mirror of https://github.com/PCSX2/pcsx2.git
VMManager: Rewrite input profile hotkey priority logic
This commit is contained in:
parent
967a41c035
commit
55ee8242cc
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@ -528,7 +528,7 @@ void MainWindow::recreate()
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new_main_window->activateWindow();
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// Reload the sources we just closed.
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g_emu_thread->reloadInputSources();
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g_emu_thread->applySettings();
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if (was_display_created)
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{
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@ -679,14 +679,7 @@ void EmuThread::reloadInputSources()
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return;
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}
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std::unique_lock<std::mutex> lock = Host::GetSettingsLock();
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SettingsInterface* si = Host::GetSettingsInterface();
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SettingsInterface* bindings_si = Host::GetSettingsInterfaceForBindings();
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InputManager::ReloadSources(*si, lock);
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// skip loading bindings if we're not running, since it'll get done on startup anyway
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if (VMManager::HasValidVM())
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InputManager::ReloadBindings(*si, *bindings_si);
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VMManager::ReloadInputSources();
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}
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void EmuThread::reloadInputBindings()
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@ -697,14 +690,7 @@ void EmuThread::reloadInputBindings()
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return;
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}
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// skip loading bindings if we're not running, since it'll get done on startup anyway
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if (!VMManager::HasValidVM())
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return;
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auto lock = Host::GetSettingsLock();
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SettingsInterface* si = Host::GetSettingsInterface();
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SettingsInterface* bindings_si = Host::GetSettingsInterfaceForBindings();
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InputManager::ReloadBindings(*si, *bindings_si);
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VMManager::ReloadInputBindings();
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}
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void EmuThread::reloadInputDevices()
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@ -172,12 +172,6 @@ SettingsInterface* Host::GetSettingsInterface()
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return &s_layered_settings_interface;
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}
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SettingsInterface* Host::GetSettingsInterfaceForBindings()
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{
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SettingsInterface* input_layer = s_layered_settings_interface.GetLayer(LayeredSettingsInterface::LAYER_INPUT);
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return input_layer ? input_layer : &s_layered_settings_interface;
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}
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std::string Host::GetBaseStringSettingValue(const char* section, const char* key, const char* default_value /*= ""*/)
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{
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std::unique_lock lock(s_settings_mutex);
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@ -378,14 +372,12 @@ void Host::Internal::SetBaseSettingsLayer(SettingsInterface* sif)
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s_layered_settings_interface.SetLayer(LayeredSettingsInterface::LAYER_BASE, sif);
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}
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void Host::Internal::SetGameSettingsLayer(SettingsInterface* sif)
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void Host::Internal::SetGameSettingsLayer(SettingsInterface* sif, std::unique_lock<std::mutex>& settings_lock)
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{
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std::unique_lock lock(s_settings_mutex);
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s_layered_settings_interface.SetLayer(LayeredSettingsInterface::LAYER_GAME, sif);
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}
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void Host::Internal::SetInputSettingsLayer(SettingsInterface* sif)
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void Host::Internal::SetInputSettingsLayer(SettingsInterface* sif, std::unique_lock<std::mutex>& settings_lock)
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{
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std::unique_lock lock(s_settings_mutex);
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s_layered_settings_interface.SetLayer(LayeredSettingsInterface::LAYER_INPUT, sif);
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}
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@ -128,10 +128,6 @@ namespace Host
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std::unique_lock<std::mutex> GetSettingsLock();
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SettingsInterface* GetSettingsInterface();
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/// Returns the settings interface that controller bindings should be loaded from.
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/// If an input profile is being used, this will be the input layer, otherwise the layered interface.
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SettingsInterface* GetSettingsInterfaceForBindings();
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/// Sets host-specific default settings.
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void SetDefaultUISettings(SettingsInterface& si);
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@ -150,10 +146,10 @@ namespace Host
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void SetBaseSettingsLayer(SettingsInterface* sif);
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/// Sets the game settings layer. Called by VMManager when the game changes.
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void SetGameSettingsLayer(SettingsInterface* sif);
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void SetGameSettingsLayer(SettingsInterface* sif, std::unique_lock<std::mutex>& settings_lock);
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/// Sets the input profile settings layer. Called by VMManager when the game changes.
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void SetInputSettingsLayer(SettingsInterface* sif);
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void SetInputSettingsLayer(SettingsInterface* sif, std::unique_lock<std::mutex>& settings_lock);
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/// Implementation to retrieve a translated string.
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s32 GetTranslatedStringImpl(const std::string_view context, const std::string_view msg, char* tbuf, size_t tbuf_space);
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@ -1374,7 +1374,7 @@ bool InputManager::DoEventHook(InputBindingKey key, float value)
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// Binding Updater
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// ------------------------------------------------------------------------
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void InputManager::ReloadBindings(SettingsInterface& si, SettingsInterface& binding_si)
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void InputManager::ReloadBindings(SettingsInterface& si, SettingsInterface& binding_si, SettingsInterface& hotkey_binding_si)
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{
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PauseVibration();
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@ -1386,8 +1386,7 @@ void InputManager::ReloadBindings(SettingsInterface& si, SettingsInterface& bind
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s_pointer_move_callbacks.clear();
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// Hotkeys use the base configuration, except if the custom hotkeys option is enabled.
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const bool use_profile_hotkeys = si.GetBoolValue("Pad", "UseProfileHotkeyBindings", false);
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AddHotkeyBindings(use_profile_hotkeys ? binding_si : si);
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AddHotkeyBindings(hotkey_binding_si);
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// If there's an input profile, we load pad bindings from it alone, rather than
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// falling back to the base configuration.
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@ -228,7 +228,7 @@ namespace InputManager
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bool IsInputSourceEnabled(SettingsInterface& si, InputSourceType type);
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/// Re-parses the config and registers all hotkey and pad bindings.
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void ReloadBindings(SettingsInterface& si, SettingsInterface& binding_si);
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void ReloadBindings(SettingsInterface& si, SettingsInterface& binding_si, SettingsInterface& hotkey_binding_si);
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/// Re-parses the sources part of the config and initializes any backends.
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void ReloadSources(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock);
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@ -125,8 +125,9 @@ namespace VMManager
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s32 slot_for_message);
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static void LoadSettings();
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static void LoadCoreSettings(SettingsInterface* si);
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static void LoadCoreSettings(SettingsInterface& si);
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static void ApplyCoreSettings();
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static void LoadInputBindings(SettingsInterface& si, std::unique_lock<std::mutex>& lock);
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static void UpdateInhibitScreensaver(bool allow);
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static void AccumulateSessionPlaytime();
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static void ResetResumeTimestamp();
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@ -578,11 +579,11 @@ void VMManager::LoadSettings()
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std::unique_lock<std::mutex> lock = Host::GetSettingsLock();
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SettingsInterface* si = Host::GetSettingsInterface();
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LoadCoreSettings(si);
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LoadCoreSettings(*si);
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Pad::LoadConfig(*si);
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Host::LoadSettings(*si, lock);
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InputManager::ReloadSources(*si, lock);
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InputManager::ReloadBindings(*si, *Host::GetSettingsInterfaceForBindings());
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LoadInputBindings(*si, lock);
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UpdateLoggingSettings(*si);
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if (HasValidOrInitializingVM())
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@ -592,9 +593,33 @@ void VMManager::LoadSettings()
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}
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}
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void VMManager::LoadCoreSettings(SettingsInterface* si)
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void VMManager::ReloadInputSources()
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{
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SettingsLoadWrapper slw(*si);
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FPControlRegisterBackup fpcr_backup(FPControlRegister::GetDefault());
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std::unique_lock<std::mutex> lock = Host::GetSettingsLock();
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SettingsInterface* si = Host::GetSettingsInterface();
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InputManager::ReloadSources(*si, lock);
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// skip loading bindings if we're not running, since it'll get done on startup anyway
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if (HasValidVM())
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LoadInputBindings(*si, lock);
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}
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void VMManager::ReloadInputBindings()
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{
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// skip loading bindings if we're not running, since it'll get done on startup anyway
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if (!HasValidVM())
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return;
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FPControlRegisterBackup fpcr_backup(FPControlRegister::GetDefault());
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std::unique_lock<std::mutex> lock = Host::GetSettingsLock();
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SettingsInterface* si = Host::GetSettingsInterface();
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LoadInputBindings(*si, lock);
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}
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void VMManager::LoadCoreSettings(SettingsInterface& si)
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{
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SettingsLoadWrapper slw(si);
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EmuConfig.LoadSave(slw);
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Patch::ApplyPatchSettingOverrides();
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@ -610,6 +635,35 @@ void VMManager::LoadCoreSettings(SettingsInterface* si)
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EmuConfig.Speedhacks.vuThread = false;
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}
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void VMManager::LoadInputBindings(SettingsInterface& si, std::unique_lock<std::mutex>& lock)
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{
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// Hotkeys use the base configuration, except if the custom hotkeys option is enabled.
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if (SettingsInterface* isi = Host::Internal::GetInputSettingsLayer())
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{
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const bool use_profile_hotkeys = isi->GetBoolValue("Pad", "UseProfileHotkeyBindings", false);
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if (use_profile_hotkeys)
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{
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InputManager::ReloadBindings(si, *isi, *isi);
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}
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else
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{
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// Temporarily disable the input profile layer, so it doesn't take precedence.
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Host::Internal::SetInputSettingsLayer(nullptr, lock);
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InputManager::ReloadBindings(si, *isi, si);
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Host::Internal::SetInputSettingsLayer(s_input_settings_interface.get(), lock);
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}
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}
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else if (SettingsInterface* gsi = Host::Internal::GetGameSettingsLayer();
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gsi && gsi->GetBoolValue("Pad", "UseGameSettingsForController", false))
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{
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InputManager::ReloadBindings(si, *gsi, si);
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}
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else
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{
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InputManager::ReloadBindings(si, si, si);
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}
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}
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void VMManager::ApplyGameFixes()
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{
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if (!HasBootedELF() && !GSDumpReplayer::IsReplayingDump())
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@ -678,7 +732,7 @@ void VMManager::ApplyCoreSettings()
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{
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FPControlRegisterBackup fpcr_backup(FPControlRegister::GetDefault());
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std::unique_lock<std::mutex> lock = Host::GetSettingsLock();
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LoadCoreSettings(Host::GetSettingsInterface());
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LoadCoreSettings(*Host::GetSettingsInterface());
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WarnAboutUnsafeSettings();
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ApplyGameFixes();
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}
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@ -879,53 +933,42 @@ bool VMManager::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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{
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new_interface->GetBoolValue("Pad", "UseGameSettingsForController", &use_game_settings_for_controller);
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if (!use_game_settings_for_controller)
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if (!new_interface->GetBoolValue("Pad", "UseGameSettingsForController", false))
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new_interface->GetStringValue("EmuCore", "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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Host::Internal::SetGameSettingsLayer(new_interface.get());
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auto lock = Host::GetSettingsLock();
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Host::Internal::SetGameSettingsLayer(new_interface.get(), lock);
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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 (!use_game_settings_for_controller)
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if (!input_profile_name.empty())
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{
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if (!input_profile_name.empty())
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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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const std::string filename(GetInputProfilePath(input_profile_name));
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if (FileSystem::FileExists(filename.c_str()))
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Console.WriteLn("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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Console.WriteLn("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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Console.Error("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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DevCon.WriteLn("No game settings found (tried '%s')", filename.c_str());
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Console.Error("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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Host::Internal::SetInputSettingsLayer(
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input_interface ? input_interface.get() : Host::Internal::GetBaseSettingsLayer());
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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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else
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{
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DevCon.WriteLn("No game settings 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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Host::Internal::SetInputSettingsLayer(input_interface.get(), lock);
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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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@ -1725,7 +1768,7 @@ bool VMManager::DoLoadState(const char* filename)
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Error error;
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if (!SaveState_UnzipFromDisk(filename, &error))
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{
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Host::ReportErrorAsync(TRANSLATE_SV("VMManager","Failed to load save state"), error.GetDescription());
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Host::ReportErrorAsync(TRANSLATE_SV("VMManager", "Failed to load save state"), error.GetDescription());
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return false;
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}
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@ -2285,7 +2328,8 @@ inline void LogUserPowerPlan()
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" Power Profile = '{}'\n"
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" Power States (min/max)\n"
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" AC = {}% / {}%\n"
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" Battery = {}% / {}%\n", friendlyName.c_str(), acMin, acMax, dcMin, dcMax);
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" Battery = {}% / {}%\n",
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friendlyName.c_str(), acMin, acMax, dcMin, dcMax);
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}
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#endif
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@ -110,6 +110,12 @@ namespace VMManager
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/// Reloads game patches.
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void ReloadPatches(bool reload_files, bool reload_enabled_list, bool verbose, bool verbose_if_changed);
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/// Reloads input sources.
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void ReloadInputSources();
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/// Reloads input bindings.
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void ReloadInputBindings();
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/// Returns the save state filename for the given game serial/crc.
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std::string GetSaveStateFileName(const char* game_serial, u32 game_crc, s32 slot);
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