// Copyright 2010 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "InputCommon/InputConfig.h" #include #include "Common/Config/Config.h" #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/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(InputClass type) { Common::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; m_dynamic_input_tex_config_manager.Load(); if (SConfig::GetInstance().GetGameID() != "00000000") { std::string type_str; switch (type) { case InputClass::GBA: type_str = "GBA"; path = "Profiles/GBA/"; break; case InputClass::Wii: type_str = "Wiimote"; path = "Profiles/Wiimote/"; break; case InputClass::GC: default: type_str = "Pad"; path = "Profiles/GCPad/"; break; } Common::IniFile game_ini = SConfig::GetInstance().LoadGameIni(); auto* control_section = game_ini.GetOrCreateSection("Controls"); for (int i = 0; i < 4; i++) { const auto profile_name = fmt::format("{}Profile{}", type_str, 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 '{0}'", profile_setting); continue; } // Use the first profile by default profile[i] = profiles[0]; useProfile[i] = true; } } } } if (inifile.Load(File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini") && !inifile.GetSections().empty()) { int n = 0; std::vector controller_names; for (auto& controller : m_controllers) { Common::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.Load(profile[n]); config = *inifile.GetOrCreateSection("Profile"); } else { config = *inifile.GetOrCreateSection(controller->GetName()); } controller->LoadConfig(&config); controller->UpdateReferences(g_controller_interface); controller_names.push_back(controller->GetName()); // Next profile n++; } m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names); return true; } else { // Only load the default profile for the first controller and clear the others, // otherwise they would all share the same mappings on the same (default) device if (m_controllers.size() > 0) { m_controllers[0]->LoadDefaults(g_controller_interface); m_controllers[0]->UpdateReferences(g_controller_interface); } for (size_t i = 1; i < m_controllers.size(); ++i) { // Calling the base version just clears all settings without overwriting them with a default m_controllers[i]->EmulatedController::LoadDefaults(g_controller_interface); m_controllers[i]->UpdateReferences(g_controller_interface); } return false; } } void InputConfig::SaveConfig() { std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini"; Common::IniFile inifile; inifile.Load(ini_filename); std::vector controller_names; for (auto& controller : m_controllers) { controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName())); controller_names.push_back(controller->GetName()); } m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names); inifile.Save(ini_filename); } ControllerEmu::EmulatedController* InputConfig::GetController(int index) const { return m_controllers.at(index).get(); } void InputConfig::ClearControllers() { m_controllers.clear(); } bool InputConfig::ControllersNeedToBeCreated() const { return m_controllers.empty(); } int InputConfig::GetControllerCount() const { return static_cast(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); } bool InputConfig::IsControllerControlledByGamepadDevice(int index) const { if (static_cast(index) >= m_controllers.size()) return false; const auto& controller = m_controllers.at(index).get()->GetDefaultDevice(); // By default on Android, no device is selected if (controller.source == "") return false; // 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.cid <= 0) // Android non-gamepad device || (controller.source == "DInput" && controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse } void InputConfig::GenerateControllerTextures(const Common::IniFile& file) { std::vector controller_names; for (auto& controller : m_controllers) { controller_names.push_back(controller->GetName()); } m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names); }