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			250 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			250 lines
		
	
	
	
		
			7.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2010 Dolphin Emulator Project
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| // SPDX-License-Identifier: GPL-2.0-or-later
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| 
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| #include "InputCommon/InputConfig.h"
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| 
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| #include <vector>
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| 
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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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| 
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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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| 
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| InputConfig::~InputConfig() = default;
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| 
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| bool InputConfig::LoadConfig(InputClass type)
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| {
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|   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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| 
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| #if defined(ANDROID)
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|   bool use_ir_config = false;
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|   std::string ir_values[3];
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| #endif
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| 
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|   m_dynamic_input_tex_config_manager.Load();
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| 
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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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| 
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|     IniFile game_ini = SConfig::GetInstance().LoadGameIni();
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|     IniFile::Section* control_section = game_ini.GetOrCreateSection("Controls");
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| 
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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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| 
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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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| 
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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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| 
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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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| #if defined(ANDROID)
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|     // For use on android touchscreen IR pointer
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|     // Check for IR values
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|     if (control_section->Exists("IRTotalYaw") && control_section->Exists("IRTotalPitch") &&
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|         control_section->Exists("IRVerticalOffset"))
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|     {
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|       use_ir_config = true;
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|       control_section->Get("IRTotalYaw", &ir_values[0]);
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|       control_section->Get("IRTotalPitch", &ir_values[1]);
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|       control_section->Get("IRVerticalOffset", &ir_values[2]);
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|     }
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| #endif
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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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| 
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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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|       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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| 
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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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| #if defined(ANDROID)
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|       // Only set for wii pads
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|       if (type == InputClass::Wii && use_ir_config)
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|       {
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|         config.Set("IR/Total Yaw", ir_values[0]);
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|         config.Set("IR/Total Pitch", ir_values[1]);
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|         config.Set("IR/Vertical Offset", ir_values[2]);
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|       }
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| #endif
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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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| 
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|       // Next profile
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|       n++;
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|     }
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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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| 
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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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| 
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|   IniFile inifile;
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|   inifile.Load(ini_filename);
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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->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
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|     controller_names.push_back(controller->GetName());
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|   }
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| 
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|   m_dynamic_input_tex_config_manager.GenerateTextures(inifile, controller_names);
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| 
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|   inifile.Save(ini_filename);
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|   const auto& controller = m_controllers.at(index).get()->GetDefaultDevice();
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| 
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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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| 
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| void InputConfig::GenerateControllerTextures(const 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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| 
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|   m_dynamic_input_tex_config_manager.GenerateTextures(file, controller_names);
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| }
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