general: Use console mode helper across project

This commit is contained in:
lat9nq 2023-08-22 21:58:23 -04:00
parent ab862207d7
commit 3c45452fae
13 changed files with 34 additions and 49 deletions

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@ -3,6 +3,7 @@
#include "common/assert.h" #include "common/assert.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/settings.h"
#include "common/settings_enums.h" #include "common/settings_enums.h"
#include "core/frontend/applets/controller.h" #include "core/frontend/applets/controller.h"
#include "core/hid/emulated_controller.h" #include "core/hid/emulated_controller.h"
@ -63,7 +64,7 @@ void DefaultControllerApplet::ReconfigureControllers(ReconfigureCallback callbac
controller->Connect(true); controller->Connect(true);
} }
} else if (index == 0 && parameters.enable_single_mode && parameters.allow_handheld && } else if (index == 0 && parameters.enable_single_mode && parameters.allow_handheld &&
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Handheld) { !Settings::IsDockedMode()) {
// We should *never* reach here under any normal circumstances. // We should *never* reach here under any normal circumstances.
controller->SetNpadStyleIndex(Core::HID::NpadStyleIndex::Handheld); controller->SetNpadStyleIndex(Core::HID::NpadStyleIndex::Handheld);
controller->Connect(true); controller->Connect(true);

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@ -50,8 +50,7 @@ FramebufferLayout DefaultFrameLayout(u32 width, u32 height) {
} }
FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale) { FramebufferLayout FrameLayoutFromResolutionScale(f32 res_scale) {
const bool is_docked = const bool is_docked = Settings::IsDockedMode();
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked;
const u32 screen_width = is_docked ? ScreenDocked::Width : ScreenUndocked::Width; const u32 screen_width = is_docked ? ScreenDocked::Width : ScreenUndocked::Width;
const u32 screen_height = is_docked ? ScreenDocked::Height : ScreenUndocked::Height; const u32 screen_height = is_docked ? ScreenDocked::Height : ScreenUndocked::Height;

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@ -834,7 +834,7 @@ void ICommonStateGetter::GetDefaultDisplayResolution(HLERequestContext& ctx) {
IPC::ResponseBuilder rb{ctx, 4}; IPC::ResponseBuilder rb{ctx, 4};
rb.Push(ResultSuccess); rb.Push(ResultSuccess);
if (Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked) { if (Settings::IsDockedMode()) {
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedWidth)); rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedWidth));
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedHeight)); rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedHeight));
} else { } else {
@ -922,8 +922,7 @@ void IStorage::Open(HLERequestContext& ctx) {
} }
void ICommonStateGetter::GetOperationMode(HLERequestContext& ctx) { void ICommonStateGetter::GetOperationMode(HLERequestContext& ctx) {
const bool use_docked_mode{Settings::values.use_docked_mode.GetValue() == const bool use_docked_mode{Settings::IsDockedMode()};
Settings::ConsoleMode::Docked};
LOG_DEBUG(Service_AM, "called, use_docked_mode={}", use_docked_mode); LOG_DEBUG(Service_AM, "called, use_docked_mode={}", use_docked_mode);
IPC::ResponseBuilder rb{ctx, 3}; IPC::ResponseBuilder rb{ctx, 3};

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@ -68,9 +68,7 @@ void Controller::SetFromCpuBoostMode(CpuBoostMode mode) {
} }
PerformanceMode Controller::GetCurrentPerformanceMode() const { PerformanceMode Controller::GetCurrentPerformanceMode() const {
return Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked return Settings::IsDockedMode() ? PerformanceMode::Boost : PerformanceMode::Normal;
? PerformanceMode::Boost
: PerformanceMode::Normal;
} }
PerformanceConfiguration Controller::GetCurrentPerformanceConfiguration(PerformanceMode mode) { PerformanceConfiguration Controller::GetCurrentPerformanceConfiguration(PerformanceMode mode) {

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@ -331,7 +331,7 @@ Controller_Gesture::GestureProperties Controller_Gesture::GetGestureProperties()
}; };
// Hack: There is no touch in docked but games still allow it // Hack: There is no touch in docked but games still allow it
if (Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked) { if (Settings::IsDockedMode()) {
gesture.points[id] = { gesture.points[id] = {
.x = static_cast<s32>(active_x * Layout::ScreenDocked::Width), .x = static_cast<s32>(active_x * Layout::ScreenDocked::Width),
.y = static_cast<s32>(active_y * Layout::ScreenDocked::Height), .y = static_cast<s32>(active_y * Layout::ScreenDocked::Height),

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@ -1518,7 +1518,7 @@ bool Controller_NPad::IsControllerSupported(Core::HID::NpadStyleIndex controller
return false; return false;
} }
// Handheld shouldn't be supported in docked mode // Handheld shouldn't be supported in docked mode
if (Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked) { if (Settings::IsDockedMode()) {
return false; return false;
} }

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@ -217,7 +217,7 @@ private:
IPC::ResponseBuilder rb{ctx, 6}; IPC::ResponseBuilder rb{ctx, 6};
rb.Push(ResultSuccess); rb.Push(ResultSuccess);
if (Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked) { if (Settings::IsDockedMode()) {
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedWidth)); rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedWidth));
rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedHeight)); rb.Push(static_cast<u32>(Service::VI::DisplayResolution::DockedHeight));
} else { } else {

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@ -276,8 +276,7 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader,
static_cast<u32>(Settings::values.shader_backend.GetValue())); static_cast<u32>(Settings::values.shader_backend.GetValue()));
AddField(field_type, "Renderer_UseAsynchronousShaders", AddField(field_type, "Renderer_UseAsynchronousShaders",
Settings::values.use_asynchronous_shaders.GetValue()); Settings::values.use_asynchronous_shaders.GetValue());
AddField(field_type, "System_UseDockedMode", AddField(field_type, "System_UseDockedMode", Settings::IsDockedMode());
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked);
} }
bool TelemetrySession::SubmitTestcase() { bool TelemetrySession::SubmitTestcase() {

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@ -5,6 +5,7 @@
#include <thread> #include <thread>
#include "common/assert.h" #include "common/assert.h"
#include "common/settings.h"
#include "common/settings_enums.h" #include "common/settings_enums.h"
#include "common/string_util.h" #include "common/string_util.h"
#include "core/core.h" #include "core/core.h"
@ -227,14 +228,11 @@ int QtControllerSelectorDialog::exec() {
} }
void QtControllerSelectorDialog::ApplyConfiguration() { void QtControllerSelectorDialog::ApplyConfiguration() {
const bool pre_docked_mode = const bool pre_docked_mode = Settings::IsDockedMode();
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked; const bool docked_mode_selected = ui->radioDocked->isChecked();
Settings::values.use_docked_mode.SetValue(ui->radioDocked->isChecked() Settings::values.use_docked_mode.SetValue(
? Settings::ConsoleMode::Docked docked_mode_selected ? Settings::ConsoleMode::Docked : Settings::ConsoleMode::Handheld);
: Settings::ConsoleMode::Handheld); OnDockedModeChanged(pre_docked_mode, docked_mode_selected, system);
OnDockedModeChanged(
pre_docked_mode,
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked, system);
Settings::values.vibration_enabled.SetValue(ui->vibrationGroup->isChecked()); Settings::values.vibration_enabled.SetValue(ui->vibrationGroup->isChecked());
Settings::values.motion_enabled.SetValue(ui->motionGroup->isChecked()); Settings::values.motion_enabled.SetValue(ui->motionGroup->isChecked());
@ -622,10 +620,8 @@ void QtControllerSelectorDialog::UpdateDockedState(bool is_handheld) {
ui->radioDocked->setEnabled(!is_handheld); ui->radioDocked->setEnabled(!is_handheld);
ui->radioUndocked->setEnabled(!is_handheld); ui->radioUndocked->setEnabled(!is_handheld);
ui->radioDocked->setChecked(Settings::values.use_docked_mode.GetValue() == ui->radioDocked->setChecked(Settings::IsDockedMode());
Settings::ConsoleMode::Docked); ui->radioUndocked->setChecked(!Settings::IsDockedMode());
ui->radioUndocked->setChecked(Settings::values.use_docked_mode.GetValue() ==
Settings::ConsoleMode::Handheld);
// Also force into undocked mode if the controller type is handheld. // Also force into undocked mode if the controller type is handheld.
if (is_handheld) { if (is_handheld) {

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@ -928,9 +928,8 @@ void GRenderWindow::CaptureScreenshot(const QString& screenshot_path) {
const Layout::FramebufferLayout layout{[]() { const Layout::FramebufferLayout layout{[]() {
u32 height = UISettings::values.screenshot_height.GetValue(); u32 height = UISettings::values.screenshot_height.GetValue();
if (height == 0) { if (height == 0) {
height = Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked height = Settings::IsDockedMode() ? Layout::ScreenDocked::Height
? Layout::ScreenDocked::Height : Layout::ScreenUndocked::Height;
: Layout::ScreenUndocked::Height;
height *= Settings::values.resolution_info.up_factor; height *= Settings::values.resolution_info.up_factor;
} }
const u32 width = const u32 width =

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@ -4,6 +4,7 @@
#include <memory> #include <memory>
#include <thread> #include <thread>
#include "common/settings.h"
#include "common/settings_enums.h" #include "common/settings_enums.h"
#include "core/core.h" #include "core/core.h"
#include "core/hid/emulated_controller.h" #include "core/hid/emulated_controller.h"
@ -198,14 +199,11 @@ void ConfigureInput::ApplyConfiguration() {
advanced->ApplyConfiguration(); advanced->ApplyConfiguration();
const bool pre_docked_mode = const bool pre_docked_mode = Settings::IsDockedMode();
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked; const bool docked_mode_selected = ui->radioDocked->isChecked();
Settings::values.use_docked_mode.SetValue(ui->radioDocked->isChecked() Settings::values.use_docked_mode.SetValue(
? Settings::ConsoleMode::Docked docked_mode_selected ? Settings::ConsoleMode::Docked : Settings::ConsoleMode::Handheld);
: Settings::ConsoleMode::Handheld); OnDockedModeChanged(pre_docked_mode, docked_mode_selected, system);
OnDockedModeChanged(
pre_docked_mode,
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked, system);
Settings::values.vibration_enabled.SetValue(ui->vibrationGroup->isChecked()); Settings::values.vibration_enabled.SetValue(ui->vibrationGroup->isChecked());
Settings::values.motion_enabled.SetValue(ui->motionGroup->isChecked()); Settings::values.motion_enabled.SetValue(ui->motionGroup->isChecked());
@ -273,10 +271,8 @@ void ConfigureInput::UpdateDockedState(bool is_handheld) {
ui->radioDocked->setEnabled(!is_handheld); ui->radioDocked->setEnabled(!is_handheld);
ui->radioUndocked->setEnabled(!is_handheld); ui->radioUndocked->setEnabled(!is_handheld);
ui->radioDocked->setChecked(Settings::values.use_docked_mode.GetValue() == ui->radioDocked->setChecked(Settings::IsDockedMode());
Settings::ConsoleMode::Docked); ui->radioUndocked->setChecked(!Settings::IsDockedMode());
ui->radioUndocked->setChecked(Settings::values.use_docked_mode.GetValue() ==
Settings::ConsoleMode::Handheld);
// Also force into undocked mode if the controller type is handheld. // Also force into undocked mode if the controller type is handheld.
if (is_handheld) { if (is_handheld) {

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@ -99,9 +99,8 @@ void ConfigurePerGame::ApplyConfiguration() {
addons_tab->ApplyConfiguration(); addons_tab->ApplyConfiguration();
input_tab->ApplyConfiguration(); input_tab->ApplyConfiguration();
if (Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked && if (Settings::IsDockedMode() && Settings::values.players.GetValue()[0].controller_type ==
Settings::values.players.GetValue()[0].controller_type == Settings::ControllerType::Handheld) {
Settings::ControllerType::Handheld) {
Settings::values.use_docked_mode.SetValue(Settings::ConsoleMode::Handheld); Settings::values.use_docked_mode.SetValue(Settings::ConsoleMode::Handheld);
Settings::values.use_docked_mode.SetGlobal(true); Settings::values.use_docked_mode.SetGlobal(true);
} }

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@ -3636,8 +3636,7 @@ void GMainWindow::OnTasReset() {
} }
void GMainWindow::OnToggleDockedMode() { void GMainWindow::OnToggleDockedMode() {
const bool is_docked = const bool is_docked = Settings::IsDockedMode();
Settings::values.use_docked_mode.GetValue() == Settings::ConsoleMode::Docked;
auto* player_1 = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Player1); auto* player_1 = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Player1);
auto* handheld = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld); auto* handheld = system->HIDCore().GetEmulatedController(Core::HID::NpadIdType::Handheld);
@ -4082,10 +4081,10 @@ void GMainWindow::UpdateGPUAccuracyButton() {
} }
void GMainWindow::UpdateDockedButton() { void GMainWindow::UpdateDockedButton() {
const auto is_docked = Settings::values.use_docked_mode.GetValue(); const auto console_mode = Settings::values.use_docked_mode.GetValue();
dock_status_button->setChecked(is_docked == Settings::ConsoleMode::Docked); dock_status_button->setChecked(console_mode == Settings::ConsoleMode::Docked);
dock_status_button->setText( dock_status_button->setText(
Config::use_docked_mode_texts_map.find(is_docked)->second.toUpper()); Config::use_docked_mode_texts_map.find(console_mode)->second.toUpper());
} }
void GMainWindow::UpdateAPIText() { void GMainWindow::UpdateAPIText() {