// Copyright 2019 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "InputCommon/DynamicInputTextures/DITConfiguration.h" #include #include #include #include #include "Common/CommonPaths.h" #include "Common/FileUtil.h" #include "Common/Logging/Log.h" #include "Common/StringUtil.h" #include "Core/ConfigManager.h" #include "InputCommon/ControllerEmu/ControllerEmu.h" #include "InputCommon/DynamicInputTextures/DITSpecification.h" #include "InputCommon/ImageOperations.h" namespace { std::string GetStreamAsString(std::ifstream& stream) { std::stringstream ss; ss << stream.rdbuf(); return ss.str(); } } // namespace namespace InputCommon::DynamicInputTextures { Configuration::Configuration(const std::string& json_file) { std::ifstream json_stream; File::OpenFStream(json_stream, json_file, std::ios_base::in); if (!json_stream.is_open()) { ERROR_LOG_FMT(VIDEO, "Failed to load dynamic input json file '{}'", json_file); m_valid = false; return; } picojson::value root; const auto error = picojson::parse(root, GetStreamAsString(json_stream)); if (!error.empty()) { ERROR_LOG_FMT(VIDEO, "Failed to load dynamic input json file '{}' due to parse error: {}", json_file, error); m_valid = false; return; } SplitPath(json_file, &m_base_path, nullptr, nullptr); const picojson::value& specification_json = root.get("specification"); u8 specification = 1; if (specification_json.is()) { const double spec_from_json = specification_json.get(); if (spec_from_json < static_cast(std::numeric_limits::min()) || spec_from_json > static_cast(std::numeric_limits::max())) { ERROR_LOG_FMT( VIDEO, "Failed to load dynamic input json file '{}', specification '{}' is not within bounds", json_file, spec_from_json); m_valid = false; return; } specification = static_cast(spec_from_json); } if (specification != 1) { ERROR_LOG_FMT(VIDEO, "Failed to load dynamic input json file '{}', specification '{}' is invalid", json_file, specification); m_valid = false; return; } m_valid = ProcessSpecificationV1(root, m_dynamic_input_textures, m_base_path, json_file); } Configuration::~Configuration() = default; bool Configuration::GenerateTextures(const IniFile::Section* sec, const std::string& controller_name) const { bool any_dirty = false; for (const auto& texture_data : m_dynamic_input_textures) { any_dirty |= GenerateTexture(sec, controller_name, texture_data); } return any_dirty; } bool Configuration::GenerateTexture(const IniFile::Section* sec, const std::string& controller_name, const Data& texture_data) const { std::string device_name; if (!sec->Get("Device", &device_name)) { return false; } auto emulated_controls_iter = texture_data.m_emulated_controllers.find(controller_name); if (emulated_controls_iter == texture_data.m_emulated_controllers.end()) { return false; } bool device_found = true; auto host_devices_iter = texture_data.m_host_devices.find(device_name); if (host_devices_iter == texture_data.m_host_devices.end()) { // If we fail to find our exact device, // it's possible the creator doesn't care (single player game) // and has used a wildcard for any device host_devices_iter = texture_data.m_host_devices.find(""); if (host_devices_iter == texture_data.m_host_devices.end()) { device_found = false; } } // Two copies of the loaded texture // The first one is used as a fallback if a key or device isn't mapped // the second one is used as the final image to write to the textures directory const auto original_image = LoadImage(m_base_path + texture_data.m_image_name); auto image_to_write = original_image; bool dirty = false; for (auto& [emulated_key, rects] : emulated_controls_iter->second) { // TODO: Remove this line when we move to C++20 auto& rects_ref = rects; auto apply_original = [&] { for (const auto& rect : rects_ref) { CopyImageRegion(*original_image, *image_to_write, rect, rect); dirty = true; } }; if (!device_found) { // If we get here, that means the controller is set to a // device not exposed to the pack // We still apply the original image, in case the user // switched devices and wants to see the changes apply_original(); continue; } std::string host_key; sec->Get(emulated_key, &host_key); const auto input_image_iter = host_devices_iter->second.find(host_key); if (input_image_iter == host_devices_iter->second.end()) { apply_original(); } else { const auto host_key_image = LoadImage(m_base_path + input_image_iter->second); for (const auto& rect : rects) { InputCommon::ImagePixelData pixel_data; if (host_key_image->width == rect.GetWidth() && host_key_image->height == rect.GetHeight()) { pixel_data = *host_key_image; } else if (texture_data.m_preserve_aspect_ratio) { pixel_data = ResizeKeepAspectRatio(ResizeMode::Nearest, *host_key_image, rect.GetWidth(), rect.GetHeight(), Pixel{0, 0, 0, 0}); } else { pixel_data = Resize(ResizeMode::Nearest, *host_key_image, rect.GetWidth(), rect.GetHeight()); } CopyImageRegion(pixel_data, *image_to_write, Rect{0, 0, rect.GetWidth(), rect.GetHeight()}, rect); dirty = true; } } } if (dirty) { const std::string& game_id = SConfig::GetInstance().GetGameID(); const auto hi_res_folder = File::GetUserPath(D_HIRESTEXTURES_IDX) + texture_data.m_generated_folder_name; if (!File::IsDirectory(hi_res_folder)) { File::CreateDir(hi_res_folder); } WriteImage(hi_res_folder + DIR_SEP + texture_data.m_hires_texture_name, *image_to_write); const auto game_id_folder = hi_res_folder + DIR_SEP + "gameids"; if (!File::IsDirectory(game_id_folder)) { File::CreateDir(game_id_folder); } File::CreateEmptyFile(game_id_folder + DIR_SEP + game_id + ".txt"); return true; } return false; } } // namespace InputCommon::DynamicInputTextures