = 0; i < layout->count(); ++i) {
if (auto* found = LayoutHolding(layout->itemAt(i)->layout(), widget)) {
return found;
}
}
return nullptr;
}
} // Anonymous namespace
void ConfigureInputPlayer::BuildProfileCard() {
profile_card = new QGroupBox(tr("Mapping Profile"), this);
auto* column = new QVBoxLayout(profile_card);
// Connect Controller's margins, so the two drop-downs are level
if (const QLayout* connect = ui->groupConnectedController->layout()) {
column->setContentsMargins(connect->contentsMargins());
}
auto* row = new QHBoxLayout;
card_profiles = new QComboBox(profile_card);
card_profiles->setPlaceholderText(tr("No profile"));
ConfigurePlayerAssignment::ModernizeCombos(profile_card);
// Fills the row up to its buttons, which end at the card's edge
card_profiles->setMinimumWidth(160);
card_profiles->setToolTip(tr("Picking a profile applies it to this player at once."));
card_save = new QPushButton(tr("Save"), profile_card);
card_save->setDefault(false);
card_save->setAutoDefault(false);
// The profile's actions, all in view beside Save (Defaults, below the drawing, resets)
const auto action = [this](const QString& text, const QString& tip) {
auto* button = new QPushButton(text, profile_card);
button->setAutoDefault(false);
button->setToolTip(tip);
return button;
};
card_save_new = action(tr("Save as New"), tr("Keep this mapping as a new profile"));
card_rename = action(tr("Rename"), tr("Rename the selected profile"));
card_duplicate = action(tr("Duplicate"), tr("Copy the selected profile under a new name"));
card_delete = action(tr("Delete"), tr("Delete the selected profile; this player keeps its "
"current mapping"));
// (Inside the drop-down) takes the profile off: the mappings from before it come back
card_remove = ConfigurePlayerAssignment::AddClearButton(card_profiles);
card_remove->setToolTip(tr("Remove the profile from this player"));
row->addWidget(card_profiles, 1);
row->addWidget(card_save);
row->addWidget(card_save_new);
row->addWidget(card_rename);
row->addWidget(card_duplicate);
row->addWidget(card_delete);
column->addLayout(row);
card_status = new QLabel(profile_card);
card_status->setWordWrap(true);
column->addWidget(card_status);
joycon_note = new QLabel(profile_card);
joycon_note->setWordWrap(true);
joycon_note->setVisible(false);
column->addWidget(joycon_note);
// No taller than its rows: the drawing below gets the height
profile_card->setSizePolicy(QSizePolicy::Preferred, QSizePolicy::Maximum);
connect(card_save_new, &QPushButton::clicked, this, [this] {
const int count = ui->comboProfiles->count();
CreateProfile();
if (ui->comboProfiles->count() > count) {
RequestProfile(player_index, ui->comboProfiles->currentText());
}
RememberProfileMapping();
UpdateProfileCard();
});
connect(card_rename, &QPushButton::clicked, this, &ConfigureInputPlayer::RenameProfile);
connect(card_duplicate, &QPushButton::clicked, this, &ConfigureInputPlayer::DuplicateProfile);
connect(card_delete, &QPushButton::clicked, this, &ConfigureInputPlayer::DeleteProfileAsked);
// The engine owns the mappings here: picking or saving a profile goes through it
connect(card_profiles, qOverload<int>(&QComboBox::activated), this, [this](int index) {
ui->comboProfiles->setCurrentIndex(index);
RequestProfile(player_index, ui->comboProfiles->currentText());
RememberProfileMapping();
UpdateProfileCard();
});
connect(card_remove, &QToolButton::clicked, this, [this] {
RequestProfile(player_index, {}, true);
ui->comboProfiles->setCurrentIndex(-1);
RememberProfileMapping();
UpdateProfileCard();
});
connect(card_save, &QPushButton::clicked, this, [this] {
if (ui->comboProfiles->currentIndex() < 0) {
CreateProfile();
} else {
SaveProfile();
}
// (A new profile left unnamed leaves nothing selected)
if (ui->comboProfiles->currentIndex() >= 0) {
RequestProfile(player_index, ui->comboProfiles->currentText());
}
RememberProfileMapping();
UpdateProfileCard();
});
// Mapping edits come from many places (polling, menus, defaults): look again now and then
card_timer = new QTimer(this);
card_timer->setInterval(500);
connect(card_timer, &QTimer::timeout, this, &ConfigureInputPlayer::UpdateProfileCard);
if (auto* layout = LayoutHolding(this->layout(), ui->profilesGroup)) {
layout->insertWidget(layout->indexOf(ui->profilesGroup) + 1, profile_card, 1);
}
// A bold title like the other sections, with its contents in the normal font
QFont normal = font();
normal.setBold(false); // explicit, or the card's bold is inherited after all
QFont bold = normal;
bold.setBold(true);
profile_card->setFont(bold);
for (QWidget* child : profile_card->findChildren<QWidget*>(Qt::FindDirectChildrenOnly)) {
child->setFont(normal);
}
profile_card->setVisible(false);
}
void ConfigureInputPlayer::UpdateProfileCard() {
if (!profile_card || !profile_card->isVisible()) {
return;
}
// Mirror the profile list the rest of the tab keeps in comboProfiles
bool same = card_profiles->count() == ui->comboProfiles->count();
for (int i = 0; same && i < card_profiles->count(); ++i) {
same = card_profiles->itemText(i) == ui->comboProfiles->itemText(i);
}
if (!same || card_profiles->currentIndex() != ui->comboProfiles->currentIndex()) {
const bool blocked = card_profiles->blockSignals(true);
card_profiles->clear();
for (int i = 0; i < ui->comboProfiles->count(); ++i) {
card_profiles->addItem(ui->comboProfiles->itemText(i));
}
card_profiles->setCurrentIndex(ui->comboProfiles->currentIndex());
card_profiles->blockSignals(blocked);
}
// The engine changes the player's profile too (a swap, the Controllers tab): follow it
const QString carried =
QString::fromStdString(Settings::values.players.GetValue()[player_index].profile_name);
if (carried != card_engine_profile) {
card_engine_profile = carried;
const bool blocked = ui->comboProfiles->blockSignals(true);
ui->comboProfiles->setCurrentIndex(ui->comboProfiles->findText(carried));
ui->comboProfiles->blockSignals(blocked);
card_profiles->setCurrentIndex(ui->comboProfiles->currentIndex());
}
const QString name = ui->comboProfiles->currentText();
if (ui->comboProfiles->currentIndex() >= 0 && name != card_profile_name) {
RememberProfileMapping();
}
const QString follows = tr("Applies to this player's controller, whichever one it is.");
const bool selected = ui->comboProfiles->currentIndex() >= 0;
card_remove->setVisible(selected);
card_rename->setEnabled(selected);
card_duplicate->setEnabled(selected);
card_delete->setEnabled(selected);
if (ui->comboProfiles->currentIndex() < 0) {
card_save->setToolTip(tr("Keep this mapping as a new profile (asks for its name)"));
// In Modern Console a remap lasts the session; a profile is what keeps controls
card_status->setText(tr("No profile: this player uses its usual controls. Changes made "
"here last for this session; Save as New keeps them."));
card_status->setPalette(palette());
return;
}
card_save->setToolTip(tr("Save this mapping to \u201c%1\u201d").arg(name));
QPalette status = palette();
if (CurrentMappingKey() != card_profile_key) {
card_status->setText(tr("\u25cf Unsaved changes \u00b7 %1").arg(follows));
status.setColor(QPalette::WindowText, QColor(208, 138, 30));
} else {
card_status->setText(tr("\u2713 Saved \u00b7 %1").arg(follows));
status.setColor(QPalette::WindowText, status.color(QPalette::PlaceholderText));
}
card_status->setPalette(status);
}
std::string ConfigureInputPlayer::CurrentMappingKey() const {
// Motion is the engine's while players are assigned automatically, so it is left out
std::string key;
for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
key += MappingKey(emulated_controller->GetButtonParam(i).Serialize()) + '|';
}
for (int i = 0; i < Settings::NativeAnalog::NumAnalogs; ++i) {
key += MappingKey(emulated_controller->GetStickParam(i).Serialize()) + '|';
}
return key;
}
void ConfigureInputPlayer::RememberProfileMapping() {
card_profile_name = ui->comboProfiles->currentText();
// The player keeps its profile's name, so the card shows it the next time too
Settings::values.players.GetValue()[player_index].profile_name =
ui->comboProfiles->currentIndex() < 0 ? std::string{} : card_profile_name.toStdString();
card_profile_key.clear();
if (ui->comboProfiles->currentIndex() < 0) {
return;
}
const auto read = profiles->PeekProfile(card_profile_name.toStdString(), player_index);
if (!read) {
return;
}
for (const auto& button : read->buttons) {
card_profile_key += MappingKey(button) + '|';
}
for (const auto& analog : read->analogs) {
card_profile_key += MappingKey(analog) + '|';
}
}
void ConfigureInputPlayer::SelectProfile(const QString& name) {
UpdateInputProfiles();
ui->comboProfiles->setCurrentIndex(ui->comboProfiles->findText(name));
emit RefreshInputProfiles(player_index);
RequestProfile(player_index, name);
RememberProfileMapping();
UpdateProfileCard();
}
void ConfigureInputPlayer::RenameProfile() {
const QString old_name = ui->comboProfiles->currentText();
if (ui->comboProfiles->currentIndex() < 0) {
return;
}
const auto new_name =
LimitableInputDialog::GetText(this, tr("Rename Profile"), tr("Enter a new name:"), 1, 30,
LimitableInputDialog::InputLimiter::Filesystem);
if (new_name.isEmpty() || new_name == old_name) {
return;
}
if (!InputProfiles::IsProfileNameValid(new_name.toStdString()) ||
!profiles->RenameProfile(old_name.toStdString(), new_name.toStdString())) {
QMessageBox::critical(
this, tr("Rename Input Profile"),
tr("Could not rename \u201c%1\u201d to \u201c%2\u201d.").arg(old_name, new_name));
return;
}
SelectProfile(new_name);
}
void ConfigureInputPlayer::DuplicateProfile() {
const QString name = ui->comboProfiles->currentText();
if (ui->comboProfiles->currentIndex() < 0) {
return;
}
QString copy = tr("%1 copy").arg(name);
for (int n = 2; ui->comboProfiles->findText(copy) >= 0; ++n) {
copy = tr("%1 copy %2").arg(name).arg(n);
}
if (!profiles->DuplicateProfile(name.toStdString(), copy.toStdString())) {
QMessageBox::critical(this, tr("Duplicate Input Profile"),
tr("Could not duplicate \u201c%1\u201d.").arg(name));
return;
}
SelectProfile(copy);
}
void ConfigureInputPlayer::DeleteProfileAsked() {
const QString name = ui->comboProfiles->currentText();
if (ui->comboProfiles->currentIndex() < 0) {
return;
}
if (QMessageBox::question(this, tr("Delete Input Profile"),
tr("Delete the profile \u201c%1\u201d? This player keeps its "
"current mapping.")
.arg(name)) != QMessageBox::Yes) {
return;
}
DeleteProfile();
RequestProfile(player_index, {});
RememberProfileMapping();
UpdateProfileCard();
}
void ConfigureInputPlayer::UpdateInputDeviceCombobox() {
// Skip input device persistence if "Input Devices" is set to "Any".
if (ui->comboDevices->currentIndex() == 0) {
@ -978,10 +1569,76 @@ void ConfigureInputPlayer::UpdateInputDeviceCombobox() {
}
void ConfigureInputPlayer::RestoreDefaults() {
if (joycon_locked) {
return;
}
// In the automatic modes the device list is hidden (and may say "Any"): the defaults are
// those of the controller the bindings point at, or pointed at before Clear
if (connection_locked) {
if (const auto device = CurrentSdlDevice()) {
locked_device = device;
}
if (locked_device) {
const auto it = std::find_if(
input_devices.begin(), input_devices.end(), [this](const auto& param) {
return param.Get("engine", "") == "sdl" &&
param.Get("guid", "") == locked_device->first &&
param.Get("port", 0) == locked_device->second;
});
if (it != input_devices.end()) {
ui->comboDevices->setCurrentIndex(
static_cast<int>(std::distance(input_devices.begin(), it)));
}
}
}
// (Motion is the engine's in these modes, and hidden: a DSU binding stays)
const auto motions = KeptMotions();
UpdateMappingWithDefaults();
RestoreMotions(motions);
}
std::optional<std::pair<std::string, int>> ConfigureInputPlayer::CurrentSdlDevice() const {
for (int button_id = 0; button_id < Settings::NativeButton::NumButtons; ++button_id) {
const auto param = emulated_controller->GetButtonParam(button_id);
if (param.Get("engine", "") == "sdl") {
return std::pair<std::string, int>{param.Get("guid", ""), param.Get("port", 0)};
}
}
return std::nullopt;
}
std::vector<Common::ParamPackage> ConfigureInputPlayer::KeptMotions() const {
std::vector<Common::ParamPackage> motions;
if (connection_locked) {
for (int motion_id = 0; motion_id < Settings::NativeMotion::NumMotions; ++motion_id) {
motions.push_back(
emulated_controller->GetMotionParam(static_cast<std::size_t>(motion_id)));
}
}
return motions;
}
void ConfigureInputPlayer::RestoreMotions(const std::vector<Common::ParamPackage>& motions) {
for (std::size_t motion_id = 0; motion_id < motions.size(); ++motion_id) {
emulated_controller->SetMotionParam(motion_id, motions[motion_id]);
}
}
void ConfigureInputPlayer::ClearAll() {
if (joycon_locked) {
return;
}
// (The controller is remembered, for Defaults afterwards)
if (const auto device = CurrentSdlDevice()) {
locked_device = device;
}
// (Motion is the engine's in the automatic modes, and hidden: a DSU binding stays)
const auto motions = KeptMotions();
ClearMappings();
RestoreMotions(motions);
}
void ConfigureInputPlayer::ClearMappings() {
for (int button_id = 0; button_id < Settings::NativeButton::NumButtons; ++button_id) {
const auto* const button = button_map[button_id];
if (button == nullptr) {
@ -1634,6 +2291,11 @@ void ConfigureInputPlayer::LoadProfile() {
ApplyConfiguration();
// In the automatic modes the profile goes onto the player's current controller (the one
// saved with it would read as a swap)
auto& player = Settings::values.players.GetValue()[player_index];
const auto device = connection_locked ? SdlDevice(player) : std::nullopt;
if (!profiles->LoadProfile(profile_name.toStdString(), player_index)) {
QMessageBox::critical(this, tr("Load Input Profile"),
tr("Failed to load the input profile \"%1\"").arg(profile_name));
@ -1641,6 +2303,9 @@ void ConfigureInputPlayer::LoadProfile() {
emit RefreshInputProfiles(player_index);
return;
}
if (device) {
KeepSdlDevice(player, *device);
}
LoadConfiguration();
}