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-rw-r--r--src/core/hid/emulated_controller.cpp51
1 files changed, 32 insertions, 19 deletions
diff --git a/src/core/hid/emulated_controller.cpp b/src/core/hid/emulated_controller.cpp
index 2af3f06fc..b08a71446 100644
--- a/src/core/hid/emulated_controller.cpp
+++ b/src/core/hid/emulated_controller.cpp
@@ -96,18 +96,7 @@ void EmulatedController::ReloadFromSettings() {
}
controller.color_values = {};
- controller.colors_state.fullkey = {
- .body = GetNpadColor(player.body_color_left),
- .button = GetNpadColor(player.button_color_left),
- };
- controller.colors_state.left = {
- .body = GetNpadColor(player.body_color_left),
- .button = GetNpadColor(player.button_color_left),
- };
- controller.colors_state.right = {
- .body = GetNpadColor(player.body_color_right),
- .button = GetNpadColor(player.button_color_right),
- };
+ ReloadColorsFromSettings();
ring_params[0] = Common::ParamPackage(Settings::values.ringcon_analogs);
@@ -128,6 +117,30 @@ void EmulatedController::ReloadFromSettings() {
ReloadInput();
}
+void EmulatedController::ReloadColorsFromSettings() {
+ const auto player_index = NpadIdTypeToIndex(npad_id_type);
+ const auto& player = Settings::values.players.GetValue()[player_index];
+
+ // Avoid updating colors if overridden by physical controller
+ if (controller.color_values[LeftIndex].body != 0 &&
+ controller.color_values[RightIndex].body != 0) {
+ return;
+ }
+
+ controller.colors_state.fullkey = {
+ .body = GetNpadColor(player.body_color_left),
+ .button = GetNpadColor(player.button_color_left),
+ };
+ controller.colors_state.left = {
+ .body = GetNpadColor(player.body_color_left),
+ .button = GetNpadColor(player.button_color_left),
+ };
+ controller.colors_state.right = {
+ .body = GetNpadColor(player.body_color_right),
+ .button = GetNpadColor(player.button_color_right),
+ };
+}
+
void EmulatedController::LoadDevices() {
// TODO(german77): Use more buttons to detect the correct device
const auto left_joycon = button_params[Settings::NativeButton::DRight];
@@ -1091,30 +1104,30 @@ void EmulatedController::SetBattery(const Common::Input::CallbackStatus& callbac
bool is_charging = false;
bool is_powered = false;
- NpadBatteryLevel battery_level = 0;
+ NpadBatteryLevel battery_level = NpadBatteryLevel::Empty;
switch (controller.battery_values[index]) {
case Common::Input::BatteryLevel::Charging:
is_charging = true;
is_powered = true;
- battery_level = 6;
+ battery_level = NpadBatteryLevel::Full;
break;
case Common::Input::BatteryLevel::Medium:
- battery_level = 6;
+ battery_level = NpadBatteryLevel::High;
break;
case Common::Input::BatteryLevel::Low:
- battery_level = 4;
+ battery_level = NpadBatteryLevel::Low;
break;
case Common::Input::BatteryLevel::Critical:
- battery_level = 2;
+ battery_level = NpadBatteryLevel::Critical;
break;
case Common::Input::BatteryLevel::Empty:
- battery_level = 0;
+ battery_level = NpadBatteryLevel::Empty;
break;
case Common::Input::BatteryLevel::None:
case Common::Input::BatteryLevel::Full:
default:
is_powered = true;
- battery_level = 8;
+ battery_level = NpadBatteryLevel::Full;
break;
}