moonlight-qt/app/settings/mappingmanager.cpp

127 lines
4 KiB
C++

#include "mappingmanager.h"
#include "path.h"
#include <QDir>
#include <SDL.h>
#define SER_GAMEPADMAPPING "gcmapping"
#define SER_GUID "guid"
#define SER_MAPPING "mapping"
MappingFetcher* MappingManager::s_MappingFetcher;
MappingManager::MappingManager()
{
QSettings settings;
// Load updated mappings from the Internet once per Moonlight launch
if (s_MappingFetcher == nullptr) {
s_MappingFetcher = new MappingFetcher();
s_MappingFetcher->start();
}
// First load existing saved mappings. This ensures the user's
// hints can always override the old data.
int mappingCount = settings.beginReadArray(SER_GAMEPADMAPPING);
for (int i = 0; i < mappingCount; i++) {
settings.setArrayIndex(i);
SdlGamepadMapping mapping(settings.value(SER_GUID).toString(), settings.value(SER_MAPPING).toString());
addMapping(mapping);
}
settings.endArray();
// Finally load mappings from SDL_HINT_GAMECONTROLLERCONFIG
QStringList sdlMappings =
QString::fromLocal8Bit(SDL_GetHint(SDL_HINT_GAMECONTROLLERCONFIG))
#if QT_VERSION >= QT_VERSION_CHECK(5, 14, 0)
.split('\n', Qt::SkipEmptyParts);
#else
.split('\n', QString::SkipEmptyParts);
#endif
for (QString sdlMapping : sdlMappings) {
SdlGamepadMapping mapping(sdlMapping);
addMapping(mapping);
}
// Save the updated mappings to settings
save();
}
void MappingManager::save()
{
QSettings settings;
settings.remove(SER_GAMEPADMAPPING);
settings.beginWriteArray(SER_GAMEPADMAPPING);
QList<SdlGamepadMapping> mappings = m_Mappings.values();
for (int i = 0; i < mappings.count(); i++) {
settings.setArrayIndex(i);
settings.setValue(SER_GUID, mappings[i].getGuid());
settings.setValue(SER_MAPPING, mappings[i].getMapping());
}
settings.endArray();
}
void MappingManager::applyMappings()
{
QByteArray mappingData = Path::readDataFile("gamecontrollerdb.txt");
if (!mappingData.isEmpty()) {
int newMappings = SDL_GameControllerAddMappingsFromRW(
SDL_RWFromConstMem(mappingData.constData(), mappingData.size()), 1);
if (newMappings > 0) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loaded %d new gamepad mappings",
newMappings);
}
else {
if (newMappings < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Error loading gamepad mappings: %s",
SDL_GetError());
}
else if (newMappings == 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"0 new mappings found in gamecontrollerdb.txt. Is it corrupt?");
}
// Try deleting the cached mapping list just in case it's corrupt
Path::deleteCacheFile("gamecontrollerdb.txt");
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unable to load gamepad mapping file");
}
QList<SdlGamepadMapping> mappings = m_Mappings.values();
for (const SdlGamepadMapping& mapping : mappings) {
QString sdlMappingString = mapping.getSdlMappingString();
int ret = SDL_GameControllerAddMapping(qPrintable(sdlMappingString));
if (ret < 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Unable to add mapping: %s",
qPrintable(sdlMappingString));
}
else if (ret == 1) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Loaded saved user mapping: %s",
qPrintable(sdlMappingString));
}
}
}
void MappingManager::addMapping(QString mappingString)
{
SdlGamepadMapping mapping(mappingString);
addMapping(mapping);
}
void MappingManager::addMapping(SdlGamepadMapping& mapping)
{
m_Mappings[mapping.getGuid()] = mapping;
}