dolphin/Source/Core/InputCommon/InputConfig.cpp

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// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <vector>
#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/ControllerInterface/ControllerInterface.h"
#include "InputCommon/InputConfig.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(bool isGC)
{
IniFile inifile;
bool useProfile[MAX_BBMOTES] = {false, false, false, false, false};
std::string num[MAX_BBMOTES] = {"1", "2", "3", "4", "BB"};
std::string profile[MAX_BBMOTES];
std::string path;
if (SConfig::GetInstance().GetGameID() != "00000000")
{
std::string type;
if (isGC)
{
type = "Pad";
path = "Profiles/GCPad/";
}
else
{
type = "Wiimote";
path = "Profiles/Wiimote/";
}
IniFile game_ini = SConfig::GetInstance().LoadGameIni();
IniFile::Section* control_section = game_ini.GetOrCreateSection("Controls");
for (int i = 0; i < 4; i++)
{
if (control_section->Exists(type + "Profile" + num[i]))
{
std::string profile_setting;
if (control_section->Get(type + "Profile" + num[i], &profile_setting))
{
// Setting can contain commas, which means there are multiple profiles specified
// this is used for controller cycling
const auto& profile_options = SplitString(profile_setting, ',');
// Use the first profile by default
profile[i] = profile_options[0];
if (File::Exists(File::GetUserPath(D_CONFIG_IDX) + path + profile[i] + ".ini"))
{
useProfile[i] = true;
}
else
{
// TODO: PanicAlert shouldn't be used for this.
PanicAlertT("Selected controller profile does not exist");
}
}
}
}
}
if (inifile.Load(File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini"))
{
int n = 0;
for (auto& controller : m_controllers)
{
// 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 profile_ini;
profile_ini.Load(profile[n]);
controller->LoadConfig(profile_ini.GetOrCreateSection("Profile"));
}
else
{
controller->LoadConfig(inifile.GetOrCreateSection(controller->GetName()));
}
// Update refs
controller->UpdateReferences(g_controller_interface);
// Next profile
n++;
}
return true;
}
else
{
m_controllers[0]->LoadDefaults(g_controller_interface);
m_controllers[0]->UpdateReferences(g_controller_interface);
return false;
}
}
void InputConfig::SaveConfig()
{
std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
IniFile inifile;
inifile.Load(ini_filename);
for (auto& controller : m_controllers)
controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
inifile.Save(ini_filename);
}
ControllerEmu::EmulatedController* InputConfig::GetController(int index)
{
return m_controllers.at(index).get();
}
void InputConfig::ClearControllers()
{
m_controllers.clear();
}
bool InputConfig::ControllersNeedToBeCreated() const
{
return m_controllers.empty();
}
std::size_t InputConfig::GetControllerCount() const
{
return m_controllers.size();
}
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();
// 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.name == "Touchscreen") // Android Touchscreen
|| (controller.source == "DInput" &&
controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse
}