dolphin/Source/Core/InputCommon/InputConfig.cpp

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// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/InputConfig.h"
#include <vector>
#include "Common/Config/Config.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HW/Wiimote.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerEmu/ControllerEmu.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/InputProfile.h"
InputConfig::InputConfig(const std::string& ini_name, const std::string& gui_name,
const std::string& profile_directory_name, const std::string& profile_key)
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: m_ini_name(ini_name), m_gui_name(gui_name), m_profile_directory_name(profile_directory_name),
m_profile_key(profile_key)
{
}
InputConfig::~InputConfig() = default;
bool InputConfig::LoadConfig()
{
Common::IniFile inifile;
bool useProfile[MAX_BBMOTES] = {false, false, false, false, false};
static constexpr std::array<std::string_view, MAX_BBMOTES> num = {"1", "2", "3", "4", "BB"};
std::string profile[MAX_BBMOTES];
m_dynamic_input_tex_config_manager.Load();
if (SConfig::GetInstance().GetGameID() != "00000000")
{
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const std::string profile_directory = GetUserProfileDirectoryPath();
Common::IniFile game_ini = SConfig::GetInstance().LoadGameIni();
auto* control_section = game_ini.GetOrCreateSection("Controls");
for (int i = 0; i < 4; i++)
{
const auto profile_name = fmt::format("{}Profile{}", GetProfileKey(), num[i]);
if (control_section->Exists(profile_name))
{
std::string profile_setting;
if (control_section->Get(profile_name, &profile_setting))
{
auto profiles = InputProfile::GetProfilesFromSetting(profile_setting, profile_directory);
if (profiles.empty())
{
// TODO: PanicAlert shouldn't be used for this.
PanicAlertFmtT("No profiles found for game setting '{0}'", profile_setting);
continue;
}
// Use the first profile by default
profile[i] = profiles[0];
useProfile[i] = true;
}
}
}
}
if (inifile.Load(File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini") &&
!inifile.GetSections().empty())
{
int n = 0;
std::vector<std::string> controller_names;
for (auto& controller : m_controllers)
{
Common::IniFile::Section config;
// Load settings from ini
if (useProfile[n])
{
std::string base;
SplitPath(profile[n], nullptr, &base, nullptr);
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Core::DisplayMessage("Loading game specific input profile '" + base + "' for device '" +
controller->GetName() + "'",
6000);
inifile.Load(profile[n]);
config = *inifile.GetOrCreateSection("Profile");
}
else
{
config = *inifile.GetOrCreateSection(controller->GetName());
}
controller->LoadConfig(&config);
controller->UpdateReferences(g_controller_interface);
controller_names.push_back(controller->GetName());
// Next profile
n++;
}
m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
return true;
}
else
{
// Only load the default profile for the first controller and clear the others,
// otherwise they would all share the same mappings on the same (default) device
if (m_controllers.size() > 0)
{
m_controllers[0]->LoadDefaults(g_controller_interface);
m_controllers[0]->UpdateReferences(g_controller_interface);
}
for (size_t i = 1; i < m_controllers.size(); ++i)
{
// Calling the base version just clears all settings without overwriting them with a default
m_controllers[i]->EmulatedController::LoadDefaults(g_controller_interface);
m_controllers[i]->UpdateReferences(g_controller_interface);
}
return false;
}
}
void InputConfig::SaveConfig()
{
std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
Common::IniFile inifile;
inifile.Load(ini_filename);
std::vector<std::string> controller_names;
for (auto& controller : m_controllers)
{
controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
controller_names.push_back(controller->GetName());
}
m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
inifile.Save(ini_filename);
}
ControllerEmu::EmulatedController* InputConfig::GetController(int index) const
{
return m_controllers.at(index).get();
}
void InputConfig::ClearControllers()
{
m_controllers.clear();
}
bool InputConfig::ControllersNeedToBeCreated() const
{
return m_controllers.empty();
}
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std::string InputConfig::GetUserProfileDirectoryPath() const
{
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return fmt::format("{}Profiles/{}/", File::GetUserPath(D_CONFIG_IDX), GetProfileDirectoryName());
}
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std::string InputConfig::GetSysProfileDirectoryPath() const
{
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return fmt::format("{}Profiles/{}/", File::GetSysDirectory(), GetProfileDirectoryName());
}
int InputConfig::GetControllerCount() const
{
return static_cast<int>(m_controllers.size());
}
void InputConfig::RegisterHotplugCallback()
{
// Update control references on all controllers
// as configured devices may have been added or removed.
m_hotplug_callback_handle = g_controller_interface.RegisterDevicesChangedCallback([this] {
for (auto& controller : m_controllers)
controller->UpdateReferences(g_controller_interface);
});
}
void InputConfig::UnregisterHotplugCallback()
{
g_controller_interface.UnregisterDevicesChangedCallback(m_hotplug_callback_handle);
}
bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
{
if (static_cast<size_t>(index) >= m_controllers.size())
return false;
const auto& controller = m_controllers.at(index).get()->GetDefaultDevice();
// By default on Android, no device is selected
if (controller.source == "")
return false;
// Filter out anything which obviously not a gamepad
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return !((controller.source == "Quartz") // OSX Quartz Keyboard/Mouse
|| (controller.source == "XInput2") // Linux and BSD Keyboard/Mouse
|| (controller.source == "Android" && controller.cid <= 0) // Android non-gamepad device
|| (controller.source == "DInput" &&
controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse
}
void InputConfig::GenerateControllerTextures(const Common::IniFile& file)
{
std::vector<std::string> controller_names;
for (auto& controller : m_controllers)
{
controller_names.push_back(controller->GetName());
}
m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names);
}