yuzu: Use new input on main and bootmanager

This commit is contained in:
german77
2021-09-20 19:39:08 -05:00
committed by Narr the Reg
parent 29ae42f3e2
commit 737d305f63
3 changed files with 56 additions and 65 deletions

View File

@ -106,8 +106,8 @@ static FileSys::VirtualFile VfsDirectoryCreateFileWrapper(const FileSys::Virtual
#include "core/loader/loader.h"
#include "core/perf_stats.h"
#include "core/telemetry_session.h"
#include "input_common/drivers/tas_input.h"
#include "input_common/main.h"
#include "input_common/tas/tas_input.h"
#include "ui_main.h"
#include "util/overlay_dialog.h"
#include "video_core/gpu.h"
@ -838,7 +838,6 @@ void GMainWindow::InitializeWidgets() {
controller_type = Settings::ControllerType::ProController;
ConfigureDialog configure_dialog(this, hotkey_registry, input_subsystem.get(), *system);
configure_dialog.ApplyConfiguration();
controller_dialog->refreshConfiguration();
}
Settings::values.use_docked_mode.SetValue(!is_docked);
@ -922,7 +921,7 @@ void GMainWindow::InitializeDebugWidgets() {
waitTreeWidget->hide();
debug_menu->addAction(waitTreeWidget->toggleViewAction());
controller_dialog = new ControllerDialog(this, input_subsystem.get());
controller_dialog = new ControllerDialog(this);
controller_dialog->hide();
debug_menu->addAction(controller_dialog->toggleViewAction());
@ -2708,7 +2707,6 @@ void GMainWindow::OnConfigure() {
ShowTelemetryCallout();
}
controller_dialog->refreshConfiguration();
InitializeHotkeys();
if (UISettings::values.theme != old_theme) {
@ -2969,15 +2967,15 @@ void GMainWindow::UpdateWindowTitle(std::string_view title_name, std::string_vie
}
QString GMainWindow::GetTasStateDescription() const {
//auto [tas_status, current_tas_frame, total_tas_frames] = input_subsystem->GetTas()->GetStatus();
//switch (tas_status) {
//case TasInput::TasState::Running:
// return tr("TAS state: Running %1/%2").arg(current_tas_frame).arg(total_tas_frames);
//case TasInput::TasState::Recording:
// return tr("TAS state: Recording %1").arg(total_tas_frames);
//case TasInput::TasState::Stopped:
// return tr("TAS state: Idle %1/%2").arg(current_tas_frame).arg(total_tas_frames);
//default:
auto [tas_status, current_tas_frame, total_tas_frames] = input_subsystem->GetTas()->GetStatus();
switch (tas_status) {
case InputCommon::TasInput::TasState::Running:
return tr("TAS state: Running %1/%2").arg(current_tas_frame).arg(total_tas_frames);
case InputCommon::TasInput::TasState::Recording:
return tr("TAS state: Recording %1").arg(total_tas_frames);
case InputCommon::TasInput::TasState::Stopped:
return tr("TAS state: Idle %1/%2").arg(current_tas_frame).arg(total_tas_frames);
default:
return tr("TAS State: Invalid");
}
}
@ -3371,6 +3369,7 @@ void GMainWindow::closeEvent(QCloseEvent* event) {
UpdateUISettings();
game_list->SaveInterfaceLayout();
hotkey_registry.SaveHotkeys();
Core::System::GetInstance().HIDCore().UnloadInputDevices();
// Shutdown session if the emu thread is active...
if (emu_thread != nullptr) {