Commit Graph

52 Commits

Author SHA1 Message Date
JosJuice 1315b54ffa InputCommon: Use distinct values for profile key
Because the last commit made us use separate folders for GCPad and
GCKey profiles, we should also use separate game INI keys for them.
Otherwise setting e.g. PadProfile1 in a game INI will make both GCPad
and GCKey try to load it, typically with one of them succeeding and the
other one showing a panic alert due to the profile not existing in its
folder.

Better do this breaking change for GCKeys in the same PR as the other
breaking change rather than later.
2024-02-04 17:55:08 +01:00
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
JosJuice 2bcf70af3f InputCommon: Refactor away InputConfig::LoadConfig's switch case
By having getters for this information, other code that needs access to
the same information can call the getters instead of duplicating the
information.
2024-02-04 16:46:10 +01:00
JosJuice 02b0e287cb InputConfig: Update IsControllerControlledByGamepadDevice for Android input overhaul
This only matters for analytics, but still.
2023-08-01 19:35:55 +02:00
Lioncash e4caace6bb Common/IniFile: Move interface into Common namespace
Gets this out of the global namespace and into the Common namespace
2023-04-13 10:19:28 -04:00
JosJuice 4c326f2030 Android: Remove the in-emulation IR sensitivity options
This too can be set in the normal controller settings now.
2023-03-07 17:39:34 +01:00
Pokechu22 2025763420 Treewide: Adjust order of includes 2021-12-10 14:49:57 -08:00
Filoppi 689545a795 InputCommon: fix InputConfig::LoadConfig() not always replacing emu controllers values
If InputConfig::LoadConfig() was called once with a non empty/customized config,
then called again after manually deleting the config (dolphin calls LoadConfig() every time it opens the mapping widget),
the second load would fail to clear the values on any non first EmulatedController and would instead keep the
previous config values despite it being deleted (while it would instead correctly default the first EmulatedController).

This is not a big bug though the code is better now.
2021-12-05 23:37:58 +02:00
Bonta 8ee21acf34 Pad: GBA config 2021-07-13 16:42:35 +02:00
Pierre Bourdon e149ad4f0a
treewide: convert GPLv2+ license info to SPDX tags
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
2021-07-05 04:35:56 +02:00
Filoppi 702f86ccc0 InputCommon: fix 2nd+ controller not defaulting to the default device 2021-06-07 19:31:38 +03:00
Filoppi f4fec42165 Add mixed comments to input code, make some tooltip clearer 2021-05-12 18:27:23 +03:00
Filoppi a261e61e9e InputCommon: add a ton of missing consts
fix some related grammar errors
only the ButtonManager required code changes
2021-05-10 23:48:10 +03:00
Dentomologist 692aaed60c FreeLookController: Fix signed/unsigned warning
Loop index int i was being compared against GetControllerCount() which
returned a size_t.  This was the only place GetControllerCount() was
called from so the change of return type doesn't disturb anything else.

Changing the loop index to size_t wouldn't work as well since it's
passed into GetController(), which takes an int and is called from many
places, so it would need a cast anyway on an already busy line.
2021-03-07 10:09:59 -08:00
iwubcode 32d584a0f5 InputCommon: reduce number of image loads and texture cache invalidations by only running dynamic input textures once for all controllers 2021-02-27 17:29:48 -06:00
JosJuice 9a01c3fb9f Use positional arguments in all translatable fmt strings
We want to use positional arguments in translatable strings
that have more than one argument so that translators can change
the order of them, but the question is: Should we also use
positional arguments in translatable strings with only one
argument? I think it makes most sense that way, partially
so that translators don't even have to be aware of the
non-positional syntax and partially because "translatable
strings use positional arguments" is an easier rule for us
to remember than "transitional strings which have more than
one argument use positional arguments". But let me know if
you have a different opinion.
2020-11-16 13:28:11 +01:00
Lioncash d8e1921b57 InputCommon: Migrate over to fmt-capable panic alerts
Continues the migration over to fmt.
2020-11-12 02:29:26 -05:00
iwubcode fd3af4c5d3 InputCommon: Introducing the "Dynamic Input Texture". Configuration links an emulated input action to an image based on what host key is defined for that emulated input. Specific regions are called out in configuration that mark where to replace an input button with a host key image. 2020-10-03 17:10:35 -05:00
JosJuice 623340bbbb Fix controller defaults being empty on fresh run
A very early call to Config::Save is now creating empty
controller INI files.

https://bugs.dolphin-emu.org/issues/12283
2020-09-29 21:49:22 +02:00
David Korth 6e549bb668 InputConfig::LoadConfig(): Convert num[] to an array of std::string_view.
NOTE: The explicit std::string() conversions later are needed. Otherwise,
gcc-9.2.0 throws all sorts of errors because it can't find a matching
operator+() function.
2019-12-29 23:45:02 -05:00
Jordan Woyak 5efb717873 InputCommon: Clean up how numeric settings are handled. Add units of measure to UI. Eliminate hidden magic values of the IR cursor. 2019-04-07 09:32:49 -05:00
zackhow d0b42286cf Load custom game IR values if they are not set
This is mostly for android so that a user can use the touchscreen to
accurately emulate pointer movements
2019-01-23 17:16:32 -05:00
Jordan Woyak b425f86121 ControllerInterface: Allow hotplug callbacks to be unregistered and don't reload the entire config from the ini file on hotplug, just update the control references. This should fix a crash on shutdown on Android. 2019-01-10 18:32:16 -06:00
JosJuice a4f950ee86 Fix a string not getting translated 2018-09-08 15:16:39 +02:00
iwubcode bce8041cce Input: Allow per-game configuration to specify directories for input-profiles. If specified, the directories are searched recursively for inis 2018-07-07 13:02:39 -05:00
iwubcode 3b11066e61 Fix lint bugs 2018-07-07 13:02:38 -05:00
iwubcode e10abaed3e InputConfig: Show display message when game specific input profile is loaded; matching how cycling works 2018-07-07 12:55:52 -05:00
iwubcode 14482a72af Input: Allow cycling to occur for each individual controller 2018-07-07 12:55:49 -05:00
iwubcode 3969bf6d1c Input: Add hotkey to cycle the wiimote profile forward or backward
Co-authored-by:  Barath Kannan <barathsotd@gmail.com>
2018-07-07 12:39:08 -05:00
Michael M 1b1dd1d749 EmulatedController: encapsulate default device behind getters/setters 2017-11-04 17:08:55 -07:00
Nick 3cddb62aea keyboard fixes v2 2017-08-22 12:26:44 -04:00
Nick 0df4f7db4f Depreciate old OSX Keyboard and Mouse 2017-08-21 01:44:03 -04:00
Lioncash 6a75ea5653 ControllerEmu: Separate ControlGroup from ControllerEmu
ControllerEmu, the class, is essentially acting like a namespace for
ControlGroup. This makes it impossible to forward declare any of the
internals. It also globs a bunch of classes together which is kind of a
pain to manage.

This splits ControlGroup and the classes it contains into their own source
files and situates them all within a namespace, which gets them out of
global scope.

Since this allows forward declarations for the once-internal classes, it
now requires significantly less files to be rebuilt if anything is changed
in the ControllerEmu portion of code.

It does not split out the settings classes yet, however, as it
would be preferable to make a settings base class that all settings derive
from, but this would be a functional change -- this commit only intends to
move around existing code. Extracting the settings class will be done in
another commit.
2017-02-09 18:18:52 -05:00
Lioncash 3a66f2c008 ControllerEmu: Move into its own directory
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.
2017-02-07 22:12:06 -05:00
JosJuice 1081497cad DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
Léo Lam 39fd6dcd5b Fix missing includes
Aren't indirect includes great?
2016-10-07 23:46:41 +02:00
Michael Maltese 3dc8136e14 Add Quartz/CoreGraphics controller interface for default k&m events 2016-08-08 09:38:22 -07:00
Pierre Bourdon 3570c7f03a Reformat all the things. Have fun with merge conflicts. 2016-06-24 10:43:46 +02:00
Scott Mansell 2ec3a24e4e analytics: Collect less data about controllers.
The name field can contain personal information, particularly in the
case of bluetooth devices on OSX which get configured with the user's
full name.
2016-06-22 17:02:30 +12:00
Lioncash b9975694ab InputConfig: Clean up controller management 2015-11-19 02:41:33 -05:00
degasus c375111076 Options: merge SCoreStartupParameter into SConfig 2015-06-12 19:07:45 +02:00
Tillmann Karras 30ebb2459e Set copyright year to when a file was created 2015-05-25 13:22:31 +02:00
Tillmann Karras cefcb0ace9 Update license headers to GPLv2+ 2015-05-25 13:22:31 +02:00
skidau 780eef68f6 Fixed the crash that would occur when the Refresh button was pressed in the controllers config.
- Simplified the locking mechanism when controllers were updated
- Reloaded the config of the controls instead of re-initialising the control plugins
- Fixed controls being unresponsive after the Refresh button was pressed
- Disables the hotkeys while the controller config is open
2015-03-08 20:27:13 +11:00
JosJuice f9d6c17c08 Use CoreParameter's game INI functions in more places 2015-02-11 19:01:05 +01:00
Lioncash 1a3ebbb831 InputCommon: Rename class InputPlugin to InputConfig 2014-08-31 00:59:06 -04:00
Lioncash f05d3f6e5d Use only section-based ini reading. 2014-06-16 01:31:23 -04:00
Pierre Bourdon dc1db82f70 Fix Linux build 2014-02-18 12:09:38 +01:00
Lioncash 2afe215271 Convert all includes to relative paths. 2014-02-18 02:19:10 -05:00
Matthew Parlane 3fe05e0a9f Fix IniFile to use string& instead of char*
Also removes .c_str() usages where found.
2014-02-13 17:06:30 +13:00