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-rw-r--r--src/core/frontend/applets/controller.cpp81
-rw-r--r--src/core/frontend/applets/controller.h48
-rw-r--r--src/core/frontend/input.h22
3 files changed, 147 insertions, 4 deletions
diff --git a/src/core/frontend/applets/controller.cpp b/src/core/frontend/applets/controller.cpp
new file mode 100644
index 000000000..4505da758
--- /dev/null
+++ b/src/core/frontend/applets/controller.cpp
@@ -0,0 +1,81 @@
+// Copyright 2020 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "common/assert.h"
+#include "common/logging/log.h"
+#include "core/core.h"
+#include "core/frontend/applets/controller.h"
+#include "core/hle/service/hid/controllers/npad.h"
+#include "core/hle/service/hid/hid.h"
+#include "core/hle/service/sm/sm.h"
+
+namespace Core::Frontend {
+
+ControllerApplet::~ControllerApplet() = default;
+
+DefaultControllerApplet::~DefaultControllerApplet() = default;
+
+void DefaultControllerApplet::ReconfigureControllers(std::function<void()> callback,
+ ControllerParameters parameters) const {
+ LOG_INFO(Service_HID, "called, deducing the best configuration based on the given parameters!");
+
+ auto& npad =
+ Core::System::GetInstance()
+ .ServiceManager()
+ .GetService<Service::HID::Hid>("hid")
+ ->GetAppletResource()
+ ->GetController<Service::HID::Controller_NPad>(Service::HID::HidController::NPad);
+
+ auto& players = Settings::values.players;
+
+ const std::size_t min_supported_players =
+ parameters.enable_single_mode ? 1 : parameters.min_players;
+
+ // Disconnect Handheld first.
+ npad.DisconnectNPadAtIndex(8);
+
+ // Deduce the best configuration based on the input parameters.
+ for (std::size_t index = 0; index < players.size() - 2; ++index) {
+ // First, disconnect all controllers regardless of the value of keep_controllers_connected.
+ // This makes it easy to connect the desired controllers.
+ npad.DisconnectNPadAtIndex(index);
+
+ // Only connect the minimum number of required players.
+ if (index >= min_supported_players) {
+ continue;
+ }
+
+ // Connect controllers based on the following priority list from highest to lowest priority:
+ // Pro Controller -> Dual Joycons -> Left Joycon/Right Joycon -> Handheld
+ if (parameters.allow_pro_controller) {
+ npad.AddNewControllerAt(
+ npad.MapSettingsTypeToNPad(Settings::ControllerType::ProController), index);
+ } else if (parameters.allow_dual_joycons) {
+ npad.AddNewControllerAt(
+ npad.MapSettingsTypeToNPad(Settings::ControllerType::DualJoyconDetached), index);
+ } else if (parameters.allow_left_joycon && parameters.allow_right_joycon) {
+ // Assign left joycons to even player indices and right joycons to odd player indices.
+ // We do this since Captain Toad Treasure Tracker expects a left joycon for Player 1 and
+ // a right Joycon for Player 2 in 2 Player Assist mode.
+ if (index % 2 == 0) {
+ npad.AddNewControllerAt(
+ npad.MapSettingsTypeToNPad(Settings::ControllerType::LeftJoycon), index);
+ } else {
+ npad.AddNewControllerAt(
+ npad.MapSettingsTypeToNPad(Settings::ControllerType::RightJoycon), index);
+ }
+ } else if (index == 0 && parameters.enable_single_mode && parameters.allow_handheld &&
+ !Settings::values.use_docked_mode) {
+ // We should *never* reach here under any normal circumstances.
+ npad.AddNewControllerAt(npad.MapSettingsTypeToNPad(Settings::ControllerType::Handheld),
+ index);
+ } else {
+ UNREACHABLE_MSG("Unable to add a new controller based on the given parameters!");
+ }
+ }
+
+ callback();
+}
+
+} // namespace Core::Frontend
diff --git a/src/core/frontend/applets/controller.h b/src/core/frontend/applets/controller.h
new file mode 100644
index 000000000..a227f15cd
--- /dev/null
+++ b/src/core/frontend/applets/controller.h
@@ -0,0 +1,48 @@
+// Copyright 2020 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <functional>
+
+#include "common/common_types.h"
+
+namespace Core::Frontend {
+
+using BorderColor = std::array<u8, 4>;
+using ExplainText = std::array<char, 0x81>;
+
+struct ControllerParameters {
+ s8 min_players{};
+ s8 max_players{};
+ bool keep_controllers_connected{};
+ bool enable_single_mode{};
+ bool enable_border_color{};
+ std::vector<BorderColor> border_colors{};
+ bool enable_explain_text{};
+ std::vector<ExplainText> explain_text{};
+ bool allow_pro_controller{};
+ bool allow_handheld{};
+ bool allow_dual_joycons{};
+ bool allow_left_joycon{};
+ bool allow_right_joycon{};
+};
+
+class ControllerApplet {
+public:
+ virtual ~ControllerApplet();
+
+ virtual void ReconfigureControllers(std::function<void()> callback,
+ ControllerParameters parameters) const = 0;
+};
+
+class DefaultControllerApplet final : public ControllerApplet {
+public:
+ ~DefaultControllerApplet() override;
+
+ void ReconfigureControllers(std::function<void()> callback,
+ ControllerParameters parameters) const override;
+};
+
+} // namespace Core::Frontend
diff --git a/src/core/frontend/input.h b/src/core/frontend/input.h
index 2b098b7c6..9da0d2829 100644
--- a/src/core/frontend/input.h
+++ b/src/core/frontend/input.h
@@ -119,11 +119,11 @@ using ButtonDevice = InputDevice<bool>;
using AnalogDevice = InputDevice<std::tuple<float, float>>;
/**
- * A motion device is an input device that returns a tuple of accelerometer state vector and
- * gyroscope state vector.
+ * A motion status is an object that returns a tuple of accelerometer state vector,
+ * gyroscope state vector, rotation state vector and orientation state matrix.
*
* For both vectors:
- * x+ is the same direction as LEFT on D-pad.
+ * x+ is the same direction as RIGHT on D-pad.
* y+ is normal to the touch screen, pointing outward.
* z+ is the same direction as UP on D-pad.
*
@@ -133,8 +133,22 @@ using AnalogDevice = InputDevice<std::tuple<float, float>>;
* For gyroscope state vector:
* Orientation is determined by right-hand rule.
* Units: deg/sec
+ *
+ * For rotation state vector
+ * Units: rotations
+ *
+ * For orientation state matrix
+ * x vector
+ * y vector
+ * z vector
+ */
+using MotionStatus = std::tuple<Common::Vec3<float>, Common::Vec3<float>, Common::Vec3<float>,
+ std::array<Common::Vec3f, 3>>;
+
+/**
+ * A motion device is an input device that returns a motion status object
*/
-using MotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<float>>>;
+using MotionDevice = InputDevice<MotionStatus>;
/**
* A touch device is an input device that returns a tuple of two floats and a bool. The floats are