forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			146 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <vector>
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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 "Core/ConfigManager.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/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/InputConfig.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(bool isGC)
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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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  std::string num[MAX_BBMOTES] = {"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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  if (SConfig::GetInstance().GetGameID() != "00000000")
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  {
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    std::string type;
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    if (isGC)
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    {
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      type = "Pad";
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      path = "Profiles/GCPad/";
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    }
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    else
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    {
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      type = "Wiimote";
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      path = "Profiles/Wiimote/";
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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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    for (int i = 0; i < 4; i++)
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    {
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      if (control_section->Exists(type + "Profile" + num[i]))
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      {
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        if (control_section->Get(type + "Profile" + num[i], &profile[i]))
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        {
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          if (File::Exists(File::GetUserPath(D_CONFIG_IDX) + path + profile[i] + ".ini"))
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          {
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            useProfile[i] = true;
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          }
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          else
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          {
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            // TODO: PanicAlert shouldn't be used for this.
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            PanicAlertT("Selected controller profile does not exist");
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          }
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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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  {
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    int n = 0;
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    for (auto& controller : m_controllers)
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    {
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      // Load settings from ini
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      if (useProfile[n])
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      {
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        IniFile profile_ini;
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        profile_ini.Load(File::GetUserPath(D_CONFIG_IDX) + path + profile[n] + ".ini");
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        controller->LoadConfig(profile_ini.GetOrCreateSection("Profile"));
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      }
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      else
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      {
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        controller->LoadConfig(inifile.GetOrCreateSection(controller->GetName()));
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      }
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      // Update refs
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      controller->UpdateReferences(g_controller_interface);
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      // Next profile
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      n++;
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    }
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    return true;
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  }
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  else
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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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    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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  IniFile inifile;
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  inifile.Load(ini_filename);
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  for (auto& controller : m_controllers)
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    controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName()));
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  inifile.Save(ini_filename);
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}
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ControllerEmu::EmulatedController* InputConfig::GetController(int index)
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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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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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