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065867e2c2
* common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
127 lines
3.7 KiB
C++
127 lines
3.7 KiB
C++
// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <fmt/format.h>
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#include "common/fs/fs.h"
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#include "common/fs/path_util.h"
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#include "yuzu/configuration/config.h"
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#include "yuzu/configuration/input_profiles.h"
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namespace FS = Common::FS;
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namespace {
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bool ProfileExistsInFilesystem(std::string_view profile_name) {
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return FS::Exists(FS::GetYuzuPath(FS::YuzuPath::ConfigDir) / "input" /
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fmt::format("{}.ini", profile_name));
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}
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bool IsINI(const std::filesystem::path& filename) {
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return filename.extension() == ".ini";
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}
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std::filesystem::path GetNameWithoutExtension(std::filesystem::path filename) {
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return filename.replace_extension();
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}
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} // namespace
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InputProfiles::InputProfiles() {
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const auto input_profile_loc = FS::GetYuzuPath(FS::YuzuPath::ConfigDir) / "input";
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if (!FS::IsDir(input_profile_loc)) {
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return;
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}
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FS::IterateDirEntries(
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input_profile_loc,
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[this](const std::filesystem::path& full_path) {
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const auto filename = full_path.filename();
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const auto name_without_ext =
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Common::FS::PathToUTF8String(GetNameWithoutExtension(filename));
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if (IsINI(filename) && IsProfileNameValid(name_without_ext)) {
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map_profiles.insert_or_assign(
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name_without_ext,
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std::make_unique<Config>(name_without_ext, Config::ConfigType::InputProfile));
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}
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return true;
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},
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FS::DirEntryFilter::File);
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}
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InputProfiles::~InputProfiles() = default;
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std::vector<std::string> InputProfiles::GetInputProfileNames() {
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std::vector<std::string> profile_names;
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profile_names.reserve(map_profiles.size());
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for (const auto& [profile_name, config] : map_profiles) {
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if (!ProfileExistsInFilesystem(profile_name)) {
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DeleteProfile(profile_name);
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continue;
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}
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profile_names.push_back(profile_name);
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}
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return profile_names;
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}
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bool InputProfiles::IsProfileNameValid(std::string_view profile_name) {
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return profile_name.find_first_of("<>:;\"/\\|,.!?*") == std::string::npos;
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}
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bool InputProfiles::CreateProfile(const std::string& profile_name, std::size_t player_index) {
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if (ProfileExistsInMap(profile_name)) {
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return false;
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}
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map_profiles.insert_or_assign(
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profile_name, std::make_unique<Config>(profile_name, Config::ConfigType::InputProfile));
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return SaveProfile(profile_name, player_index);
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}
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bool InputProfiles::DeleteProfile(const std::string& profile_name) {
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if (!ProfileExistsInMap(profile_name)) {
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return false;
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}
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if (!ProfileExistsInFilesystem(profile_name) ||
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FS::RemoveFile(map_profiles[profile_name]->GetConfigFilePath())) {
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map_profiles.erase(profile_name);
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}
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return !ProfileExistsInMap(profile_name) && !ProfileExistsInFilesystem(profile_name);
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}
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bool InputProfiles::LoadProfile(const std::string& profile_name, std::size_t player_index) {
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if (!ProfileExistsInMap(profile_name)) {
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return false;
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}
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if (!ProfileExistsInFilesystem(profile_name)) {
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map_profiles.erase(profile_name);
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return false;
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}
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map_profiles[profile_name]->ReadControlPlayerValue(player_index);
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return true;
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}
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bool InputProfiles::SaveProfile(const std::string& profile_name, std::size_t player_index) {
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if (!ProfileExistsInMap(profile_name)) {
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return false;
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}
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map_profiles[profile_name]->SaveControlPlayerValue(player_index);
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return true;
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}
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bool InputProfiles::ProfileExistsInMap(const std::string& profile_name) const {
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return map_profiles.find(profile_name) != map_profiles.end();
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}
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