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-rw-r--r--Source/Core/InputCommon/DynamicInputTextures/DITConfiguration.cpp221
1 files changed, 221 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/DynamicInputTextures/DITConfiguration.cpp b/Source/Core/InputCommon/DynamicInputTextures/DITConfiguration.cpp
new file mode 100644
index 0000000000..b057abff2b
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+++ b/Source/Core/InputCommon/DynamicInputTextures/DITConfiguration.cpp
@@ -0,0 +1,221 @@
+// Copyright 2019 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "InputCommon/DynamicInputTextures/DITConfiguration.h"
+
+#include <optional>
+#include <sstream>
+#include <string>
+
+#include <picojson.h>
+
+#include "Common/CommonPaths.h"
+#include "Common/FileUtil.h"
+#include "Common/Logging/Log.h"
+#include "Common/StringUtil.h"
+#include "Core/ConfigManager.h"
+#include "InputCommon/ControllerEmu/ControllerEmu.h"
+#include "InputCommon/DynamicInputTextures/DITSpecification.h"
+#include "InputCommon/ImageOperations.h"
+
+namespace
+{
+std::string GetStreamAsString(std::ifstream& stream)
+{
+ std::stringstream ss;
+ ss << stream.rdbuf();
+ return ss.str();
+}
+} // namespace
+
+namespace InputCommon::DynamicInputTextures
+{
+Configuration::Configuration(const std::string& json_file)
+{
+ std::ifstream json_stream;
+ File::OpenFStream(json_stream, json_file, std::ios_base::in);
+ if (!json_stream.is_open())
+ {
+ ERROR_LOG_FMT(VIDEO, "Failed to load dynamic input json file '{}'", json_file);
+ m_valid = false;
+ return;
+ }
+
+ picojson::value root;
+ const auto error = picojson::parse(root, GetStreamAsString(json_stream));
+
+ if (!error.empty())
+ {
+ ERROR_LOG_FMT(VIDEO, "Failed to load dynamic input json file '{}' due to parse error: {}",
+ json_file, error);
+ m_valid = false;
+ return;
+ }
+
+ SplitPath(json_file, &m_base_path, nullptr, nullptr);
+
+ const picojson::value& specification_json = root.get("specification");
+ u8 specification = 1;
+ if (specification_json.is<double>())
+ {
+ const double spec_from_json = specification_json.get<double>();
+ if (spec_from_json < static_cast<double>(std::numeric_limits<u8>::min()) ||
+ spec_from_json > static_cast<double>(std::numeric_limits<u8>::max()))
+ {
+ ERROR_LOG_FMT(
+ VIDEO,
+ "Failed to load dynamic input json file '{}', specification '{}' is not within bounds",
+ json_file, spec_from_json);
+ m_valid = false;
+ return;
+ }
+ specification = static_cast<u8>(spec_from_json);
+ }
+
+ if (specification != 1)
+ {
+ ERROR_LOG_FMT(VIDEO,
+ "Failed to load dynamic input json file '{}', specification '{}' is invalid",
+ json_file, specification);
+ m_valid = false;
+ return;
+ }
+
+ m_valid = ProcessSpecificationV1(root, m_dynamic_input_textures, m_base_path, json_file);
+}
+
+Configuration::~Configuration() = default;
+
+bool Configuration::GenerateTextures(const IniFile::Section* sec,
+ const std::string& controller_name) const
+{
+ bool any_dirty = false;
+ for (const auto& texture_data : m_dynamic_input_textures)
+ {
+ any_dirty |= GenerateTexture(sec, controller_name, texture_data);
+ }
+
+ return any_dirty;
+}
+
+bool Configuration::GenerateTexture(const IniFile::Section* sec, const std::string& controller_name,
+ const Data& texture_data) const
+{
+ std::string device_name;
+ if (!sec->Get("Device", &device_name))
+ {
+ return false;
+ }
+
+ auto emulated_controls_iter = texture_data.m_emulated_controllers.find(controller_name);
+ if (emulated_controls_iter == texture_data.m_emulated_controllers.end())
+ {
+ return false;
+ }
+
+ bool device_found = true;
+ auto host_devices_iter = texture_data.m_host_devices.find(device_name);
+ if (host_devices_iter == texture_data.m_host_devices.end())
+ {
+ // If we fail to find our exact device,
+ // it's possible the creator doesn't care (single player game)
+ // and has used a wildcard for any device
+ host_devices_iter = texture_data.m_host_devices.find("");
+
+ if (host_devices_iter == texture_data.m_host_devices.end())
+ {
+ device_found = false;
+ }
+ }
+
+ // Two copies of the loaded texture
+ // The first one is used as a fallback if a key or device isn't mapped
+ // the second one is used as the final image to write to the textures directory
+ const auto original_image = LoadImage(m_base_path + texture_data.m_image_name);
+ auto image_to_write = original_image;
+
+ bool dirty = false;
+ for (auto& [emulated_key, rects] : emulated_controls_iter->second)
+ {
+ // TODO: Remove this line when we move to C++20
+ auto& rects_ref = rects;
+ auto apply_original = [&] {
+ for (const auto& rect : rects_ref)
+ {
+ CopyImageRegion(*original_image, *image_to_write, rect, rect);
+ dirty = true;
+ }
+ };
+
+ if (!device_found)
+ {
+ // If we get here, that means the controller is set to a
+ // device not exposed to the pack
+ // We still apply the original image, in case the user
+ // switched devices and wants to see the changes
+ apply_original();
+ continue;
+ }
+
+ std::string host_key;
+ sec->Get(emulated_key, &host_key);
+
+ const auto input_image_iter = host_devices_iter->second.find(host_key);
+ if (input_image_iter == host_devices_iter->second.end())
+ {
+ apply_original();
+ }
+ else
+ {
+ const auto host_key_image = LoadImage(m_base_path + input_image_iter->second);
+
+ for (const auto& rect : rects)
+ {
+ InputCommon::ImagePixelData pixel_data;
+ if (host_key_image->width == rect.GetWidth() && host_key_image->height == rect.GetHeight())
+ {
+ pixel_data = *host_key_image;
+ }
+ else if (texture_data.m_preserve_aspect_ratio)
+ {
+ pixel_data = ResizeKeepAspectRatio(ResizeMode::Nearest, *host_key_image, rect.GetWidth(),
+ rect.GetHeight(), Pixel{0, 0, 0, 0});
+ }
+ else
+ {
+ pixel_data =
+ Resize(ResizeMode::Nearest, *host_key_image, rect.GetWidth(), rect.GetHeight());
+ }
+
+ CopyImageRegion(pixel_data, *image_to_write, Rect{0, 0, rect.GetWidth(), rect.GetHeight()},
+ rect);
+ dirty = true;
+ }
+ }
+ }
+
+ if (dirty)
+ {
+ const std::string& game_id = SConfig::GetInstance().GetGameID();
+ const auto hi_res_folder =
+ File::GetUserPath(D_HIRESTEXTURES_IDX) + texture_data.m_generated_folder_name;
+ if (!File::IsDirectory(hi_res_folder))
+ {
+ File::CreateDir(hi_res_folder);
+ }
+ WriteImage(hi_res_folder + DIR_SEP + texture_data.m_hires_texture_name, *image_to_write);
+
+ const auto game_id_folder = hi_res_folder + DIR_SEP + "gameids";
+ if (!File::IsDirectory(game_id_folder))
+ {
+ File::CreateDir(game_id_folder);
+ }
+ File::CreateEmptyFile(game_id_folder + DIR_SEP + game_id + ".txt");
+
+ return true;
+ }
+
+ return false;
+}
+} // namespace InputCommon::DynamicInputTextures