dolphin/Source/Core/InputCommon/InputConfig.h
Desmondchaser27 4ac3c2b339
Add Feature For Morphball Profiles for Metroid Prime 3 (#91)
* Adding in morphball profiles.

* Fixing bug where profile didn't load immediately when selecting the profile nor when saving the current profile.

* One last change to remove leftover code.

* Fixing coding standard issues.  Moved morphball profile switch into a function in PrimeUtils to more consistent with Primehack, per PR request.

* Adding support for the PrimeHack tab on the standard "Emulated Wiimote" controller GUI.

* Quick rename to "Morphball Profile" on Metroid Wiimote controller just for uniformity with the standard Emulated Wiimote controller menu.

* Updating support for Morphball Profile to work on all the Wii versions of Metroid Prime series.

* Fixed bugs made when rushing... Yeah!
2022-01-29 19:34:59 +00:00

66 lines
1.7 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 ControllerEmu
{
class EmulatedController;
}
class InputConfig
{
public:
InputConfig(const std::string& ini_name, const std::string& gui_name,
const std::string& profile_name);
~InputConfig();
enum class InputClass
{
GC,
Wii,
GBA,
};
bool LoadConfig(InputClass type);
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 GetProfileName() const { return m_profile_name; }
int GetControllerCount() const;
// These should be used after creating all controllers and before clearing them, respectively.
void RegisterHotplugCallback();
void UnregisterHotplugCallback();
void GenerateControllerTextures(const 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_name;
InputCommon::DynamicInputTextureManager m_dynamic_input_tex_config_manager;
};