225 lines
6.7 KiB
C++
225 lines
6.7 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/InputConfig.h"
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#include <vector>
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#include "Common/Config/Config.h"
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/HW/Wiimote.h"
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#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
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#include "InputCommon/ControllerEmu/ControllerEmu.h"
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#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/InputProfile.h"
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InputConfig::InputConfig(const std::string& ini_name, const std::string& gui_name,
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const std::string& profile_name)
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: m_ini_name(ini_name), m_gui_name(gui_name), m_profile_name(profile_name)
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{
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}
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InputConfig::~InputConfig() = default;
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bool InputConfig::LoadConfig(InputClass type)
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{
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Common::IniFile inifile;
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bool useProfile[MAX_BBMOTES] = {false, false, false, false, false};
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static constexpr std::array<std::string_view, MAX_BBMOTES> num = {"1", "2", "3", "4", "BB"};
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std::string profile[MAX_BBMOTES];
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std::string path;
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m_dynamic_input_tex_config_manager.Load();
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if (SConfig::GetInstance().GetGameID() != "00000000")
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{
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std::string type_str;
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switch (type)
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{
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case InputClass::GBA:
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type_str = "GBA";
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path = "Profiles/GBA/";
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break;
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case InputClass::Wii:
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type_str = "Wiimote";
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path = "Profiles/Wiimote/";
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break;
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case InputClass::GC:
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default:
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type_str = "Pad";
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path = "Profiles/GCPad/";
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break;
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}
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Common::IniFile game_ini = SConfig::GetInstance().LoadGameIni();
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auto* control_section = game_ini.GetOrCreateSection("Controls");
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for (int i = 0; i < 4; i++)
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{
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const auto profile_name = fmt::format("{}Profile{}", type_str, num[i]);
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if (control_section->Exists(profile_name))
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{
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std::string profile_setting;
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if (control_section->Get(profile_name, &profile_setting))
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{
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auto profiles = InputProfile::GetProfilesFromSetting(
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profile_setting, File::GetUserPath(D_CONFIG_IDX) + path);
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if (profiles.empty())
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{
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// TODO: PanicAlert shouldn't be used for this.
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PanicAlertFmtT("No profiles found for game setting '{0}'", profile_setting);
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continue;
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}
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// Use the first profile by default
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profile[i] = profiles[0];
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useProfile[i] = true;
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}
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}
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}
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}
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if (inifile.Load(File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini") &&
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!inifile.GetSections().empty())
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{
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int n = 0;
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std::vector<std::string> controller_names;
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for (auto& controller : m_controllers)
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{
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Common::IniFile::Section config;
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// Load settings from ini
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if (useProfile[n])
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{
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std::string base;
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SplitPath(profile[n], nullptr, &base, nullptr);
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Core::DisplayMessage("Loading game specific input profile '" + base + "' for device '" +
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controller->GetName() + "'",
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6000);
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inifile.Load(profile[n]);
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config = *inifile.GetOrCreateSection("Profile");
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}
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else
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{
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config = *inifile.GetOrCreateSection(controller->GetName());
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}
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controller->LoadConfig(&config);
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controller->UpdateReferences(g_controller_interface);
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controller_names.push_back(controller->GetName());
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// Next profile
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n++;
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}
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m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
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return true;
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}
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else
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{
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// Only load the default profile for the first controller and clear the others,
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// otherwise they would all share the same mappings on the same (default) device
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if (m_controllers.size() > 0)
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{
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m_controllers[0]->LoadDefaults(g_controller_interface);
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m_controllers[0]->UpdateReferences(g_controller_interface);
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}
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for (size_t i = 1; i < m_controllers.size(); ++i)
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{
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// Calling the base version just clears all settings without overwriting them with a default
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m_controllers[i]->EmulatedController::LoadDefaults(g_controller_interface);
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m_controllers[i]->UpdateReferences(g_controller_interface);
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}
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return false;
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}
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}
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void InputConfig::SaveConfig()
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{
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std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
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Common::IniFile inifile;
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inifile.Load(ini_filename);
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std::vector<std::string> controller_names;
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for (auto& controller : m_controllers)
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{
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controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
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controller_names.push_back(controller->GetName());
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}
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m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
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inifile.Save(ini_filename);
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}
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ControllerEmu::EmulatedController* InputConfig::GetController(int index) const
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{
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return m_controllers.at(index).get();
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}
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void InputConfig::ClearControllers()
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{
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m_controllers.clear();
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}
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bool InputConfig::ControllersNeedToBeCreated() const
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{
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return m_controllers.empty();
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}
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int InputConfig::GetControllerCount() const
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{
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return static_cast<int>(m_controllers.size());
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}
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void InputConfig::RegisterHotplugCallback()
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{
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// Update control references on all controllers
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// as configured devices may have been added or removed.
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m_hotplug_callback_handle = g_controller_interface.RegisterDevicesChangedCallback([this] {
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for (auto& controller : m_controllers)
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controller->UpdateReferences(g_controller_interface);
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});
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}
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void InputConfig::UnregisterHotplugCallback()
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{
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g_controller_interface.UnregisterDevicesChangedCallback(m_hotplug_callback_handle);
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}
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bool InputConfig::IsControllerControlledByGamepadDevice(int index) const
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{
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if (static_cast<size_t>(index) >= m_controllers.size())
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return false;
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const auto& controller = m_controllers.at(index).get()->GetDefaultDevice();
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// Filter out anything which obviously not a gamepad
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return !((controller.source == "Quartz") // OSX Quartz Keyboard/Mouse
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|| (controller.source == "XInput2") // Linux and BSD Keyboard/Mouse
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|| (controller.source == "Android" &&
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controller.name == "Touchscreen") // Android Touchscreen
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|| (controller.source == "DInput" &&
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controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse
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}
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void InputConfig::GenerateControllerTextures(const Common::IniFile& file)
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{
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std::vector<std::string> controller_names;
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for (auto& controller : m_controllers)
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{
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controller_names.push_back(controller->GetName());
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}
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m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names);
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}
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