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https://github.com/starr-dusT/yuzu-mainline
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99ceb03a1c
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
201 lines
6.2 KiB
C++
201 lines
6.2 KiB
C++
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <string>
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#include <vector>
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#include "common/common_types.h"
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#include "input_common/input_engine.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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Tools -> Configure TAS. The file itself has normal text format and has to be called script0-1.txt
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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 InputCommon::TasInput {
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constexpr size_t PLAYER_NUMBER = 10;
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enum class TasButton : u64 {
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BUTTON_A = 1U << 0,
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BUTTON_B = 1U << 1,
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BUTTON_X = 1U << 2,
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BUTTON_Y = 1U << 3,
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STICK_L = 1U << 4,
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STICK_R = 1U << 5,
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TRIGGER_L = 1U << 6,
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TRIGGER_R = 1U << 7,
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TRIGGER_ZL = 1U << 8,
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TRIGGER_ZR = 1U << 9,
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BUTTON_PLUS = 1U << 10,
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BUTTON_MINUS = 1U << 11,
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BUTTON_LEFT = 1U << 12,
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BUTTON_UP = 1U << 13,
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BUTTON_RIGHT = 1U << 14,
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BUTTON_DOWN = 1U << 15,
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BUTTON_SL = 1U << 16,
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BUTTON_SR = 1U << 17,
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BUTTON_HOME = 1U << 18,
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BUTTON_CAPTURE = 1U << 19,
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};
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struct TasAnalog {
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float x{};
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float y{};
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};
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enum class TasState {
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Running,
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Recording,
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Stopped,
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};
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class Tas final : public InputEngine {
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public:
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explicit Tas(std::string input_engine_);
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~Tas() override;
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/**
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* Changes the input status that will be stored in each frame
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* @param buttons Bitfield with the status of the buttons
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* @param left_axis Value of the left axis
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* @param right_axis Value of the right axis
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*/
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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
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void UpdateThread();
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// Sets the flag to start or stop the TAS command execution and swaps controllers profiles
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void StartStop();
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// Stop the TAS and reverts any controller profile
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void Stop();
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// Sets the flag to reload the file and start from the beginning 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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* @returns true if the current recording status is enabled
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*/
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bool Record();
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/**
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* Saves contents of record_commands on a file
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* @param overwrite_file Indicates if player 1 should be overwritten
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*/
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void SaveRecording(bool overwrite_file);
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/**
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* Returns the current status values of TAS playback/recording
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* @returns A Tuple of
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* TasState indicating the current state out of Running ;
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* Current playback progress ;
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* Total length of script file currently loaded or being recorded
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*/
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std::tuple<TasState, size_t, size_t> GetStatus() const;
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private:
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enum class TasAxis : u8;
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struct TASCommand {
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u64 buttons{};
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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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/**
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* Loads TAS file from the specified player
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* @param player_index Player number to save the script
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* @param file_index Script number of the file
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*/
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void LoadTasFile(size_t player_index, size_t file_index);
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/**
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* Writes a TAS file from the recorded commands
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* @param file_name Name of the file to be written
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*/
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void WriteTasFile(std::u8string_view file_name);
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/**
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* Parses a string containing the axis values. X and Y have a range from -32767 to 32767
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* @param line String containing axis values with the following format "x;y"
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* @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. Each button is represented by it's text format
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* specified in text_to_tas_button array
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* @param line string containing button name with the following format "a;b;c;d..."
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* @returns A u64 with each bit representing the status of a button
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*/
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u64 ReadCommandButtons(const std::string& line) const;
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/**
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* Reset state of all players
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*/
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void ClearInput();
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/**
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* Converts an u64 containing the button status into the text equivalent
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* @param buttons Bitfield with the status of the buttons
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* @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(u64 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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* @param analog Value of the axis
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* @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 analog) const;
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/// Sets an axis for a particular pad to the given value.
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void SetTasAxis(const PadIdentifier& identifier, TasAxis axis, f32 value);
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size_t script_length{0};
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bool is_recording{false};
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bool is_running{false};
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bool needs_reset{false};
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std::array<std::vector<TASCommand>, PLAYER_NUMBER> commands{};
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std::vector<TASCommand> record_commands{};
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size_t current_command{0};
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TASCommand last_input{}; // only used for recording
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};
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} // namespace InputCommon::TasInput
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