Pad Refactoring

Adds a window to setup multiple input types as once
All controllers are now handled by a single thread
[hcorion] evdev refactor
This commit is contained in:
RipleyTom 2017-08-15 14:03:07 +02:00 committed by Ani
parent a6ba7ed21c
commit 0457f23b13
28 changed files with 1776 additions and 1416 deletions

View file

@ -24,6 +24,7 @@
#include "main_window.h"
#include "emu_settings.h"
#include "about_dialog.h"
#include "gamepads_settings_dialog.h"
#include <thread>
@ -1168,9 +1169,9 @@ void main_window::CreateConnects()
connect(ui->confIOAct, &QAction::triggered, [=]() { openSettings(3); });
connect(ui->confSystemAct, &QAction::triggered, [=]() { openSettings(4); });
connect(ui->confPadAct, &QAction::triggered, this, [=]
connect(ui->confPadsAct, &QAction::triggered, this, [=]
{
pad_settings_dialog dlg(guiSettings, this);
gamepads_settings_dialog dlg(this);
dlg.exec();
});
@ -1369,7 +1370,7 @@ void main_window::CreateConnects()
}
});
connect(ui->toolbar_controls, &QAction::triggered, [=]() { pad_settings_dialog dlg(guiSettings, this); dlg.exec(); });
connect(ui->toolbar_controls, &QAction::triggered, [=]() { gamepads_settings_dialog dlg(this); dlg.exec(); });
connect(ui->toolbar_config, &QAction::triggered, [=]() { openSettings(0); });
connect(ui->toolbar_list, &QAction::triggered, [=]() { ui->setlistModeListAct->trigger(); });
connect(ui->toolbar_grid, &QAction::triggered, [=]() { ui->setlistModeGridAct->trigger(); });