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authorbunnei <bunneidev@gmail.com>2021-01-30 01:39:01 +0100
committerGitHub <noreply@github.com>2021-01-30 01:39:01 +0100
commit650734cc3e4127d19579adaffa6122a49751851d (patch)
treec90e295e71c4681ca35cd44edf381ffbf2da0244 /src
parentMerge pull request #5809 from ogniK5377/FlushAudioOutBuffers (diff)
parentFix connect and disconnect controller events (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/yuzu/configuration/configure_input.cpp6
-rw-r--r--src/yuzu/configuration/configure_input_player.cpp46
2 files changed, 37 insertions, 15 deletions
diff --git a/src/yuzu/configuration/configure_input.cpp b/src/yuzu/configuration/configure_input.cpp
index 567a36d9b..422022d02 100644
--- a/src/yuzu/configuration/configure_input.cpp
+++ b/src/yuzu/configuration/configure_input.cpp
@@ -190,12 +190,16 @@ void ConfigureInput::ApplyConfiguration() {
// This emulates a delay between disconnecting and reconnecting controllers as some games
// do not respond to a change in controller type if it was instantaneous.
using namespace std::chrono_literals;
- std::this_thread::sleep_for(60ms);
+ std::this_thread::sleep_for(150ms);
for (auto* controller : player_controllers) {
controller->TryConnectSelectedController();
}
+ // This emulates a delay between disconnecting and reconnecting controllers as some games
+ // do not respond to a change in controller type if it was instantaneous.
+ std::this_thread::sleep_for(150ms);
+
advanced->ApplyConfiguration();
const bool pre_docked_mode = Settings::values.use_docked_mode.GetValue();
diff --git a/src/yuzu/configuration/configure_input_player.cpp b/src/yuzu/configuration/configure_input_player.cpp
index 13f0351d4..fbe36046b 100644
--- a/src/yuzu/configuration/configure_input_player.cpp
+++ b/src/yuzu/configuration/configure_input_player.cpp
@@ -579,11 +579,11 @@ void ConfigureInputPlayer::ApplyConfiguration() {
// Apply configuration for handheld
if (player_index == 0) {
auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
+ const auto handheld_connected = handheld.connected;
if (player.controller_type == Settings::ControllerType::Handheld) {
handheld = player;
}
- handheld.connected = ui->groupConnectedController->isChecked() &&
- player.controller_type == Settings::ControllerType::Handheld;
+ handheld.connected = handheld_connected;
}
}
@@ -595,6 +595,18 @@ void ConfigureInputPlayer::TryConnectSelectedController() {
const auto player_connected = ui->groupConnectedController->isChecked() &&
controller_type != Settings::ControllerType::Handheld;
+ // Connect Handheld depending on Player 1's controller configuration.
+ if (player_index == 0 && controller_type == Settings::ControllerType::Handheld) {
+ auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
+ const auto handheld_connected = ui->groupConnectedController->isChecked() &&
+ controller_type == Settings::ControllerType::Handheld;
+ // Connect only if handheld is going from disconnected to connected
+ if (!handheld.connected && handheld_connected) {
+ UpdateController(controller_type, HANDHELD_INDEX, true);
+ }
+ handheld.connected = handheld_connected;
+ }
+
if (player.controller_type == controller_type && player.connected == player_connected) {
// Set vibration devices in the event that the input device has changed.
ConfigureVibration::SetVibrationDevices(player_index);
@@ -606,22 +618,11 @@ void ConfigureInputPlayer::TryConnectSelectedController() {
ConfigureVibration::SetVibrationDevices(player_index);
- // Connect/Disconnect Handheld depending on Player 1's controller configuration.
- if (player_index == 0) {
- auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
- if (controller_type == Settings::ControllerType::Handheld) {
- handheld = player;
- }
- handheld.connected = ui->groupConnectedController->isChecked() &&
- controller_type == Settings::ControllerType::Handheld;
- UpdateController(Settings::ControllerType::Handheld, HANDHELD_INDEX, handheld.connected);
- }
-
if (!player.connected) {
return;
}
- UpdateController(controller_type, player_index, player_connected);
+ UpdateController(controller_type, player_index, true);
}
void ConfigureInputPlayer::TryDisconnectSelectedController() {
@@ -632,11 +633,28 @@ void ConfigureInputPlayer::TryDisconnectSelectedController() {
const auto player_connected = ui->groupConnectedController->isChecked() &&
controller_type != Settings::ControllerType::Handheld;
+ // Disconnect Handheld depending on Player 1's controller configuration.
+ if (player_index == 0 && player.controller_type == Settings::ControllerType::Handheld) {
+ const auto& handheld = Settings::values.players.GetValue()[HANDHELD_INDEX];
+ const auto handheld_connected = ui->groupConnectedController->isChecked() &&
+ controller_type == Settings::ControllerType::Handheld;
+ // Disconnect only if handheld is going from connected to disconnected
+ if (handheld.connected && !handheld_connected) {
+ UpdateController(controller_type, HANDHELD_INDEX, false);
+ }
+ return;
+ }
+
// Do not do anything if the controller configuration has not changed.
if (player.controller_type == controller_type && player.connected == player_connected) {
return;
}
+ // Do not disconnect if the controller is already disconnected
+ if (!player.connected) {
+ return;
+ }
+
// Disconnect the controller first.
UpdateController(controller_type, player_index, false);
}