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https://github.com/RPCS3/rpcs3.git
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Input: remember registered ldd controllers
- Don't reset ldd pads when saving a pad config - Prevent configuration of registered ldd pads in the gui while ingame
This commit is contained in:
parent
69ea573b0d
commit
eb5ec211c2
9 changed files with 172 additions and 56 deletions
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@ -1,5 +1,6 @@
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#include "stdafx.h"
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#include "pad_thread.h"
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#include "product_info.h"
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#include "ds3_pad_handler.h"
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#include "ds4_pad_handler.h"
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#ifdef _WIN32
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@ -24,9 +25,10 @@ namespace pad
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struct pad_setting
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{
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u32 port_status;
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u32 device_capability;
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u32 device_type;
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u32 port_status = 0;
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u32 device_capability = 0;
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u32 device_type = 0;
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s32 ldd_handle = -1;
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};
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pad_thread::pad_thread(void *_curthread, void *_curwindow, std::string_view title_id) : curthread(_curthread), curwindow(_curwindow)
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@ -52,19 +54,33 @@ void pad_thread::Init()
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std::lock_guard lock(pad::g_pad_mutex);
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// Cache old settings if possible
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std::vector<pad_setting> pad_settings;
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std::array<pad_setting, CELL_PAD_MAX_PORT_NUM> pad_settings;
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for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) // max 7 pads
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{
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if (!m_pads[i])
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if (m_pads[i])
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{
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pad_settings.push_back({ CELL_PAD_STATUS_DISCONNECTED, CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR, CELL_PAD_DEV_TYPE_STANDARD });
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pad_settings[i] =
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{
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m_pads[i]->m_port_status,
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m_pads[i]->m_device_capability,
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m_pads[i]->m_device_type,
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m_pads[i]->ldd ? static_cast<s32>(i) : -1
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};
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}
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else
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{
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pad_settings.push_back({ m_pads[i]->m_port_status, m_pads[i]->m_device_capability, m_pads[i]->m_device_type });
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pad_settings[i] =
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{
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CELL_PAD_STATUS_DISCONNECTED,
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CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
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CELL_PAD_DEV_TYPE_STANDARD,
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-1
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};
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}
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}
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num_ldd_pad = 0;
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m_info.now_connect = 0;
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handlers.clear();
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@ -81,7 +97,8 @@ void pad_thread::Init()
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{
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std::shared_ptr<PadHandlerBase> cur_pad_handler;
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const auto &handler_type = g_cfg_input.player[i]->handler;
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const bool is_ldd_pad = pad_settings[i].ldd_handle == static_cast<s32>(i);
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const auto handler_type = is_ldd_pad ? pad_handler::null : g_cfg_input.player[i]->handler.get();
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if (handlers.count(handler_type) != 0)
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{
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@ -125,10 +142,14 @@ void pad_thread::Init()
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m_pads[i] = std::make_shared<Pad>(CELL_PAD_STATUS_DISCONNECTED, pad_settings[i].device_capability, pad_settings[i].device_type);
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if (cur_pad_handler->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string()) == false)
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if (is_ldd_pad)
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{
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InitLddPad(pad_settings[i].ldd_handle);
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}
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else if (cur_pad_handler->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string()) == false)
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{
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// Failed to bind the device to cur_pad_handler so binds to NullPadHandler
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input_log.error("Failed to bind device %s to handler %s", g_cfg_input.player[i]->device.to_string(), handler_type.to_string());
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input_log.error("Failed to bind device %s to handler %s", g_cfg_input.player[i]->device.to_string(), handler_type);
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nullpad->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string());
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}
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}
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@ -239,6 +260,30 @@ void pad_thread::ThreadFunc()
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}
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}
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void pad_thread::InitLddPad(u32 handle)
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{
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if (handle >= m_pads.size())
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{
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return;
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}
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static const auto product = input::get_product_info(input::product_type::playstation_3_controller);
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m_pads[handle]->ldd = true;
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m_pads[handle]->Init
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(
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CELL_PAD_STATUS_CONNECTED | CELL_PAD_STATUS_ASSIGN_CHANGES | CELL_PAD_STATUS_CUSTOM_CONTROLLER,
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CELL_PAD_CAPABILITY_PS3_CONFORMITY,
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CELL_PAD_DEV_TYPE_LDD,
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0, // CELL_PAD_PCLASS_TYPE_STANDARD
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product.pclass_profile,
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product.vendor_id,
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product.product_id
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);
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num_ldd_pad++;
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}
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s32 pad_thread::AddLddPad()
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{
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// Look for first null pad
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@ -246,8 +291,7 @@ s32 pad_thread::AddLddPad()
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{
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if (g_cfg_input.player[i]->handler == pad_handler::null && !m_pads[i]->ldd)
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{
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m_pads[i]->ldd = true;
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num_ldd_pad++;
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InitLddPad(i);
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return i;
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}
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}
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