The function is unused if YUZU_ENABLE_BOXCAT is disabled, causing a
-Wunused-funciton error when compiled.
Wrapping it with `#ifdef YUZU_ENABLE_BOXCAT` to prevent compiling the
function when the variable is disabled. Opting to not use [[maybe
unused]] in case the function is totally unused in the future.
QRegularExpression was introduced in Qt 5 as a better replacement for
QRegExp. In Qt 6.0 QRegExp is removed entirely.
To remain forward compatible with Qt 6.0, we can transition over to
using QRegularExpression.
Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
Since this is inside a string literal, backslashes that are part of
regex syntax have to be escaped. But that's ugly, so convert to a raw
string instead.
Removes all remaining usages of the global system instance. After this,
migration can begin to migrate to being constructed and managed entirely
by the various frontends.
Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes.
Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected.
Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
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.
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.
RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
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".