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3a66f2c008
ControllerEmu is a massive class with a lot of nested public classes. The only reason these are nested is because the outer class acts as a namespace. There's no reason to keep these classes nested just for that. Keeping these classes nested makes it impossible to forward declare them, which leads to quite a few includes in other headers, making compilation take longer. This moves the source files to their own directory so classes can be separated as necessary to their own source files, and be namespaced under the ControllerEmu namespace.
138 lines
3.7 KiB
C++
138 lines
3.7 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <vector>
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/Wiimote.h"
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#include "InputCommon/ControllerEmu/ControllerEmu.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/InputConfig.h"
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bool InputConfig::LoadConfig(bool isGC)
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{
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IniFile inifile;
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bool useProfile[MAX_BBMOTES] = {false, false, false, false, false};
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std::string num[MAX_BBMOTES] = {"1", "2", "3", "4", "BB"};
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std::string profile[MAX_BBMOTES];
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std::string path;
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if (SConfig::GetInstance().GetGameID() != "00000000")
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{
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std::string type;
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if (isGC)
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{
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type = "Pad";
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path = "Profiles/GCPad/";
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}
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else
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{
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type = "Wiimote";
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path = "Profiles/Wiimote/";
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}
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IniFile game_ini = SConfig::GetInstance().LoadGameIni();
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IniFile::Section* control_section = game_ini.GetOrCreateSection("Controls");
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for (int i = 0; i < 4; i++)
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{
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if (control_section->Exists(type + "Profile" + num[i]))
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{
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if (control_section->Get(type + "Profile" + num[i], &profile[i]))
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{
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if (File::Exists(File::GetUserPath(D_CONFIG_IDX) + path + profile[i] + ".ini"))
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{
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useProfile[i] = true;
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}
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else
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{
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// TODO: PanicAlert shouldn't be used for this.
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PanicAlertT("Selected controller profile does not exist");
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}
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}
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}
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}
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}
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if (inifile.Load(File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini"))
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{
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int n = 0;
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for (auto& controller : m_controllers)
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{
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// Load settings from ini
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if (useProfile[n])
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{
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IniFile profile_ini;
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profile_ini.Load(File::GetUserPath(D_CONFIG_IDX) + path + profile[n] + ".ini");
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controller->LoadConfig(profile_ini.GetOrCreateSection("Profile"));
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}
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else
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{
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controller->LoadConfig(inifile.GetOrCreateSection(controller->GetName()));
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}
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// Update refs
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controller->UpdateReferences(g_controller_interface);
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// Next profile
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n++;
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}
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return true;
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}
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else
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{
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m_controllers[0]->LoadDefaults(g_controller_interface);
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m_controllers[0]->UpdateReferences(g_controller_interface);
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return false;
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}
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}
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void InputConfig::SaveConfig()
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{
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std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
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IniFile inifile;
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inifile.Load(ini_filename);
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for (auto& controller : m_controllers)
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controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
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inifile.Save(ini_filename);
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}
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ControllerEmu* InputConfig::GetController(int index)
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{
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return m_controllers.at(index).get();
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}
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void InputConfig::ClearControllers()
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{
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m_controllers.clear();
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}
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bool InputConfig::ControllersNeedToBeCreated() const
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{
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return m_controllers.empty();
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}
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bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
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{
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if (static_cast<size_t>(index) >= m_controllers.size())
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return false;
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const auto& controller = m_controllers.at(index).get()->default_device;
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// Filter out anything which obviously not a gamepad
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return !((controller.source == "Keyboard") // OSX IOKit Keyboard/Mouse
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|| (controller.source == "Quartz") // OSX Quartz Keyboard/Mouse
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|| (controller.source == "XInput2") // Linux and BSD Keyboard/Mouse
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|| (controller.source == "Android" &&
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controller.name == "Touchscreen") // Android Touchscreen
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|| (controller.source == "DInput" &&
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controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse
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}
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