citra-nightly/src/input_common/gcadapter/gc_poller.h
GPUCode 48ee112ceb
Add per game configuration options (#6187)
* common: Move settings to common from core.

- Removes a dependency on core and input_common from common.

* code: Wrap settings values

* Port from yuzu to allow per game settings

* citra_qt: Initial per-game settings dialog

* citra_qt: Use new API for read/save of config values

* citra_qt: Per game audio settings

* citra_qt: Per game graphics settings

* citra_qt: Per game system settings

* citra_qt: Per game general settings

* citra_qt: Document and run clang format

* citra_qt: Make icon smaller and centered

* citra_qt: Remove version number

* Not sure how to extract that, can always add it back later

* citra_qt: Wrap UISettings

* citra_qt: Fix unthottled fps setting

* citra_qt: Remove margin in emulation tab

* citra_qt: Implement some suggestions

* Bring back speed switch hotkey

* Allow configuration when game is running

* Rename/adjust UI stuff

* citra_qt: Fix build with separate windows

* citra_qt: Address feedback

* citra_qt: Log per-game settings before launching games

* citra_qt: Add shader cache options

* Also fix android build

* citra_qt: Add DLC menu option

* citra_qt: Run clang-format

* citra_qt: Adjust for time offset

* citra_qt: Implement suggestions

* Run clang-format

Co-authored-by: bunnei <bunneidev@gmail.com>
2022-12-08 13:27:25 +02:00

71 lines
2 KiB
C++

// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "common/settings.h"
#include "core/frontend/input.h"
#include "input_common/gcadapter/gc_adapter.h"
#include "input_common/main.h"
namespace InputCommon {
/**
* A button device factory representing a gcpad. It receives gcpad events and forward them
* to all button devices it created.
*/
class GCButtonFactory final : public Input::Factory<Input::ButtonDevice>,
public Polling::DevicePoller {
public:
public:
explicit GCButtonFactory(std::shared_ptr<GCAdapter::Adapter> adapter_);
std::unique_ptr<Input::ButtonDevice> Create(const Common::ParamPackage& params) override;
Common::ParamPackage GetNextInput() override;
Common::ParamPackage GetGcTo3DSMappedButton(int port, Settings::NativeButton::Values button);
/// For device input configuration/polling
void Start() override;
void Stop() override;
bool IsPolling() const {
return polling;
}
private:
std::shared_ptr<GCAdapter::Adapter> adapter;
bool polling{false};
};
/// An analog device factory that creates analog devices from GC Adapter
class GCAnalogFactory final : public Input::Factory<Input::AnalogDevice>,
public Polling::DevicePoller {
public:
explicit GCAnalogFactory(std::shared_ptr<GCAdapter::Adapter> adapter_);
std::unique_ptr<Input::AnalogDevice> Create(const Common::ParamPackage& params) override;
Common::ParamPackage GetNextInput() override;
Common::ParamPackage GetGcTo3DSMappedAnalog(int port, Settings::NativeAnalog::Values analog);
/// For device input configuration/polling
void Start() override;
void Stop() override;
bool IsPolling() const {
return polling;
}
private:
std::shared_ptr<GCAdapter::Adapter> adapter;
int analog_x_axis{-1};
int analog_y_axis{-1};
int controller_number{-1};
bool polling{false};
};
} // namespace InputCommon