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https://github.com/shadps4-emu/shadPS4.git
synced 2025-08-04 08:22:32 +00:00
Added per-game config
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2c51aeef1c
commit
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@ -15,6 +15,7 @@
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#include <SDL3/SDL_video.h>
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#include "common/assert.h"
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#include "common/config.h"
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#include "common/elf_info.h"
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#include "common/io_file.h"
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#include "common/path_util.h"
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#include "common/version.h"
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@ -210,6 +211,7 @@ std::string getDefaultKeyboardConfig() {
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## SPDX-License-Identifier: GPL-2.0-or-later
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#Default controller button mappings
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#I will update this later
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#Taken keys:
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#F11 : fullscreen
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@ -339,25 +341,36 @@ typename std::map<KeyBinding, T>::const_iterator FindKeyAllowingOnlyNoModifiers(
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return map.end(); // Return end if no match is found
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}
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void WindowSDL::parseInputConfig(const std::string& filename) {
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// Read configuration file.
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const auto config_file = Common::FS::GetUserPath(Common::FS::PathType::UserDir) / filename;
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void WindowSDL::parseInputConfig() {
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// Read configuration file of the game, and if it doesn't exist, generate it from default
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// If that doesn't exist either, generate that from getDefaultConfig() and try again
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// If even the folder is missing, we start with that.
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const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir) / "kbmConfig";
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const auto config_file =
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config_dir / (std::string(Common::ElfInfo::Instance().GameSerial()) + ".ini");
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const auto default_config_file = config_dir / "default.ini";
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// Ensure the config directory exists
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if (!std::filesystem::exists(config_dir)) {
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std::filesystem::create_directories(config_dir);
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}
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// Try loading the game-specific config file
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if (!std::filesystem::exists(config_file)) {
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// create it
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std::ofstream file;
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file.open(config_file, std::ios::out);
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if (file.is_open()) {
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file << getDefaultKeyboardConfig();
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file.close();
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std::cout << "Config file generated.\n";
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} else {
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std::cerr << "Error creating file!\n";
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// If game-specific config doesn't exist, check for the default config
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if (!std::filesystem::exists(default_config_file)) {
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// If the default config is also missing, create it from getDefaultConfig()
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const auto default_config = getDefaultKeyboardConfig();
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std::ofstream default_config_stream(default_config_file);
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if (default_config_stream) {
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default_config_stream << default_config;
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}
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}
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std::ifstream file(config_file);
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if (!file.is_open()) {
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std::cerr << "Error opening file: " << filename << std::endl;
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return;
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// If default config now exists, copy it to the game-specific config file
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if (std::filesystem::exists(default_config_file)) {
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std::filesystem::copy(default_config_file, config_file);
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}
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}
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// we reset these here so in case the user fucks up or doesn't include this we can fall back to
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@ -369,6 +382,8 @@ void WindowSDL::parseInputConfig(const std::string& filename) {
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axis_map.clear();
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key_to_modkey_toggle_map.clear();
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int lineCount = 0;
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std::ifstream file(config_file);
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std::string line = "";
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while (std::getline(file, line)) {
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lineCount++;
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@ -600,7 +615,7 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
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window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
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#endif
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// initialize kbm controls
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parseInputConfig("keyboardInputConfig.ini");
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parseInputConfig();
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// Start polling the mouse
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if (mouse_polling_id == 0) {
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mouse_polling_id = SDL_AddTimer(33, mousePolling, (void*)this);
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@ -706,7 +721,7 @@ void WindowSDL::onKeyboardMouseEvent(const SDL_Event* event) {
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if (event->type == SDL_EVENT_KEY_DOWN) {
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// Reparse kbm inputs
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if (binding.key == SDLK_F8) {
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parseInputConfig("keyboardInputConfig.ini");
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parseInputConfig();
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}
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// Toggle mouse capture and movement input
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else if (binding.key == SDLK_F9) {
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@ -103,7 +103,7 @@ private:
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static Uint32 keyRepeatCallback(void* param, Uint32 id, Uint32 interval);
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static Uint32 mousePolling(void* param, Uint32 id, Uint32 interval);
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void parseInputConfig(const std::string& filename);
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void parseInputConfig();
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private:
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s32 width;
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