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- // Copyright 2010 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "InputCommon/InputConfig.h"
- #include <vector>
- #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_directory_name, const std::string& profile_key)
- : m_ini_name(ini_name), m_gui_name(gui_name), m_profile_directory_name(profile_directory_name),
- m_profile_key(profile_key)
- {
- }
- InputConfig::~InputConfig() = default;
- bool InputConfig::LoadConfig()
- {
- Common::IniFile inifile;
- bool useProfile[MAX_BBMOTES] = {false, false, false, false, false};
- static constexpr std::array<std::string_view, MAX_BBMOTES> num = {"1", "2", "3", "4", "BB"};
- std::string profile[MAX_BBMOTES];
- if (SConfig::GetInstance().GetGameID() != "00000000")
- {
- const std::string profile_directory = GetUserProfileDirectoryPath();
- 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{}", GetProfileKey(), 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, profile_directory);
- 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<std::string> 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++;
- }
- 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<std::string> controller_names;
- for (auto& controller : m_controllers)
- {
- controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
- controller_names.push_back(controller->GetName());
- }
- 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();
- }
- std::string InputConfig::GetUserProfileDirectoryPath() const
- {
- return fmt::format("{}Profiles/{}/", File::GetUserPath(D_CONFIG_IDX), GetProfileDirectoryName());
- }
- std::string InputConfig::GetSysProfileDirectoryPath() const
- {
- return fmt::format("{}Profiles/{}/", File::GetSysDirectory(), GetProfileDirectoryName());
- }
- int InputConfig::GetControllerCount() const
- {
- return static_cast<int>(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<size_t>(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)
- {
- m_dynamic_input_tex_config_manager.Load();
- std::vector<std::string> controller_names;
- for (auto& controller : m_controllers)
- {
- controller_names.push_back(controller->GetName());
- }
- m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names);
- }
- void InputConfig::GenerateControllerTextures()
- {
- const std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini";
- Common::IniFile inifile;
- inifile.Load(ini_filename);
- for (auto& controller : m_controllers)
- {
- controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
- }
- GenerateControllerTextures(inifile);
- }
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