yuzu/src/input_common/drivers/tas_input.h

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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
#include <array>
#include <string>
#include <vector>
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#include "common/common_types.h"
#include "input_common/input_engine.h"
/*
To play back TAS scripts on Yuzu, 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 Yuzu 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 {
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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 {
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public:
explicit Tas(std::string input_engine_);
~Tas() override;
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/**
* 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
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*/
void RecordInput(u64 buttons, TasAnalog left_axis, TasAnalog right_axis);
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// Main loop that records or executes input
void UpdateThread();
// Sets the flag to start or stop the TAS command execution and swaps controllers profiles
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void StartStop();
// Stop the TAS and reverts any controller profile
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void Stop();
// Sets the flag to reload the file and start from the beginning in the next update
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void Reset();
/**
* Sets the flag to enable or disable recording of inputs
* @returns true if the current recording status is enabled
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*/
bool Record();
/**
* Saves contents of record_commands on a file
* @param overwrite_file Indicates if player 1 should be overwritten
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*/
void SaveRecording(bool overwrite_file);
/**
* Returns the current status values of TAS playback/recording
* @returns A Tuple of
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* TasState indicating the current state out of Running ;
* Current playback progress ;
* Total length of script file currently loaded or being recorded
*/
std::tuple<TasState, size_t, size_t> GetStatus() const;
private:
enum class TasAxis : u8;
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struct TASCommand {
u64 buttons{};
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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
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*/
void LoadTasFile(size_t player_index, size_t file_index);
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/**
* Writes a TAS file from the recorded commands
* @param file_name Name of the file to be written
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*/
void WriteTasFile(std::u8string_view file_name);
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/**
* 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
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*/
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
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*/
u64 ReadCommandButtons(const std::string& line) const;
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/**
* 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
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*/
std::string WriteCommandButtons(u64 buttons) const;
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/**
* 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
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*/
std::string WriteCommandAxis(TasAnalog analog) const;
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/// Sets an axis for a particular pad to the given value.
void SetTasAxis(const PadIdentifier& identifier, TasAxis axis, f32 value);
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size_t script_length{0};
bool is_recording{false};
bool is_running{false};
bool needs_reset{false};
std::array<std::vector<TASCommand>, PLAYER_NUMBER> commands{};
std::vector<TASCommand> record_commands{};
size_t current_command{0};
TASCommand last_input{}; // only used for recording
};
} // namespace InputCommon::TasInput