// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include #include #include "common/common_types.h" #include "input_common/input_engine.h" /* To play back TAS scripts on Suyu, select the folder with scripts in the configuration menu below Tools -> Configure TAS. The file itself has normal text format and has to be called script0-1.txt for controller 1, script0-2.txt for controller 2 and so forth (with max. 8 players). A script file has the same format as TAS-nx uses, so final files will look like this: 1 KEY_B 0;0 0;0 6 KEY_ZL 0;0 0;0 41 KEY_ZL;KEY_Y 0;0 0;0 43 KEY_X;KEY_A 32767;0 0;0 44 KEY_A 32767;0 0;0 45 KEY_A 32767;0 0;0 46 KEY_A 32767;0 0;0 47 KEY_A 32767;0 0;0 After placing the file at the correct location, it can be read into Suyu with the (default) hotkey CTRL+F6 (refresh). In the bottom left corner, it will display the amount of frames the script file has. Playback can be started or stopped using CTRL+F5. However, for playback to actually work, the correct input device has to be selected: In the Controls menu, select TAS from the device list for the controller that the script should be played on. Recording a new script file is really simple: Just make sure that the proper device (not TAS) is connected on P1, and press CTRL+F7 to start recording. When done, just press the same keystroke again (CTRL+F7). The new script will be saved at the location previously selected, as the filename record.txt. For debugging purposes, the common controller debugger can be used (View -> Debugging -> Controller P1). */ namespace InputCommon::TasInput { constexpr size_t PLAYER_NUMBER = 10; enum class TasButton : u64 { BUTTON_A = 1U << 0, BUTTON_B = 1U << 1, BUTTON_X = 1U << 2, BUTTON_Y = 1U << 3, STICK_L = 1U << 4, STICK_R = 1U << 5, TRIGGER_L = 1U << 6, TRIGGER_R = 1U << 7, TRIGGER_ZL = 1U << 8, TRIGGER_ZR = 1U << 9, BUTTON_PLUS = 1U << 10, BUTTON_MINUS = 1U << 11, BUTTON_LEFT = 1U << 12, BUTTON_UP = 1U << 13, BUTTON_RIGHT = 1U << 14, BUTTON_DOWN = 1U << 15, BUTTON_SL = 1U << 16, BUTTON_SR = 1U << 17, BUTTON_HOME = 1U << 18, BUTTON_CAPTURE = 1U << 19, }; struct TasAnalog { float x{}; float y{}; }; enum class TasState { Running, Recording, Stopped, }; class Tas final : public InputEngine { public: explicit Tas(std::string input_engine_); ~Tas() override; /** * Changes the input status that will be stored in each frame * @param buttons Bitfield with the status of the buttons * @param left_axis Value of the left axis * @param right_axis Value of the right axis */ void RecordInput(u64 buttons, TasAnalog left_axis, TasAnalog right_axis); // Main loop that records or executes input void UpdateThread(); // Sets the flag to start or stop the TAS command execution and swaps controllers profiles void StartStop(); // Stop the TAS and reverts any controller profile void Stop(); // Sets the flag to reload the file and start from the beginning in the next update void Reset(); /** * Sets the flag to enable or disable recording of inputs * @returns true if the current recording status is enabled */ bool Record(); /** * Saves contents of record_commands on a file * @param overwrite_file Indicates if player 1 should be overwritten */ void SaveRecording(bool overwrite_file); /** * Returns the current status values of TAS playback/recording * @returns A Tuple of * TasState indicating the current state out of Running ; * Current playback progress ; * Total length of script file currently loaded or being recorded */ std::tuple> GetStatus() const; private: enum class TasAxis : u8; struct TASCommand { u64 buttons{}; TasAnalog l_axis{}; TasAnalog r_axis{}; }; /// Loads TAS files from all players void LoadTasFiles(); /** * Loads TAS file from the specified player * @param player_index Player number to save the script * @param file_index Script number of the file */ void LoadTasFile(size_t player_index, size_t file_index); /** * Writes a TAS file from the recorded commands * @param file_name Name of the file to be written */ void WriteTasFile(std::u8string_view file_name); /** * Parses a string containing the axis values. X and Y have a range from -32767 to 32767 * @param line String containing axis values with the following format "x;y" * @returns A TAS analog object with axis values with range from -1.0 to 1.0 */ TasAnalog ReadCommandAxis(const std::string& line) const; /** * Parses a string containing the button values. Each button is represented by it's text format * specified in text_to_tas_button array * @param line string containing button name with the following format "a;b;c;d..." * @returns A u64 with each bit representing the status of a button */ u64 ReadCommandButtons(const std::string& line) const; /** * Reset state of all players */ void ClearInput(); /** * Converts an u64 containing the button status into the text equivalent * @param buttons Bitfield with the status of the buttons * @returns A string with the name of the buttons to be written to the file */ std::string WriteCommandButtons(u64 buttons) const; /** * Converts an TAS analog object containing the axis status into the text equivalent * @param analog Value of the axis * @returns A string with the value of the axis to be written to the file */ std::string WriteCommandAxis(TasAnalog analog) const; /// Sets an axis for a particular pad to the given value. void SetTasAxis(const PadIdentifier& identifier, TasAxis axis, f32 value); size_t script_length{0}; bool is_recording{false}; bool is_running{false}; bool needs_reset{false}; std::array, PLAYER_NUMBER> commands{}; std::vector record_commands{}; size_t current_command{0}; TASCommand last_input{}; // only used for recording }; } // namespace InputCommon::TasInput