dolphin/Source/Core/InputCommon/InputProfile.cpp
JosJuice 6cf55ab1ee InputCommon: Unify GetProfileName and GetProfileDirectoryName
After reading the previous commit, you might think "hold on, what's the
difference between GetProfileName and GetProfileDirectoryName"? These
two are being used for the exact same thing - figuring out where
profiles are stored - yet they return different values for certain
controllers like GC keyboards! As far as I can tell, the existing code
has been broken for GC keyboards since they were introduced a decade
ago. The GUI (and more recently, also InputCycler) would write and read
profiles in one location, and our code for loading profiles specified in
a game INI file would read profiles in another location.

This commit gets rid of the set of values used by the game INI code in
favor of the other set. This does breaking existing setups where a
GCKey profile has been configured in a game INI, but I think the number
of working such setups is vanishingly small. The alternative would make
existing GCKey profiles go missing from the profile dropdown in the GUI,
which I think would be more disruptive. The alternative would also force
new GCKey profiles into the same directory as GCPad profiles.

This commit also fixes a regression from d6c0f8e749. The Android GUI was
using GetProfileName to figure out what key to use in the game INI,
which made it use incorrect game INI entries for GameCube controller
profiles but not Wii Remote profiles. Now the Android GUI uses
GetProfileKey for this, fixing the problem.
2024-02-04 17:55:08 +01:00

215 lines
7.0 KiB
C++

// Copyright 2018 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "InputCommon/InputProfile.h"
#include <algorithm>
#include <iterator>
#include <fmt/format.h>
#include "Common/FileSearch.h"
#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/HW/Wiimote.h"
#include "Core/HotkeyManager.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/InputConfig.h"
namespace InputProfile
{
namespace
{
constexpr int display_message_ms = 3000;
}
std::vector<std::string> GetProfilesFromSetting(const std::string& setting, const std::string& root)
{
const auto& setting_choices = SplitString(setting, ',');
std::vector<std::string> result;
for (const std::string& setting_choice : setting_choices)
{
const std::string path = root + std::string(StripWhitespace(setting_choice));
if (File::IsDirectory(path))
{
const auto files_under_directory = Common::DoFileSearch({path}, {".ini"}, true);
result.insert(result.end(), files_under_directory.begin(), files_under_directory.end());
}
else
{
const std::string file_path = path + ".ini";
if (File::Exists(file_path))
{
result.push_back(file_path);
}
}
}
return result;
}
std::vector<std::string> ProfileCycler::GetProfilesForDevice(InputConfig* device_configuration)
{
const std::string device_profile_root_location(
device_configuration->GetUserProfileDirectoryPath());
return Common::DoFileSearch({device_profile_root_location}, {".ini"}, true);
}
std::string ProfileCycler::GetProfile(CycleDirection cycle_direction, int& profile_index,
const std::vector<std::string>& profiles)
{
// update the index and bind it to the number of available strings
auto positive_modulo = [](int& i, int n) { i = (i % n + n) % n; };
profile_index += static_cast<int>(cycle_direction);
positive_modulo(profile_index, static_cast<int>(profiles.size()));
return profiles[profile_index];
}
void ProfileCycler::UpdateToProfile(const std::string& profile_filename,
ControllerEmu::EmulatedController* controller,
InputConfig* device_configuration)
{
std::string base;
SplitPath(profile_filename, nullptr, &base, nullptr);
Common::IniFile ini_file;
if (ini_file.Load(profile_filename))
{
Core::DisplayMessage("Loading input profile '" + base + "' for device '" +
controller->GetName() + "'",
display_message_ms);
controller->LoadConfig(ini_file.GetOrCreateSection("Profile"));
controller->UpdateReferences(g_controller_interface);
device_configuration->GenerateControllerTextures(ini_file);
}
else
{
Core::DisplayMessage("Unable to load input profile '" + base + "' for device '" +
controller->GetName() + "'",
display_message_ms);
}
}
std::vector<std::string>
ProfileCycler::GetMatchingProfilesFromSetting(const std::string& setting,
const std::vector<std::string>& profiles,
InputConfig* device_configuration)
{
const std::string device_profile_root_location(
device_configuration->GetUserProfileDirectoryPath());
const auto& profiles_from_setting = GetProfilesFromSetting(setting, device_profile_root_location);
if (profiles_from_setting.empty())
{
return {};
}
std::vector<std::string> result;
std::set_intersection(profiles.begin(), profiles.end(), profiles_from_setting.begin(),
profiles_from_setting.end(), std::back_inserter(result));
return result;
}
void ProfileCycler::CycleProfile(CycleDirection cycle_direction, InputConfig* device_configuration,
int& profile_index, int controller_index)
{
const auto& profiles = GetProfilesForDevice(device_configuration);
if (profiles.empty())
{
Core::DisplayMessage("No input profiles found", display_message_ms);
return;
}
const std::string profile = GetProfile(cycle_direction, profile_index, profiles);
auto* controller = device_configuration->GetController(controller_index);
if (controller)
{
UpdateToProfile(profile, controller, device_configuration);
}
else
{
Core::DisplayMessage("No controller found for index: " + std::to_string(controller_index),
display_message_ms);
}
}
void ProfileCycler::CycleProfileForGame(CycleDirection cycle_direction,
InputConfig* device_configuration, int& profile_index,
const std::string& setting, int controller_index)
{
const auto& profiles = GetProfilesForDevice(device_configuration);
if (profiles.empty())
{
Core::DisplayMessage("No input profiles found", display_message_ms);
return;
}
if (setting.empty())
{
Core::DisplayMessage("No setting found for game", display_message_ms);
return;
}
const auto& profiles_for_game =
GetMatchingProfilesFromSetting(setting, profiles, device_configuration);
if (profiles_for_game.empty())
{
Core::DisplayMessage("No input profiles found for game", display_message_ms);
return;
}
const std::string profile = GetProfile(cycle_direction, profile_index, profiles_for_game);
auto* controller = device_configuration->GetController(controller_index);
if (controller)
{
UpdateToProfile(profile, controller, device_configuration);
}
else
{
Core::DisplayMessage("No controller found for index: " + std::to_string(controller_index),
display_message_ms);
}
}
std::string ProfileCycler::GetWiimoteInputProfilesForGame(int controller_index)
{
Common::IniFile game_ini = SConfig::GetInstance().LoadGameIni();
const auto* const control_section = game_ini.GetOrCreateSection("Controls");
std::string result;
control_section->Get(fmt::format("WiimoteProfile{}", controller_index + 1), &result);
return result;
}
void ProfileCycler::NextWiimoteProfile(int controller_index)
{
CycleProfile(CycleDirection::Forward, Wiimote::GetConfig(), m_wiimote_profile_index,
controller_index);
}
void ProfileCycler::PreviousWiimoteProfile(int controller_index)
{
CycleProfile(CycleDirection::Backward, Wiimote::GetConfig(), m_wiimote_profile_index,
controller_index);
}
void ProfileCycler::NextWiimoteProfileForGame(int controller_index)
{
CycleProfileForGame(CycleDirection::Forward, Wiimote::GetConfig(), m_wiimote_profile_index,
GetWiimoteInputProfilesForGame(controller_index), controller_index);
}
void ProfileCycler::PreviousWiimoteProfileForGame(int controller_index)
{
CycleProfileForGame(CycleDirection::Backward, Wiimote::GetConfig(), m_wiimote_profile_index,
GetWiimoteInputProfilesForGame(controller_index), controller_index);
}
} // namespace InputProfile