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-rw-r--r--src/core/frontend/applets/controller.cpp8
-rw-r--r--src/core/frontend/framebuffer_layout.cpp2
-rw-r--r--src/core/frontend/input.h9
3 files changed, 13 insertions, 6 deletions
diff --git a/src/core/frontend/applets/controller.cpp b/src/core/frontend/applets/controller.cpp
index 5582091f4..03bbedf8b 100644
--- a/src/core/frontend/applets/controller.cpp
+++ b/src/core/frontend/applets/controller.cpp
@@ -27,19 +27,19 @@ void DefaultControllerApplet::ReconfigureControllers(std::function<void()> callb
->GetAppletResource()
->GetController<Service::HID::Controller_NPad>(Service::HID::HidController::NPad);
- auto& players = Settings::values.players;
+ auto& players = Settings::values.players.GetValue();
const std::size_t min_supported_players =
parameters.enable_single_mode ? 1 : parameters.min_players;
// Disconnect Handheld first.
- npad.DisconnectNPadAtIndex(8);
+ npad.DisconnectNpadAtIndex(8);
// Deduce the best configuration based on the input parameters.
for (std::size_t index = 0; index < players.size() - 2; ++index) {
// First, disconnect all controllers regardless of the value of keep_controllers_connected.
// This makes it easy to connect the desired controllers.
- npad.DisconnectNPadAtIndex(index);
+ npad.DisconnectNpadAtIndex(index);
// Only connect the minimum number of required players.
if (index >= min_supported_players) {
@@ -66,7 +66,7 @@ void DefaultControllerApplet::ReconfigureControllers(std::function<void()> callb
npad.MapSettingsTypeToNPad(Settings::ControllerType::RightJoycon), index);
}
} else if (index == 0 && parameters.enable_single_mode && parameters.allow_handheld &&
- !Settings::values.use_docked_mode) {
+ !Settings::values.use_docked_mode.GetValue()) {
// We should *never* reach here under any normal circumstances.
npad.AddNewControllerAt(npad.MapSettingsTypeToNPad(Settings::ControllerType::Handheld),
index);
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
index 1acc82497..b9a270a55 100644
--- a/src/core/frontend/framebuffer_layout.cpp
+++ b/src/core/frontend/framebuffer_layout.cpp
@@ -47,7 +47,7 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
FramebufferLayout FrameLayoutFromResolutionScale(u32 res_scale) {
u32 width, height;
- if (Settings::values.use_docked_mode) {
+ if (Settings::values.use_docked_mode.GetValue()) {
width = ScreenDocked::Width * res_scale;
height = ScreenDocked::Height * res_scale;
} else {
diff --git a/src/core/frontend/input.h b/src/core/frontend/input.h
index 277b70e53..25ac5af46 100644
--- a/src/core/frontend/input.h
+++ b/src/core/frontend/input.h
@@ -33,7 +33,7 @@ public:
virtual bool GetAnalogDirectionStatus(AnalogDirection direction) const {
return {};
}
- virtual bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const {
+ virtual bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const {
return {};
}
};
@@ -122,6 +122,13 @@ using ButtonDevice = InputDevice<bool>;
using AnalogDevice = InputDevice<std::tuple<float, float>>;
/**
+ * A vibration device is an input device that returns an unsigned byte as status.
+ * It represents whether the vibration device supports vibration or not.
+ * If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
+ */
+using VibrationDevice = InputDevice<u8>;
+
+/**
* A motion status is an object that returns a tuple of accelerometer state vector,
* gyroscope state vector, rotation state vector and orientation state matrix.
*