Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
Allows for enabling and modifying vibration and vibration strength per player.
Also adds a toggle for enabling/disabling accurate vibrations.
Co-authored-by: Its-Rei <kupfel@gmail.com>
This allows setting the vibration strength percentage anywhere from 1% to 100%.
Also hooks up the remaining motion button and checkbox in the Controller Applet.
With this, the "Input Devices" combobox should accurately reflect the input device being used and disallows inputs from other input devices unless the input device is set to "Any".
This allows toggling motion on or off, and allows access to the motion configuration.
Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
Abstracts most of the input mechanisms under an InputSubsystem class
that is managed by the frontends, eliminating any static constructors
and destructors. This gets rid of global accessor functions and also
allows the frontends to have a more fine-grained control over the
lifecycle of the input subsystem.
This also makes it explicit which interfaces rely on the input subsystem
instead of making it opaque in the interface functions. All that remains
to migrate over is the factories, which can be done in a separate
change.
To prepare for translation support, this makes all of the widgets
cognizant of the language change event that occurs whenever
installTranslator() is called and automatically retranslates their text
where necessary.
This is important as calling the backing UI's retranslateUi() is often
not enough, particularly in cases where we add our own strings that
aren't controlled by it. In that case we need to manually refresh the
strings ourselves.
The previous code could potentially be a compilation issue waiting to
occur, given we forward declare the type for a std::unique_ptr. If the
complete definition of the forward declared type isn't visible in a
translation unit that the class is used in, then it would fail to
compile.
Defaulting the destructor in a cpp file ensures the std::unique_ptr's
destructor is only invoked where its complete type is known.
* get rid of boost::optional
* Remove optional references
* Use std::reference_wrapper for optional references
* Fix clang format
* Fix clang format part 2
* Adressed feedback
* Fix clang format and MacOS build
* Added a context menu on the buttons including Clear & Restore Default
* Allow clearing (unsetting) inputs. Added a Clear All button
* Allow restoring a single input to default (instead of all)
* Joystick hotplug support (#4141)
* use SDL_PollEvent instead of SDL_JoystickUpdate
Register hot plugged controller by GUID if they were configured in a previous session
* Move SDL_PollEvent into its own thread
* Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call
* Fix that joystick_list gets cleared after SDL_Quit
* Add VirtualJoystick for InputDevices thats never nullptr
* fixup! Add VirtualJoystick for InputDevices thats never nullptr
* fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr
* Remove SDL_GameController, make SDL_Joystick* unique_ptr
* fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr
* Adressed feedback; fixed handling of same guid reconnects
* fixup! Adressed feedback; fixed handling of same guid reconnects
* merge the two joystick_lists into one
* make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! make SDLJoystick a member of VirtualJoystick
* fixup! fixup! make SDLJoystick a member of VirtualJoystick
* SDLJoystick: Addressed review comments
* Address one missed review comment