DolphinQt: Add GBA TAS input window

When emulated GBAs were added to Dolphin, it was possible to control them
using the GC TAS input window. (Z was mapped to Select.) Unaware of this,
I broke the functionality in b296248.

To make it possible to control emulated GBAs using TAS input again,
I'm adding a proper TAS input window for GBAs, with a real Select button
and no analog controls.
This commit is contained in:
JosJuice committed 2022-11-21 19:16:30 +01:00
1 parent d7593dd721
commit 40571cf13c
8 files changed
+164 -15

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+10 -13
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@@ -15,24 +15,21 @@ static const u16 dpad_bitmasks[] = {PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_L
static const u16 button_bitmasks[] = {PAD_BUTTON_B, PAD_BUTTON_A, PAD_TRIGGER_L,
PAD_TRIGGER_R, PAD_TRIGGER_Z, PAD_BUTTON_START};
static const char* const named_buttons[] = {"B", "A", "L", "R", _trans("SELECT"), _trans("START")};
GBAPad::GBAPad(const unsigned int index) : m_reset_pending(false), m_index(index)
{
// Buttons
groups.emplace_back(m_buttons = new ControllerEmu::Buttons(_trans("Buttons")));
for (const char* named_button : named_buttons)
groups.emplace_back(m_buttons = new ControllerEmu::Buttons(BUTTONS_GROUP));
for (const char* named_button : {B_BUTTON, A_BUTTON, L_BUTTON, R_BUTTON})
{
const ControllerEmu::Translatability translate =
(named_button == std::string(_trans("SELECT")) ||
named_button == std::string(_trans("START"))) ?
ControllerEmu::Translate :
ControllerEmu::DoNotTranslate;
m_buttons->AddInput(translate, named_button);
m_buttons->AddInput(ControllerEmu::DoNotTranslate, named_button);
}
for (const char* named_button : {SELECT_BUTTON, START_BUTTON})
{
m_buttons->AddInput(ControllerEmu::Translate, named_button);
}
// DPad
groups.emplace_back(m_dpad = new ControllerEmu::Buttons(_trans("D-Pad")));
groups.emplace_back(m_dpad = new ControllerEmu::Buttons(DPAD_GROUP));
for (const char* named_direction : named_directions)
{
m_dpad->AddInput(ControllerEmu::Translate, named_direction);
@@ -63,10 +60,10 @@ GCPadStatus GBAPad::GetInput()
GCPadStatus pad = {};
// Buttons
m_buttons->GetState(&pad.button, button_bitmasks);
m_buttons->GetState(&pad.button, button_bitmasks, m_input_override_function);
// DPad
m_dpad->GetState(&pad.button, dpad_bitmasks);
m_dpad->GetState(&pad.button, dpad_bitmasks, m_input_override_function);
// Use X button as a reset signal
if (m_reset_pending)