mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
02b0e287cb
This only matters for analytics, but still.
228 lines
6.7 KiB
C++
228 lines
6.7 KiB
C++
// Copyright 2010 Dolphin Emulator Project
|
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
#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_name)
|
|
: m_ini_name(ini_name), m_gui_name(gui_name), m_profile_name(profile_name)
|
|
{
|
|
}
|
|
|
|
InputConfig::~InputConfig() = default;
|
|
|
|
bool InputConfig::LoadConfig(InputClass type)
|
|
{
|
|
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];
|
|
std::string path;
|
|
|
|
m_dynamic_input_tex_config_manager.Load();
|
|
|
|
if (SConfig::GetInstance().GetGameID() != "00000000")
|
|
{
|
|
std::string type_str;
|
|
switch (type)
|
|
{
|
|
case InputClass::GBA:
|
|
type_str = "GBA";
|
|
path = "Profiles/GBA/";
|
|
break;
|
|
case InputClass::Wii:
|
|
type_str = "Wiimote";
|
|
path = "Profiles/Wiimote/";
|
|
break;
|
|
case InputClass::GC:
|
|
default:
|
|
type_str = "Pad";
|
|
path = "Profiles/GCPad/";
|
|
break;
|
|
}
|
|
|
|
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{}", type_str, 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, File::GetUserPath(D_CONFIG_IDX) + path);
|
|
|
|
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);
|
|
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();
|
|
}
|
|
|
|
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
|
|
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);
|
|
}
|