dolphin/Source/Core/InputCommon/InputConfig.h
JosJuice 1315b54ffa InputCommon: Use distinct values for profile key
Because the last commit made us use separate folders for GCPad and
GCKey profiles, we should also use separate game INI keys for them.
Otherwise setting e.g. PadProfile1 in a game INI will make both GCPad
and GCKey try to load it, typically with one of them succeeding and the
other one showing a panic alert due to the profile not existing in its
folder.

Better do this breaking change for GCKeys in the same PR as the other
breaking change rather than later.
2024-02-04 17:55:08 +01:00

67 lines
1.9 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <string>
#include <utility>
#include <vector>
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/DynamicInputTextureManager.h"
namespace Common
{
class IniFile;
}
namespace ControllerEmu
{
class EmulatedController;
}
class InputConfig
{
public:
InputConfig(const std::string& ini_name, const std::string& gui_name,
const std::string& profile_directory_name, const std::string& profile_key);
~InputConfig();
bool LoadConfig();
void SaveConfig();
template <typename T, typename... Args>
void CreateController(Args&&... args)
{
m_controllers.emplace_back(std::make_unique<T>(std::forward<Args>(args)...));
}
ControllerEmu::EmulatedController* GetController(int index) const;
void ClearControllers();
bool ControllersNeedToBeCreated() const;
bool IsControllerControlledByGamepadDevice(int index) const;
std::string GetGUIName() const { return m_gui_name; }
std::string GetProfileKey() const { return m_profile_key; }
std::string GetProfileDirectoryName() const { return m_profile_directory_name; }
std::string GetUserProfileDirectoryPath() const;
std::string GetSysProfileDirectoryPath() const;
int GetControllerCount() const;
// These should be used after creating all controllers and before clearing them, respectively.
void RegisterHotplugCallback();
void UnregisterHotplugCallback();
void GenerateControllerTextures(const Common::IniFile& file);
private:
ControllerInterface::HotplugCallbackHandle m_hotplug_callback_handle;
std::vector<std::unique_ptr<ControllerEmu::EmulatedController>> m_controllers;
const std::string m_ini_name;
const std::string m_gui_name;
const std::string m_profile_directory_name;
const std::string m_profile_key;
InputCommon::DynamicInputTextureManager m_dynamic_input_tex_config_manager;
};