input_common/tas: Document the main class
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8 changed files with 153 additions and 51 deletions
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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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