// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #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/InputConfig.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(bool isGC) { IniFile inifile; bool useProfile[MAX_BBMOTES] = {false, false, false, false, false}; static constexpr std::array num = {"1", "2", "3", "4", "BB"}; std::string profile[MAX_BBMOTES]; std::string path; #if defined(ANDROID) bool use_ir_config = false; std::string ir_values[3]; #endif m_dynamic_input_tex_config_manager.Load(); 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++) { const auto profile_name = fmt::format("{}Profile{}", type, 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 '{}'", profile_setting); continue; } // Use the first profile by default profile[i] = profiles[0]; useProfile[i] = true; } } } #if defined(ANDROID) // For use on android touchscreen IR pointer // Check for IR values if (control_section->Exists("IRTotalYaw") && control_section->Exists("IRTotalPitch") && control_section->Exists("IRVerticalOffset")) { use_ir_config = true; control_section->Get("IRTotalYaw", &ir_values[0]); control_section->Get("IRTotalPitch", &ir_values[1]); control_section->Get("IRVerticalOffset", &ir_values[2]); } #endif } if (inifile.Load(File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini") && !inifile.GetSections().empty()) { int n = 0; for (auto& controller : m_controllers) { 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 profile_ini; profile_ini.Load(profile[n]); config = *profile_ini.GetOrCreateSection("Profile"); } else { config = *inifile.GetOrCreateSection(controller->GetName()); } #if defined(ANDROID) // Only set for wii pads if (!isGC && use_ir_config) { config.Set("IR/Total Yaw", ir_values[0]); config.Set("IR/Total Pitch", ir_values[1]); config.Set("IR/Vertical Offset", ir_values[2]); } #endif controller->LoadConfig(&config); // 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(); } 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); } void InputConfig::OnControllerCreated(ControllerEmu::EmulatedController& controller) { controller.SetDynamicInputTextureManager(&m_dynamic_input_tex_config_manager); } bool InputConfig::IsControllerControlledByGamepadDevice(int index) const { if (static_cast(index) >= m_controllers.size()) return false; const auto& controller = m_controllers.at(index).get()->GetDefaultDevice(); // 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.name == "Touchscreen") // Android Touchscreen || (controller.source == "DInput" && controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse }