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path: root/src/yuzu/configuration/configure_input_player.h
AgeCommit message (Collapse)Author
2024-12-31chore: update project branding to citronZephyron
2023-11-04Convert files to LF eolKelebek1
2023-10-17yuzu: Improve behavior when clicking on controller box in Controller appletflodavid
- Apply changes on Controller configuration of commit 9524d70 to Controller applet - Fix regression of this previous commit: Enabling a controller in its tab did not activate previous controllers Signed-off-by: flodavid <fl.david.53@gmail.com>
2023-03-12general: fix spelling mistakesLiam
2023-01-10yuzu: Read mouse wheel inputNarr the Reg
2022-12-23yuzu: Automatically refresh device listgerman77
2022-11-20Configuration: Add per-game input profilesameerj
2022-07-27chore: make yuzu REUSE compliantAndrea Pappacoda
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2021-11-24settings: Remove includes of core.hgerman77
2021-11-24core/hid: Rename NpadType to NpadStyleIndexgerman77
2021-11-24yuzu: Update frontendgerman77
2021-10-07yuzu qt: Remove global system instances from config, WaitTree, mainlat9nq
2021-04-14common: Move settings to common from core.bunnei
- Removes a dependency on core and input_common from common.
2021-02-07hid: Implement GC controllergerman
2021-02-06Make settings controller image change with controller inputgerman
2021-01-01configure_input: Modify controller connection delayMorph
Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
2020-11-20configure_input_player: Use the npad style set to show the available controllersMorph
This will reduce the likelihood of an invalid controller type to be set within a game
2020-11-15configure_input: Update the input profiles for other player tabsMorph
2020-11-15sdl_impl: Revert to the "old" method of mapping sticksMorph
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).
2020-11-15input_profiles: Implement input profilesMorph
2020-11-15configure_input_player: Implement input exclusivity and persistenceMorph
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".
2020-10-20configure_input_player: Fix modifier buttonsMorph
Fix them for real this time, now they finally work.
2020-09-17configure_input_player: Re-add "Clear" context menu optionMorph
The context menu was removed in Mjölnir Part 1 as part of the input rewrite as we were unaware of it's usage statistics. However, as this was the only way to clear the inputs of individual buttons, this PR will re-add it back in.
2020-09-04configure_input_player: Show/hide motion buttons based on the controllerMorph
2020-09-04Include HID and configuration changes related to motiongerman
2020-08-27input_common: Eliminate most global stateLioncash
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.
2020-08-26configure_input_player: Fix modifier scale button mappingMorph
2020-08-26configuration/input: Add support for mouse button clicksMorph
Supports the Left, Right, Middle, Backward and Forward mouse buttons.
2020-08-26Project Mjölnir: Part 1Morph
Co-authored-by: James Rowe <jroweboy@gmail.com> Co-authored-by: Its-Rei <kupfel@gmail.com>
2020-04-23Edit modifier_scale with the deadzone sliderKewlan
2020-01-03Added deadzone controls for sdl engine at input settingsCJBok
2019-06-05yuzu/configuration: Make all widgets and dialogs aware of language changesLioncash
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.
2019-06-05yuzu/configuration: Make function naming consistentLioncash
2019-01-17yuzu/configuration/configure_input_player: Forward declare types where ↵Lioncash
applicable Allows removing the inclusion of the main input common header from the UI config header.
2018-11-27yuzu/configure_input_player: Use std::size_t to represent the player index ↵Lioncash
instead of u8 Prevents compiler warnings related to truncation when invoking the dialog. It's also extremely suspect to use a u8 value here instead of a more general type to begin with.
2018-11-27yuzu/configure_input*: Move data members after function declarationsLioncash
The common pattern is to put the data members after the function interface where applicable.
2018-11-18configure_input: Make None a controller option instead of checkboxZach Hilman
2018-11-18hid: Use player-defined controller type as PREFERRED_CONTROLLERZach Hilman
2018-11-18qt: Move controller button config to separate dialogZach Hilman
Handles button configuration for all controller layouts and debug pads. Configurable at construction.