// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #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/InputConfig.h" #include "InputCommon/InputProfile.h" InputConfig::InputConfig(const std::string& ini_name, const std::string& gui_name, const std::string& profile_name) : m_ini_name(ini_name), m_gui_name(gui_name), m_profile_name(profile_name) { } InputConfig::~InputConfig() = default; bool InputConfig::LoadConfig(bool isGC) { //OpenEmu Stub return false; } void InputConfig::SaveConfig() { std::string ini_filename = File::GetUserPath(D_CONFIG_IDX) + m_ini_name + ".ini"; IniFile inifile; inifile.Load(ini_filename); for (auto& controller : m_controllers) controller->SaveConfig(inifile.GetOrCreateSection(controller->GetName())); inifile.Save(ini_filename); } ControllerEmu::EmulatedController* InputConfig::GetController(int index) { return m_controllers.at(index).get(); } void InputConfig::ClearControllers() { m_controllers.clear(); } bool InputConfig::ControllersNeedToBeCreated() const { return m_controllers.empty(); } std::size_t InputConfig::GetControllerCount() const { return 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(index) >= m_controllers.size()) return false; const auto& controller = m_controllers.at(index).get()->GetDefaultDevice(); // 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.name == "Touchscreen") // Android Touchscreen || (controller.source == "DInput" && controller.name == "Keyboard Mouse")); // Windows Keyboard/Mouse }