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https://github.com/RetroDECK/ES-DE.git
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Changed es_input.cfg to es_input.xml
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parent
dc29b97e91
commit
57280c5da9
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@ -5,7 +5,7 @@
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//
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//
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// Low-level input handling.
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// Low-level input handling.
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// Initiates and maps the keyboard and controllers.
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// Initiates and maps the keyboard and controllers.
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// Reads and writes the es_input.cfg configuration file.
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// Reads and writes the es_input.xml configuration file.
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//
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//
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#include "InputManager.h"
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#include "InputManager.h"
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@ -261,14 +261,14 @@ void InputManager::doOnFinish()
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std::string InputManager::getConfigPath()
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std::string InputManager::getConfigPath()
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{
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{
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std::string path = Utils::FileSystem::getHomePath();
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std::string path = Utils::FileSystem::getHomePath();
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path += "/.emulationstation/es_input.cfg";
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path += "/.emulationstation/es_input.xml";
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return path;
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return path;
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}
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}
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std::string InputManager::getTemporaryConfigPath()
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std::string InputManager::getTemporaryConfigPath()
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{
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{
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std::string path = Utils::FileSystem::getHomePath();
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std::string path = Utils::FileSystem::getHomePath();
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path += "/.emulationstation/es_temporaryinput.cfg";
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path += "/.emulationstation/es_temporaryinput.xml";
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return path;
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return path;
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}
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}
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@ -502,7 +502,7 @@ bool InputManager::loadInputConfig(InputConfig* config)
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pugi::xml_node configNode = root.find_child_by_attribute("inputConfig",
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pugi::xml_node configNode = root.find_child_by_attribute("inputConfig",
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"deviceGUID", config->getDeviceGUIDString().c_str());
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"deviceGUID", config->getDeviceGUIDString().c_str());
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// Enabling this will match an entry in es_input.cfg based on the device name if there
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// Enabling this will match an entry in es_input.xml based on the device name if there
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// was no GUID match. This is probably not a good idea as many controllers share the same
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// was no GUID match. This is probably not a good idea as many controllers share the same
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// name even though the GUID differ and potentially the button configuration could be
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// name even though the GUID differ and potentially the button configuration could be
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// different between them. Keeping the code for now though.
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// different between them. Keeping the code for now though.
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@ -511,10 +511,10 @@ bool InputManager::loadInputConfig(InputConfig* config)
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// "deviceName", config->getDeviceName().c_str());
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// "deviceName", config->getDeviceName().c_str());
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// With the move to the SDL GameController API the button layout changed quite a lot, so
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// With the move to the SDL GameController API the button layout changed quite a lot, so
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// es_input.cfg files generated using the old API will end up with a completely unusable
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// es_input.xml files generated using the old API will end up with a completely unusable
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// controller configuration. These older files had the configuration entry type set to
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// controller configuration. These older files had the configuration entry type set to
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// "joystick", so it's easy to ignore such entries by only accepting entries with the
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// "joystick", so it's easy to ignore such entries by only accepting entries with the
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// type set to "controller" (which is now applied when saving the es_input.cfg file).
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// type set to "controller" (which is now applied when saving the es_input.xml file).
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if (configNode && config->getDeviceName() != "Keyboard")
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if (configNode && config->getDeviceName() != "Keyboard")
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if (!root.find_child_by_attribute("inputConfig", "type", "controller"))
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if (!root.find_child_by_attribute("inputConfig", "type", "controller"))
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return false;
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return false;
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@ -5,7 +5,7 @@
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//
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//
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// Low-level input handling.
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// Low-level input handling.
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// Initiates and maps the keyboard and controllers.
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// Initiates and maps the keyboard and controllers.
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// Reads and writes the es_input.cfg configuration file.
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// Reads and writes the es_input.xml configuration file.
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//
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//
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#ifndef ES_CORE_INPUT_MANAGER_H
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#ifndef ES_CORE_INPUT_MANAGER_H
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