System: Preparations for per-game controller settings
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@ -862,8 +862,13 @@ bool System::UpdateGameSettingsLayer()
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}
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std::string input_profile_name;
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bool use_game_settings_for_controller = false;
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if (new_interface)
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new_interface->GetStringValue("ControllerPorts", "InputProfileName", &input_profile_name);
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{
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new_interface->GetBoolValue("ControllerPorts", "UseGameSettingsForController", &use_game_settings_for_controller);
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if (!use_game_settings_for_controller)
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new_interface->GetStringValue("ControllerPorts", "InputProfileName", &input_profile_name);
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}
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if (!s_game_settings_interface && !new_interface && s_input_profile_name == input_profile_name)
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return false;
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@ -872,31 +877,39 @@ bool System::UpdateGameSettingsLayer()
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s_game_settings_interface = std::move(new_interface);
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std::unique_ptr<INISettingsInterface> input_interface;
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if (!input_profile_name.empty())
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if (!use_game_settings_for_controller)
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{
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const std::string filename(GetInputProfilePath(input_profile_name));
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if (FileSystem::FileExists(filename.c_str()))
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if (!input_profile_name.empty())
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{
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Log_InfoPrintf("Loading input profile from '%s'...", filename.c_str());
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input_interface = std::make_unique<INISettingsInterface>(std::move(filename));
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if (!input_interface->Load())
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const std::string filename(GetInputProfilePath(input_profile_name));
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if (FileSystem::FileExists(filename.c_str()))
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{
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Log_ErrorPrintf("Failed to parse input profile ini '%s'", input_interface->GetFileName().c_str());
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input_interface.reset();
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Log_InfoPrintf("Loading input profile from '%s'...", filename.c_str());
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input_interface = std::make_unique<INISettingsInterface>(std::move(filename));
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if (!input_interface->Load())
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{
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Log_ErrorPrintf("Failed to parse input profile ini '%s'", input_interface->GetFileName().c_str());
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input_interface.reset();
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input_profile_name = {};
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}
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}
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else
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{
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Log_InfoPrintf("No input profile found (tried '%s')", filename.c_str());
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input_profile_name = {};
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}
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}
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else
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{
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Log_InfoPrintf("No input profile found (tried '%s')", filename.c_str());
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input_profile_name = {};
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}
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Host::Internal::SetInputSettingsLayer(input_interface.get());
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}
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else
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{
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// using game settings for bindings too
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Host::Internal::SetInputSettingsLayer(s_game_settings_interface.get());
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}
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Host::Internal::SetInputSettingsLayer(input_interface.get());
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s_input_settings_interface = std::move(input_interface);
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s_input_profile_name = std::move(input_profile_name);
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return true;
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}
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