InputCommon: fix dynamic input textures being not generated when the key or device isn't mapped
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a34823df61
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39e78ce873
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@ -300,24 +300,44 @@ bool DynamicInputTextureConfiguration::GenerateTexture(
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}
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}
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// Load image copy
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auto base_image = LoadImage(m_base_path + texture_data.m_image_name);
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bool dirty = false;
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// Two copies of the loaded texture
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// The first one is used as a fallback if a key or device isn't mapped
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// the second one is used as the final image to write to the textures directory
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const auto original_image = LoadImage(m_base_path + texture_data.m_image_name);
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auto image_to_write = original_image;
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bool dirty = false;
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for (auto& [emulated_key, rects] : emulated_controls_iter->second)
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{
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std::string host_key = "";
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sec->Get(emulated_key, &host_key);
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// TODO: Remove this line when we move to C++20
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auto& rects_ref = rects;
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auto apply_original = [&] {
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for (const auto& rect : rects_ref)
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{
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CopyImageRegion(*original_image, *image_to_write, rect, rect);
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dirty = true;
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}
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};
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if (!device_found)
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{
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// If we get here, that means the controller is set to a
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// device not exposed to the pack
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// We still apply the original image, in case the user
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// switched devices and wants to see the changes
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apply_original();
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continue;
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}
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std::string host_key;
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sec->Get(emulated_key, &host_key);
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const auto input_image_iter = host_devices_iter->second.find(host_key);
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if (input_image_iter != host_devices_iter->second.end())
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if (input_image_iter == host_devices_iter->second.end())
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{
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apply_original();
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}
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else
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{
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const auto host_key_image = LoadImage(m_base_path + input_image_iter->second);
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@ -339,7 +359,7 @@ bool DynamicInputTextureConfiguration::GenerateTexture(
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Resize(ResizeMode::Nearest, *host_key_image, rect.GetWidth(), rect.GetHeight());
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}
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CopyImageRegion(pixel_data, *base_image, Rect{0, 0, rect.GetWidth(), rect.GetHeight()},
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CopyImageRegion(pixel_data, *image_to_write, Rect{0, 0, rect.GetWidth(), rect.GetHeight()},
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rect);
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dirty = true;
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}
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@ -355,7 +375,7 @@ bool DynamicInputTextureConfiguration::GenerateTexture(
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{
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File::CreateDir(hi_res_folder);
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}
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WriteImage(hi_res_folder + DIR_SEP + texture_data.m_hires_texture_name, *base_image);
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WriteImage(hi_res_folder + DIR_SEP + texture_data.m_hires_texture_name, *image_to_write);
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const auto game_id_folder = hi_res_folder + DIR_SEP + "gameids";
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if (!File::IsDirectory(game_id_folder))
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