suyu/src/yuzu/configuration/configure_input_per_game.cpp
t895 da14c7b8e4 config: Unify config handling under frontend_common
Replaces every way of handling config for each frontend with SimpleIni. frontend_common's Config class is at the center where it saves and loads all of the cross-platform settings and provides a set of pure virtual functions for platform specific settings.

As a result of making config handling platform specific, several parts had to be moved to each platform's own config class or to other parts. Default keys were put in platform specific config classes and translatable strings for Qt were moved to shared_translation. Default hotkeys, default_theme, window geometry, and qt metatypes were moved to uisettings. Additionally, to reduce dependence on Qt, QStrings were converted to std::strings where applicable.
2023-11-21 01:58:13 -05:00

115 lines
4.6 KiB
C++

// SPDX-FileCopyrightText: 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "common/settings.h"
#include "core/core.h"
#include "core/hid/emulated_controller.h"
#include "core/hid/hid_core.h"
#include "frontend_common/config.h"
#include "ui_configure_input_per_game.h"
#include "yuzu/configuration/configure_input_per_game.h"
#include "yuzu/configuration/input_profiles.h"
ConfigureInputPerGame::ConfigureInputPerGame(Core::System& system_, QtConfig* config_,
QWidget* parent)
: QWidget(parent), ui(std::make_unique<Ui::ConfigureInputPerGame>()),
profiles(std::make_unique<InputProfiles>()), system{system_}, config{config_} {
ui->setupUi(this);
const std::array labels = {
ui->label_player_1, ui->label_player_2, ui->label_player_3, ui->label_player_4,
ui->label_player_5, ui->label_player_6, ui->label_player_7, ui->label_player_8,
};
profile_comboboxes = {
ui->profile_player_1, ui->profile_player_2, ui->profile_player_3, ui->profile_player_4,
ui->profile_player_5, ui->profile_player_6, ui->profile_player_7, ui->profile_player_8,
};
Settings::values.players.SetGlobal(false);
const auto& profile_names = profiles->GetInputProfileNames();
const auto populate_profiles = [this, &profile_names](size_t player_index) {
const auto previous_profile =
Settings::values.players.GetValue()[player_index].profile_name;
auto* const player_combobox = profile_comboboxes[player_index];
player_combobox->addItem(tr("Use global input configuration"));
for (size_t index = 0; index < profile_names.size(); ++index) {
const auto& profile_name = profile_names[index];
player_combobox->addItem(QString::fromStdString(profile_name));
if (profile_name == previous_profile) {
// offset by 1 since the first element is the global config
player_combobox->setCurrentIndex(static_cast<int>(index + 1));
}
}
};
for (size_t index = 0; index < profile_comboboxes.size(); ++index) {
labels[index]->setText(tr("Player %1 profile").arg(index + 1));
populate_profiles(index);
}
LoadConfiguration();
}
void ConfigureInputPerGame::ApplyConfiguration() {
LoadConfiguration();
SaveConfiguration();
}
void ConfigureInputPerGame::LoadConfiguration() {
static constexpr size_t HANDHELD_INDEX = 8;
auto& hid_core = system.HIDCore();
for (size_t player_index = 0; player_index < profile_comboboxes.size(); ++player_index) {
Settings::values.players.SetGlobal(false);
auto* emulated_controller = hid_core.GetEmulatedControllerByIndex(player_index);
auto* const player_combobox = profile_comboboxes[player_index];
const auto selection_index = player_combobox->currentIndex();
if (selection_index == 0) {
Settings::values.players.GetValue()[player_index].profile_name = "";
if (player_index == 0) {
Settings::values.players.GetValue()[HANDHELD_INDEX] = {};
}
Settings::values.players.SetGlobal(true);
emulated_controller->ReloadFromSettings();
continue;
}
const auto profile_name = player_combobox->itemText(selection_index).toStdString();
if (profile_name.empty()) {
continue;
}
auto& player = Settings::values.players.GetValue()[player_index];
player.profile_name = profile_name;
// Read from the profile into the custom player settings
profiles->LoadProfile(profile_name, player_index);
// Make sure the controller is connected
player.connected = true;
emulated_controller->ReloadFromSettings();
if (player_index > 0) {
continue;
}
// Handle Handheld cases
auto& handheld_player = Settings::values.players.GetValue()[HANDHELD_INDEX];
auto* handheld_controller = hid_core.GetEmulatedController(Core::HID::NpadIdType::Handheld);
if (player.controller_type == Settings::ControllerType::Handheld) {
handheld_player = player;
} else {
handheld_player = {};
}
handheld_controller->ReloadFromSettings();
}
}
void ConfigureInputPerGame::SaveConfiguration() {
Settings::values.players.SetGlobal(false);
// Clear all controls from the config in case the user reverted back to globals
config->ClearControlPlayerValues();
for (size_t index = 0; index < Settings::values.players.GetValue().size(); ++index) {
config->SaveQtControlPlayerValues(index);
}
}