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Merge pull request #549 from ggrtk/qt-rebind-all
Qt: Simplify Rebind All behavior
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commit
b141042952
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@ -124,7 +124,7 @@ void ControllerSettingsWidget::createPortSettingsUi(int index, PortSettingsUI* u
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QPushButton* clear_all_button = new QPushButton(tr("Clear All"), ui->widget);
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clear_all_button->connect(clear_all_button, &QPushButton::clicked, [this, index]() {
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if (QMessageBox::question(this, tr("Clear Bindings"),
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tr("Are you sure you want to clear all bound controls? This cannot be reversed.")) !=
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tr("Are you sure you want to clear all bound controls? This can not be reversed.")) !=
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QMessageBox::Yes)
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{
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return;
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@ -140,16 +140,20 @@ void ControllerSettingsWidget::createPortSettingsUi(int index, PortSettingsUI* u
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QPushButton* rebind_all_button = new QPushButton(tr("Rebind All"), ui->widget);
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rebind_all_button->connect(rebind_all_button, &QPushButton::clicked, [this, index]() {
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if (QMessageBox::question(this, tr("Clear Bindings"), tr("Do you want to clear all currently-bound controls?")) ==
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if (QMessageBox::question(this, tr("Rebind All"),
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tr("Are you sure you want to rebind all controls? All currently-bound controls will be "
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"irreversibly cleared. Rebinding will begin after confirmation.")) !=
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QMessageBox::Yes)
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{
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return;
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}
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InputBindingWidget* widget = m_port_ui[index].first_button;
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while (widget)
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{
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widget->clearBinding();
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widget = widget->getNextWidget();
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}
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}
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if (m_port_ui[index].first_button)
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m_port_ui[index].first_button->beginRebindAll();
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@ -27,8 +27,9 @@ static constexpr std::array<const char*, static_cast<int>(SettingsDialog::Catego
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"self-explanatory.",
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"<strong>Controller Settings</strong><hr>This page lets you choose the type of controller you wish to simulate for "
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"the console, and rebind the keys or host game controller buttons to your choosing. Clicking a binding will start a "
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"count-down, in which case you should press the key or controller button/axis you wish to bind. If no button is "
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"pressed and the timer lapses, the binding will be unchanged. To clear a binding, right-click the button.",
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"countdown, in which case you should press the key or controller button/axis you wish to bind. (For rumble, press "
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"any button/axis on the controller you wish to send rumble to.) If no button is pressed and the timer lapses, "
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"the binding will be unchanged. To clear a binding, right-click the button.",
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"<strong>Memory Card Settings</strong><hr>This page lets you control what mode the memory card emulation will "
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"function in, and where the images for these cards will be stored on disk.",
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"<strong>GPU Settings</strong><hr>These options control the simulation of the GPU in the console. Various "
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