yuzu/src/yuzu/hotkeys.cpp
t895 da14c7b8e4 config: Unify config handling under frontend_common
Replaces every way of handling config for each frontend with SimpleIni. frontend_common's Config class is at the center where it saves and loads all of the cross-platform settings and provides a set of pure virtual functions for platform specific settings.

As a result of making config handling platform specific, several parts had to be moved to each platform's own config class or to other parts. Default keys were put in platform specific config classes and translatable strings for Qt were moved to shared_translation. Default hotkeys, default_theme, window geometry, and qt metatypes were moved to uisettings. Additionally, to reduce dependence on Qt, QStrings were converted to std::strings where applicable.
2023-11-21 01:58:13 -05:00

218 lines
7 KiB
C++

// SPDX-FileCopyrightText: 2014 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <sstream>
#include <QShortcut>
#include <QTreeWidgetItem>
#include <QtGlobal>
#include "core/hid/emulated_controller.h"
#include "yuzu/hotkeys.h"
#include "yuzu/uisettings.h"
HotkeyRegistry::HotkeyRegistry() = default;
HotkeyRegistry::~HotkeyRegistry() = default;
void HotkeyRegistry::SaveHotkeys() {
UISettings::values.shortcuts.clear();
for (const auto& group : hotkey_groups) {
for (const auto& hotkey : group.second) {
UISettings::values.shortcuts.push_back(
{hotkey.first, group.first,
UISettings::ContextualShortcut({hotkey.second.keyseq.toString().toStdString(),
hotkey.second.controller_keyseq,
hotkey.second.context, hotkey.second.repeat})});
}
}
}
void HotkeyRegistry::LoadHotkeys() {
// Make sure NOT to use a reference here because it would become invalid once we call
// beginGroup()
for (auto shortcut : UISettings::values.shortcuts) {
Hotkey& hk = hotkey_groups[shortcut.group][shortcut.name];
if (!shortcut.shortcut.keyseq.empty()) {
hk.keyseq = QKeySequence::fromString(QString::fromStdString(shortcut.shortcut.keyseq),
QKeySequence::NativeText);
hk.context = static_cast<Qt::ShortcutContext>(shortcut.shortcut.context);
}
if (!shortcut.shortcut.controller_keyseq.empty()) {
hk.controller_keyseq = shortcut.shortcut.controller_keyseq;
}
if (hk.shortcut) {
hk.shortcut->disconnect();
hk.shortcut->setKey(hk.keyseq);
}
if (hk.controller_shortcut) {
hk.controller_shortcut->disconnect();
hk.controller_shortcut->SetKey(hk.controller_keyseq);
}
hk.repeat = shortcut.shortcut.repeat;
}
}
QShortcut* HotkeyRegistry::GetHotkey(const std::string& group, const std::string& action,
QWidget* widget) {
Hotkey& hk = hotkey_groups[group][action];
if (!hk.shortcut) {
hk.shortcut = new QShortcut(hk.keyseq, widget, nullptr, nullptr, hk.context);
}
hk.shortcut->setAutoRepeat(hk.repeat);
return hk.shortcut;
}
ControllerShortcut* HotkeyRegistry::GetControllerHotkey(const std::string& group,
const std::string& action,
Core::HID::EmulatedController* controller) {
Hotkey& hk = hotkey_groups[group][action];
if (!hk.controller_shortcut) {
hk.controller_shortcut = new ControllerShortcut(controller);
hk.controller_shortcut->SetKey(hk.controller_keyseq);
}
return hk.controller_shortcut;
}
QKeySequence HotkeyRegistry::GetKeySequence(const std::string& group, const std::string& action) {
return hotkey_groups[group][action].keyseq;
}
Qt::ShortcutContext HotkeyRegistry::GetShortcutContext(const std::string& group,
const std::string& action) {
return hotkey_groups[group][action].context;
}
ControllerShortcut::ControllerShortcut(Core::HID::EmulatedController* controller) {
emulated_controller = controller;
Core::HID::ControllerUpdateCallback engine_callback{
.on_change = [this](Core::HID::ControllerTriggerType type) { ControllerUpdateEvent(type); },
.is_npad_service = false,
};
callback_key = emulated_controller->SetCallback(engine_callback);
is_enabled = true;
}
ControllerShortcut::~ControllerShortcut() {
emulated_controller->DeleteCallback(callback_key);
}
void ControllerShortcut::SetKey(const ControllerButtonSequence& buttons) {
button_sequence = buttons;
}
void ControllerShortcut::SetKey(const std::string& buttons_shortcut) {
ControllerButtonSequence sequence{};
name = buttons_shortcut;
std::istringstream command_line(buttons_shortcut);
std::string line;
while (std::getline(command_line, line, '+')) {
if (line.empty()) {
continue;
}
if (line == "A") {
sequence.npad.a.Assign(1);
}
if (line == "B") {
sequence.npad.b.Assign(1);
}
if (line == "X") {
sequence.npad.x.Assign(1);
}
if (line == "Y") {
sequence.npad.y.Assign(1);
}
if (line == "L") {
sequence.npad.l.Assign(1);
}
if (line == "R") {
sequence.npad.r.Assign(1);
}
if (line == "ZL") {
sequence.npad.zl.Assign(1);
}
if (line == "ZR") {
sequence.npad.zr.Assign(1);
}
if (line == "Dpad_Left") {
sequence.npad.left.Assign(1);
}
if (line == "Dpad_Right") {
sequence.npad.right.Assign(1);
}
if (line == "Dpad_Up") {
sequence.npad.up.Assign(1);
}
if (line == "Dpad_Down") {
sequence.npad.down.Assign(1);
}
if (line == "Left_Stick") {
sequence.npad.stick_l.Assign(1);
}
if (line == "Right_Stick") {
sequence.npad.stick_r.Assign(1);
}
if (line == "Minus") {
sequence.npad.minus.Assign(1);
}
if (line == "Plus") {
sequence.npad.plus.Assign(1);
}
if (line == "Home") {
sequence.home.home.Assign(1);
}
if (line == "Screenshot") {
sequence.capture.capture.Assign(1);
}
}
button_sequence = sequence;
}
ControllerButtonSequence ControllerShortcut::ButtonSequence() const {
return button_sequence;
}
void ControllerShortcut::SetEnabled(bool enable) {
is_enabled = enable;
}
bool ControllerShortcut::IsEnabled() const {
return is_enabled;
}
void ControllerShortcut::ControllerUpdateEvent(Core::HID::ControllerTriggerType type) {
if (!is_enabled) {
return;
}
if (type != Core::HID::ControllerTriggerType::Button) {
return;
}
if (!Settings::values.controller_navigation) {
return;
}
if (button_sequence.npad.raw == Core::HID::NpadButton::None &&
button_sequence.capture.raw == 0 && button_sequence.home.raw == 0) {
return;
}
const auto player_npad_buttons =
emulated_controller->GetNpadButtons().raw & button_sequence.npad.raw;
const u64 player_capture_buttons =
emulated_controller->GetCaptureButtons().raw & button_sequence.capture.raw;
const u64 player_home_buttons =
emulated_controller->GetHomeButtons().raw & button_sequence.home.raw;
if (player_npad_buttons == button_sequence.npad.raw &&
player_capture_buttons == button_sequence.capture.raw &&
player_home_buttons == button_sequence.home.raw && !active) {
// Force user to press the home or capture button again
active = true;
emit Activated();
return;
}
active = false;
}