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eden/src/android/app/src/main/jni/android_config.cpp
T
fl.gs b870bd255c [android] config: load configuration on game start (#3965)
This PR reloads Android configuration when starting a game, so Eden uses the latest config.ini state for the emulation session.

On some Android launchers, Eden can already be running in the background before a game is launched. In that case, config.ini has already been read, so configuration changes made outside of Eden's settings flow while the process is alive are not picked up by the next emulation session.

This improves launch/config behavior for external launcher workflows.

Co-authored-by: FL-gs <efge.crea@gmail.com>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3965
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
2026-05-23 21:19:34 +02:00

409 lines
14 KiB
C++

// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include <common/fs/path_util.h>
#include <common/logging.h>
#include <common/settings.h>
#include <input_common/main.h>
#include "android_config.h"
#include "android_settings.h"
#include "common/settings_setting.h"
AndroidConfig::AndroidConfig(const std::string& config_name, ConfigType config_type)
: Config(config_type) {
Initialize(config_name);
if (config_type != ConfigType::InputProfile) {
ReadAndroidValues();
SaveAndroidValues();
}
}
void AndroidConfig::ReloadAllValues() {
// Ensure the INI file is current before reloading values.
SetUpIni();
Reload();
ReadAndroidValues();
SaveAndroidValues();
}
void AndroidConfig::SaveAllValues() {
SaveValues();
SaveAndroidValues();
}
void AndroidConfig::ReadAndroidValues() {
if (global) {
ReadAndroidUIValues();
ReadUIValues();
BeginGroup(Settings::TranslateCategory(Settings::Category::DataStorage));
Settings::values.ext_content_from_game_dirs = ReadBooleanSetting(
std::string("ext_content_from_game_dirs"),
std::make_optional(
Settings::values.ext_content_from_game_dirs.GetDefault()));
EndGroup();
ReadOverlayValues();
}
ReadDriverValues();
ReadAndroidControlValues();
}
void AndroidConfig::ReadAndroidUIValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Android));
ReadCategory(Settings::Category::Android);
EndGroup();
}
void AndroidConfig::ReadUIValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Ui));
ReadPathValues();
EndGroup();
}
void AndroidConfig::ReadPathValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Paths));
AndroidSettings::values.game_dirs.clear();
const int gamedirs_size = BeginArray(std::string("gamedirs"));
for (int i = 0; i < gamedirs_size; ++i) {
SetArrayIndex(i);
AndroidSettings::GameDir game_dir;
game_dir.path = ReadStringSetting(std::string("path"));
game_dir.deep_scan =
ReadBooleanSetting(std::string("deep_scan"), std::make_optional(false));
AndroidSettings::values.game_dirs.push_back(game_dir);
}
EndArray();
// Read external content directories
Settings::values.external_content_dirs.clear();
const int external_dirs_size = BeginArray(std::string("external_content_dirs"));
for (int i = 0; i < external_dirs_size; ++i) {
SetArrayIndex(i);
std::string dir_path = ReadStringSetting(std::string("path"));
if (!dir_path.empty()) {
Settings::values.external_content_dirs.push_back(dir_path);
}
}
EndArray();
const auto nand_dir_setting = ReadStringSetting(std::string("nand_directory"));
if (!nand_dir_setting.empty()) {
Common::FS::SetEdenPath(Common::FS::EdenPath::NANDDir, nand_dir_setting);
}
const auto sdmc_dir_setting = ReadStringSetting(std::string("sdmc_directory"));
if (!sdmc_dir_setting.empty()) {
Common::FS::SetEdenPath(Common::FS::EdenPath::SDMCDir, sdmc_dir_setting);
}
const auto save_dir_setting = ReadStringSetting(std::string("save_directory"));
if (save_dir_setting.empty()) {
Common::FS::SetEdenPath(Common::FS::EdenPath::SaveDir,
Common::FS::GetEdenPathString(Common::FS::EdenPath::NANDDir));
} else {
Common::FS::SetEdenPath(Common::FS::EdenPath::SaveDir, save_dir_setting);
}
EndGroup();
}
void AndroidConfig::ReadDriverValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::GpuDriver));
ReadCategory(Settings::Category::GpuDriver);
EndGroup();
}
void AndroidConfig::ReadOverlayValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Overlay));
ReadCategory(Settings::Category::Overlay);
AndroidSettings::values.overlay_control_data.clear();
const int control_data_size = BeginArray("control_data");
for (int i = 0; i < control_data_size; ++i) {
SetArrayIndex(i);
AndroidSettings::OverlayControlData control_data;
control_data.id = ReadStringSetting(std::string("id"));
control_data.enabled = ReadBooleanSetting(std::string("enabled"));
control_data.landscape_position.first =
ReadDoubleSetting(std::string("landscape\\x_position"));
control_data.landscape_position.second =
ReadDoubleSetting(std::string("landscape\\y_position"));
control_data.portrait_position.first =
ReadDoubleSetting(std::string("portrait\\x_position"));
control_data.portrait_position.second =
ReadDoubleSetting(std::string("portrait\\y_position"));
control_data.foldable_position.first =
ReadDoubleSetting(std::string("foldable\\x_position"));
control_data.foldable_position.second =
ReadDoubleSetting(std::string("foldable\\y_position"));
control_data.individual_scale = static_cast<float>(ReadDoubleSetting(std::string("individual_scale")));
AndroidSettings::values.overlay_control_data.push_back(control_data);
}
EndArray();
EndGroup();
}
void AndroidConfig::ReadAndroidPlayerValues(std::size_t player_index) {
std::string player_prefix;
if (type != ConfigType::InputProfile) {
player_prefix.append("player_").append(ToString(player_index)).append("_");
}
auto& player = Settings::values.players.GetValue()[player_index];
if (IsCustomConfig()) {
const auto profile_name =
ReadStringSetting(std::string(player_prefix).append("profile_name"));
if (profile_name.empty()) {
// Use the global input config
player = Settings::values.players.GetValue(true)[player_index];
player.profile_name = "";
return;
}
}
// Android doesn't have default options for controllers. We have the input overlay for that.
for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
const std::string default_param;
auto& player_buttons = player.buttons[i];
player_buttons = ReadStringSetting(
std::string(player_prefix).append(Settings::NativeButton::mapping[i]), default_param);
if (player_buttons.empty()) {
player_buttons = default_param;
}
}
for (int i = 0; i < Settings::NativeAnalog::NumAnalogs; ++i) {
const std::string default_param;
auto& player_analogs = player.analogs[i];
player_analogs = ReadStringSetting(
std::string(player_prefix).append(Settings::NativeAnalog::mapping[i]), default_param);
if (player_analogs.empty()) {
player_analogs = default_param;
}
}
for (int i = 0; i < Settings::NativeMotion::NumMotions; ++i) {
const std::string default_param;
auto& player_motions = player.motions[i];
player_motions = ReadStringSetting(
std::string(player_prefix).append(Settings::NativeMotion::mapping[i]), default_param);
if (player_motions.empty()) {
player_motions = default_param;
}
}
player.use_system_vibrator = ReadBooleanSetting(
std::string(player_prefix).append("use_system_vibrator"), player_index == 0);
}
void AndroidConfig::ReadAndroidControlValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Controls));
Settings::values.players.SetGlobal(!IsCustomConfig());
for (std::size_t p = 0; p < Settings::values.players.GetValue().size(); ++p) {
ReadAndroidPlayerValues(p);
}
if (IsCustomConfig()) {
EndGroup();
return;
}
// ReadDebugControlValues();
// ReadHidbusValues();
EndGroup();
}
void AndroidConfig::SaveAndroidValues() {
if (global) {
SaveAndroidUIValues();
SaveUIValues();
SaveOverlayValues();
}
SaveDriverValues();
SaveAndroidControlValues();
WriteToIni();
}
void AndroidConfig::SaveAndroidUIValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Android));
WriteCategory(Settings::Category::Android);
EndGroup();
}
void AndroidConfig::SaveUIValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Ui));
SavePathValues();
EndGroup();
}
void AndroidConfig::SavePathValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Paths));
BeginArray(std::string("gamedirs"));
for (size_t i = 0; i < AndroidSettings::values.game_dirs.size(); ++i) {
SetArrayIndex(i);
const auto& game_dir = AndroidSettings::values.game_dirs[i];
WriteStringSetting(std::string("path"), game_dir.path);
WriteBooleanSetting(std::string("deep_scan"), game_dir.deep_scan,
std::make_optional(false));
}
EndArray();
// Save external content directories
BeginArray(std::string("external_content_dirs"));
for (size_t i = 0; i < Settings::values.external_content_dirs.size(); ++i) {
SetArrayIndex(i);
WriteStringSetting(std::string("path"), Settings::values.external_content_dirs[i]);
}
EndArray();
// Save custom NAND directory
const auto nand_path = Common::FS::GetEdenPathString(Common::FS::EdenPath::NANDDir);
WriteStringSetting(std::string("nand_directory"), nand_path,
std::make_optional(std::string("")));
// Save custom SDMC directory
const auto sdmc_path = Common::FS::GetEdenPathString(Common::FS::EdenPath::SDMCDir);
WriteStringSetting(std::string("sdmc_directory"), sdmc_path,
std::make_optional(std::string("")));
// Save custom save directory
const auto save_path = Common::FS::GetEdenPathString(Common::FS::EdenPath::SaveDir);
if (save_path == nand_path) {
WriteStringSetting(std::string("save_directory"), std::string(""),
std::make_optional(std::string("")));
} else {
WriteStringSetting(std::string("save_directory"), save_path,
std::make_optional(std::string("")));
}
EndGroup();
}
void AndroidConfig::SaveDriverValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::GpuDriver));
WriteCategory(Settings::Category::GpuDriver);
EndGroup();
}
void AndroidConfig::SaveOverlayValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Overlay));
WriteCategory(Settings::Category::Overlay);
BeginArray("control_data");
for (size_t i = 0; i < AndroidSettings::values.overlay_control_data.size(); ++i) {
SetArrayIndex(i);
const auto& control_data = AndroidSettings::values.overlay_control_data[i];
WriteStringSetting(std::string("id"), control_data.id);
WriteBooleanSetting(std::string("enabled"), control_data.enabled);
WriteDoubleSetting(std::string("landscape\\x_position"),
control_data.landscape_position.first);
WriteDoubleSetting(std::string("landscape\\y_position"),
control_data.landscape_position.second);
WriteDoubleSetting(std::string("portrait\\x_position"),
control_data.portrait_position.first);
WriteDoubleSetting(std::string("portrait\\y_position"),
control_data.portrait_position.second);
WriteDoubleSetting(std::string("foldable\\x_position"),
control_data.foldable_position.first);
WriteDoubleSetting(std::string("foldable\\y_position"),
control_data.foldable_position.second);
WriteDoubleSetting(std::string("individual_scale"), static_cast<double>(control_data.individual_scale));
}
EndArray();
EndGroup();
}
void AndroidConfig::SaveAndroidPlayerValues(std::size_t player_index) {
std::string player_prefix;
if (type != ConfigType::InputProfile) {
player_prefix = std::string("player_").append(ToString(player_index)).append("_");
}
const auto& player = Settings::values.players.GetValue()[player_index];
if (IsCustomConfig() && player.profile_name.empty()) {
// No custom profile selected
return;
}
const std::string default_param;
for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
WriteStringSetting(std::string(player_prefix).append(Settings::NativeButton::mapping[i]),
player.buttons[i], std::make_optional(default_param));
}
for (int i = 0; i < Settings::NativeAnalog::NumAnalogs; ++i) {
WriteStringSetting(std::string(player_prefix).append(Settings::NativeAnalog::mapping[i]),
player.analogs[i], std::make_optional(default_param));
}
for (int i = 0; i < Settings::NativeMotion::NumMotions; ++i) {
WriteStringSetting(std::string(player_prefix).append(Settings::NativeMotion::mapping[i]),
player.motions[i], std::make_optional(default_param));
}
WriteBooleanSetting(std::string(player_prefix).append("use_system_vibrator"),
player.use_system_vibrator, std::make_optional(player_index == 0));
}
void AndroidConfig::SaveAndroidControlValues() {
BeginGroup(Settings::TranslateCategory(Settings::Category::Controls));
Settings::values.players.SetGlobal(!IsCustomConfig());
for (std::size_t p = 0; p < Settings::values.players.GetValue().size(); ++p) {
SaveAndroidPlayerValues(p);
}
if (IsCustomConfig()) {
EndGroup();
return;
}
// SaveDebugControlValues();
// SaveHidbusValues();
EndGroup();
}
std::vector<Settings::BasicSetting*>& AndroidConfig::FindRelevantList(Settings::Category category) {
auto& map = Settings::values.linkage.by_category;
if (map.contains(category)) {
return Settings::values.linkage.by_category[category];
}
return AndroidSettings::values.linkage.by_category[category];
}
void AndroidConfig::ReadAndroidControlPlayerValues(std::size_t player_index) {
BeginGroup(Settings::TranslateCategory(Settings::Category::Controls));
ReadPlayerValues(player_index);
ReadAndroidPlayerValues(player_index);
EndGroup();
}
void AndroidConfig::SaveAndroidControlPlayerValues(std::size_t player_index) {
BeginGroup(Settings::TranslateCategory(Settings::Category::Controls));
LOG_DEBUG(Config, "Saving players control configuration values");
SavePlayerValues(player_index);
SaveAndroidPlayerValues(player_index);
EndGroup();
WriteToIni();
}