input_common/tas: Document the main class
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8 changed files with 153 additions and 51 deletions
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@ -512,17 +512,14 @@ struct Values {
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"motion_device"};
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BasicSetting<std::string> udp_input_servers{"127.0.0.1:26760", "udp_input_servers"};
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BasicSetting<bool> pause_tas_on_load { false, "pause_tas_on_load" };
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BasicSetting<bool> tas_enable{ false, "tas_enable" };
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BasicSetting<bool> tas_loop{ false, "tas_loop" };
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BasicSetting<bool> tas_swap_controllers{ false, "tas_swap_controllers" };
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BasicSetting<bool> is_cpu_boosted{ false, "is_cpu_boosted" };
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" };
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BasicSetting<bool> pause_tas_on_load{true, "pause_tas_on_load"};
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BasicSetting<bool> tas_enable{false, "tas_enable"};
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BasicSetting<bool> tas_loop{false, "tas_loop"};
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BasicSetting<bool> tas_swap_controllers{true, "tas_swap_controllers"};
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BasicSetting<bool> mouse_panning{false, "mouse_panning"};
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BasicRangedSetting<u8> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
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BasicSetting<bool> mouse_enabled{false, "mouse_enabled"};
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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@ -14,6 +14,7 @@
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namespace TasInput {
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// Supported keywords and buttons from a TAS file
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constexpr std::array<std::pair<std::string_view, TasButton>, 20> text_to_tas_button = {
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std::pair{"KEY_A", TasButton::BUTTON_A},
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{"KEY_B", TasButton::BUTTON_B},
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@ -214,7 +215,7 @@ void Tas::UpdateThread() {
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}
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}
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} else {
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is_running = Settings::values.tas_loop;
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is_running = Settings::values.tas_loop.GetValue();
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current_command = 0;
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tas_data.fill({});
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if (!is_running) {
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@ -11,6 +11,38 @@
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#include "core/frontend/input.h"
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#include "input_common/main.h"
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/*
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To play back TAS scripts on Yuzu, select the folder with scripts in the configuration menu below
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Emulation -> Configure TAS. The file itself has normal text format and has to be called
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script0-1.txt for controller 1, script0-2.txt for controller 2 and so forth (with max. 8 players).
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A script file has the same format as TAS-nx uses, so final files will look like this:
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1 KEY_B 0;0 0;0
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6 KEY_ZL 0;0 0;0
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41 KEY_ZL;KEY_Y 0;0 0;0
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43 KEY_X;KEY_A 32767;0 0;0
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44 KEY_A 32767;0 0;0
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45 KEY_A 32767;0 0;0
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46 KEY_A 32767;0 0;0
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47 KEY_A 32767;0 0;0
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After placing the file at the correct location, it can be read into Yuzu with the (default) hotkey
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CTRL+F6 (refresh). In the bottom left corner, it will display the amount of frames the script file
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has. Playback can be started or stopped using CTRL+F5.
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However, for playback to actually work, the correct input device has to be selected: In the Controls
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menu, select TAS from the device list for the controller that the script should be played on.
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Recording a new script file is really simple: Just make sure that the proper device (not TAS) is
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connected on P1, and press CTRL+F7 to start recording. When done, just press the same keystroke
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again (CTRL+F7). The new script will be saved at the location previously selected, as the filename
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record.txt.
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For debugging purposes, the common controller debugger can be used (View -> Debugging -> Controller
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P1).
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*/
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namespace TasInput {
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constexpr size_t PLAYER_NUMBER = 8;
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@ -64,12 +96,26 @@ public:
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Tas();
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~Tas();
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// Changes the input status that will be stored in each frame
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void RecordInput(u32 buttons, const std::array<std::pair<float, float>, 2>& axes);
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// Main loop that records or executes input
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void UpdateThread();
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// Sets the flag to start or stop the TAS command excecution and swaps controllers profiles
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void StartStop();
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// Sets the flag to reload the file and start from the begining in the next update
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void Reset();
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/**
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* Sets the flag to enable or disable recording of inputs
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* @return Returns true if the current recording status is enabled
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*/
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bool Record();
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// Saves contents of record_commands on a file if overwrite is enabled player 1 will be
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// overwritten with the recorded commands
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void SaveRecording(bool overwrite_file);
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/**
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@ -80,7 +126,11 @@ public:
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* Total length of script file currently loaded or amount of frames (so far) for Recording
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*/
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std::tuple<TasState, size_t, size_t> GetStatus() const;
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// Retuns an array of the default button mappings
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InputCommon::ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& params) const;
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// Retuns an array of the default analog mappings
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InputCommon::AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& params) const;
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[[nodiscard]] const TasData& GetTasState(std::size_t pad) const;
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@ -90,23 +140,81 @@ private:
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TasAnalog l_axis{};
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TasAnalog r_axis{};
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};
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// Loads TAS files from all players
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void LoadTasFiles();
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// Loads TAS file from the specified player
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void LoadTasFile(size_t player_index);
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// Writes a TAS file from the recorded commands
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void WriteTasFile(std::u8string file_name);
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/**
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* Parses a string containing the axis values with the following format "x;y"
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* X and Y have a range from -32767 to 32767
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* @return Returns a TAS analog object with axis values with range from -1.0 to 1.0
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*/
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TasAnalog ReadCommandAxis(const std::string& line) const;
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/**
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* Parses a string containing the button values with the following format "a;b;c;d..."
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* Each button is represented by it's text format specified in text_to_tas_button array
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* @return Returns a u32 with each bit representing the status of a button
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*/
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u32 ReadCommandButtons(const std::string& line) const;
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/**
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* Converts an u32 containing the button status into the text equivalent
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* @return Returns a string with the name of the buttons to be written to the file
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*/
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std::string WriteCommandButtons(u32 data) const;
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/**
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* Converts an TAS analog object containing the axis status into the text equivalent
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* @return Returns a string with the value of the axis to be written to the file
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*/
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std::string WriteCommandAxis(TasAnalog data) const;
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// Inverts the Y axis polarity
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std::pair<float, float> FlipAxisY(std::pair<float, float> old);
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/**
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* Converts an u32 containing the button status into the text equivalent
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* @return Returns a string with the name of the buttons to be printed on console
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*/
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std::string DebugButtons(u32 buttons) const;
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/**
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* Converts an TAS analog object containing the axis status into the text equivalent
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* @return Returns a string with the value of the axis to be printed on console
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*/
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std::string DebugJoystick(float x, float y) const;
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/**
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* Converts the given TAS status into the text equivalent
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* @return Returns a string with the value of the TAS status to be printed on console
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*/
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std::string DebugInput(const TasData& data) const;
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/**
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* Converts the given TAS status of multiple players into the text equivalent
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* @return Returns a string with the value of the status of all TAS players to be printed on
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* console
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*/
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std::string DebugInputs(const std::array<TasData, PLAYER_NUMBER>& arr) const;
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/**
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* Converts an u32 containing the button status into the text equivalent
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* @return Returns a string with the name of the buttons
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*/
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std::string ButtonsToString(u32 button) const;
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// Stores current controller configuration and sets a TAS controller for every active controller
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// to the current config
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void SwapToTasController();
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// Sets the stored controller configuration to the current config
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void SwapToStoredController();
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size_t script_length{0};
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@ -11,7 +11,7 @@
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namespace InputCommon {
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/**
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* A button device factory representing a mouse. It receives mouse events and forward them
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* A button device factory representing a tas bot. It receives tas events and forward them
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* to all button devices it created.
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*/
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class TasButtonFactory final : public Input::Factory<Input::ButtonDevice> {
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@ -29,7 +29,7 @@ private:
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std::shared_ptr<TasInput::Tas> tas_input;
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};
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/// An analog device factory that creates analog devices from mouse
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/// An analog device factory that creates analog devices from tas
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class TasAnalogFactory final : public Input::Factory<Input::AnalogDevice> {
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public:
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explicit TasAnalogFactory(std::shared_ptr<TasInput::Tas> tas_input_);
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@ -567,8 +567,10 @@ void Config::ReadControlValues() {
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Settings::values.mouse_panning = false;
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ReadBasicSetting(Settings::values.mouse_panning_sensitivity);
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ReadBasicSetting(Settings::values.tas_enable = false);
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ReadBasicSetting(Settings::values.tas_reset = false);
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ReadBasicSetting(Settings::values.tas_enable);
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ReadBasicSetting(Settings::values.tas_loop);
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ReadBasicSetting(Settings::values.tas_swap_controllers);
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ReadBasicSetting(Settings::values.pause_tas_on_load);
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ReadGlobalSetting(Settings::values.use_docked_mode);
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@ -667,21 +669,17 @@ void Config::ReadDataStorageValues() {
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::DumpDir)))
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.toString()
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.toStdString());
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FS::SetYuzuPath(
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FS::YuzuPath::TASFile,
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FS::SetYuzuPath(FS::YuzuPath::TASDir,
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qt_config
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->value(QStringLiteral("tas_path"),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::TASFile)))
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->value(QStringLiteral("tas_directory"),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::TASDir)))
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.toString()
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.toStdString());
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ReadBasicSetting(Settings::values.pauseTasOnLoad);
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ReadBasicSetting(Settings::values.gamecard_inserted);
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ReadBasicSetting(Settings::values.gamecard_current_game);
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ReadBasicSetting(Settings::values.gamecard_path);
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qt_config->endGroup();
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}
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WriteBasicSetting(Settings::values.emulate_analog_keyboard);
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WriteBasicSetting(Settings::values.mouse_panning_sensitivity);
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WriteSetting(QStringLiteral("enable_tas"), Settings::values.tas_enable, false);
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WriteSetting(QStringLiteral("loop_tas"), Settings::values.tas_loop, false);
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WriteSetting(QStringLiteral("swap_tas_controllers"), Settings::values.tas_swap_controllers,
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true);
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WriteSetting(QStringLiteral("tas_pause_on_load"), Settings::values.pause_tas_on_load, true);
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WriteBasicSetting(Settings::values.tas_enable);
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WriteBasicSetting(Settings::values.tas_loop);
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WriteBasicSetting(Settings::values.tas_swap_controllers);
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WriteBasicSetting(Settings::values.pause_tas_on_load);
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qt_config->endGroup();
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}
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@ -1237,10 +1235,9 @@ void Config::SaveDataStorageValues() {
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WriteSetting(QStringLiteral("dump_directory"),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::DumpDir)),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::DumpDir)));
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WriteSetting(QStringLiteral("tas_path"),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::TASFile)),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::TASFile)));
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WriteSetting(QStringLiteral("tas_pause_on_load"), Settings::values.pauseTasOnLoad, true);
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WriteSetting(QStringLiteral("tas_directory"),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::TASDir)),
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QString::fromStdString(FS::GetYuzuPathString(FS::YuzuPath::TASDir)));
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WriteBasicSetting(Settings::values.gamecard_inserted);
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WriteBasicSetting(Settings::values.gamecard_current_game);
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@ -52,7 +52,6 @@ void ConfigureFilesystem::setConfiguration() {
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ui->gamecard_inserted->setChecked(Settings::values.gamecard_inserted.GetValue());
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ui->gamecard_current_game->setChecked(Settings::values.gamecard_current_game.GetValue());
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ui->tas_pause_on_load->setChecked(Settings::values.pauseTasOnLoad);
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ui->dump_exefs->setChecked(Settings::values.dump_exefs.GetValue());
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ui->dump_nso->setChecked(Settings::values.dump_nso.GetValue());
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@ -222,23 +222,23 @@ void PlayerControlPreview::UpdateInput() {
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if (input_changed) {
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update();
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if (controller_callback.input != nullptr) {
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ControllerInput input{
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.axis_values =
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{std::pair<float, float>{axis_values[Settings::NativeAnalog::LStick].value.x(),
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.axis_values = {std::pair<float, float>{
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axis_values[Settings::NativeAnalog::LStick].value.x(),
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axis_values[Settings::NativeAnalog::LStick].value.y()},
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std::pair<float, float>{axis_values[Settings::NativeAnalog::RStick].value.x(),
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std::pair<float, float>{
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axis_values[Settings::NativeAnalog::RStick].value.x(),
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axis_values[Settings::NativeAnalog::RStick].value.y()}},
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.button_values = button_values,
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.changed = true,
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};
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if (controller_callback.input != nullptr) {
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controller_callback.input(std::move(input));
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}
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}
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if (controller_callback.update != nullptr) {
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controller_callback.update(std::move(true));
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controller_callback.update(true);
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}
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if (mapping_active) {
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@ -30,18 +30,18 @@ ConfigureTasDialog::~ConfigureTasDialog() = default;
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void ConfigureTasDialog::LoadConfiguration() {
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ui->tas_path_edit->setText(
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QString::fromStdString(Common::FS::GetYuzuPathString(Common::FS::YuzuPath::TASDir)));
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ui->tas_enable->setChecked(Settings::values.tas_enable);
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ui->tas_control_swap->setChecked(Settings::values.tas_swap_controllers);
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ui->tas_loop_script->setChecked(Settings::values.tas_loop);
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ui->tas_pause_on_load->setChecked(Settings::values.pause_tas_on_load);
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ui->tas_enable->setChecked(Settings::values.tas_enable.GetValue());
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ui->tas_control_swap->setChecked(Settings::values.tas_swap_controllers.GetValue());
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ui->tas_loop_script->setChecked(Settings::values.tas_loop.GetValue());
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ui->tas_pause_on_load->setChecked(Settings::values.pause_tas_on_load.GetValue());
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}
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void ConfigureTasDialog::ApplyConfiguration() {
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Common::FS::SetYuzuPath(Common::FS::YuzuPath::TASDir, ui->tas_path_edit->text().toStdString());
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Settings::values.tas_enable = ui->tas_enable->isChecked();
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Settings::values.tas_swap_controllers = ui->tas_control_swap->isChecked();
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Settings::values.tas_loop = ui->tas_loop_script->isChecked();
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Settings::values.pause_tas_on_load = ui->tas_pause_on_load->isChecked();
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Settings::values.tas_enable.SetValue(ui->tas_enable->isChecked());
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Settings::values.tas_swap_controllers.SetValue(ui->tas_control_swap->isChecked());
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Settings::values.tas_loop.SetValue(ui->tas_loop_script->isChecked());
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Settings::values.pause_tas_on_load.SetValue(ui->tas_pause_on_load->isChecked());
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}
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void ConfigureTasDialog::SetDirectory(DirectoryTarget target, QLineEdit* edit) {
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