| 1 | // |
| 2 | // profile.cpp - Global profile storage/definition/manipulation |
| 3 | // |
| 4 | // by James Hammons |
| 5 | // (C) 2013 Underground Software |
| 6 | // |
| 7 | // JLH = James Hammons <jlhamm@acm.org> |
| 8 | // JPM = Jean-Paul Mari <djipi.mari@gmail.com> |
| 9 | // |
| 10 | // Who When What |
| 11 | // --- ---------- ------------------------------------------------------------ |
| 12 | // JLH 05/01/2013 Created this file |
| 13 | // JLH 10/02/2014 Finally fixed stuff so it works the way it should |
| 14 | // JPM 06/06/2016 Visual Studio support |
| 15 | // |
| 16 | // This is a profile database with two parts: One, a list of devices, and two, |
| 17 | // a list of profiles each containing a pointer to the device list, and map |
| 18 | // name, a preferred slot #, and a key/button map. All the heavy lifting (incl. |
| 19 | // autoconnection of devices to profiles to slots) is done here. |
| 20 | // |
| 21 | // Basically, how this works is that we connect the device the user plugs into |
| 22 | // the computer to a profile in the database to a slot in the virtual Jaguar. |
| 23 | // Hopefully the configuration that the user gives us is sane enough for us to |
| 24 | // figure out how to do the right thing! By default, there is always a keyboard |
| 25 | // device plugged in; any other device that gets plugged in and wants to be in |
| 26 | // slot #0 can override it. This is so there is always a sane configuration if |
| 27 | // nothing is plugged in. |
| 28 | // |
| 29 | // Devices go into the database when the user plugs them in and runs VJ, and |
| 30 | // subsequently does anything to alter any of the existing profiles. Once a |
| 31 | // device has been seen, it can't be unseen! |
| 32 | // |
| 33 | |
| 34 | #include "profile.h" |
| 35 | #include <QtWidgets/QtWidgets> |
| 36 | #include "gamepad.h" |
| 37 | #include "log.h" |
| 38 | #include "settings.h" |
| 39 | |
| 40 | |
| 41 | //#define DEBUG_PROFILES |
| 42 | #define MAX_DEVICES 64 |
| 43 | |
| 44 | |
| 45 | Profile profile[MAX_PROFILES]; |
| 46 | Profile profileBackup[MAX_PROFILES]; |
| 47 | int controller1Profile; |
| 48 | int controller2Profile; |
| 49 | int gamepadIDSlot1; |
| 50 | int gamepadIDSlot2; |
| 51 | int numberOfProfiles; |
| 52 | int numberOfDevices; |
| 53 | char deviceNames[MAX_DEVICES][128]; |
| 54 | static int numberOfProfilesSave; |
| 55 | |
| 56 | // This is so that new devices have something reasonable to show for default |
| 57 | uint32_t defaultMap[21] = { |
| 58 | 'S', 'X', 'Z', 'C', '-','7', '4', '1', '0', '8', '5', '2', '=', '9', '6', |
| 59 | '3', 'L', 'K', 'J', 'O', 'P' |
| 60 | }; |
| 61 | |
| 62 | |
| 63 | // Function Prototypes |
| 64 | int ConnectProfileToDevice(int deviceNum, int gamepadID = -1); |
| 65 | int FindProfileForDevice(int deviceNum, int preferred, int * found); |
| 66 | |
| 67 | |
| 68 | // |
| 69 | // These two functions are mainly to support the controller configuration GUI. |
| 70 | // Could just as easily go there as well (and be better placed there). |
| 71 | // |
| 72 | void SaveProfiles(void) |
| 73 | { |
| 74 | numberOfProfilesSave = numberOfProfiles; |
| 75 | memcpy(&profileBackup, &profile, sizeof(Profile) * MAX_PROFILES); |
| 76 | } |
| 77 | |
| 78 | |
| 79 | void RestoreProfiles(void) |
| 80 | { |
| 81 | memcpy(&profile, &profileBackup, sizeof(Profile) * MAX_PROFILES); |
| 82 | numberOfProfiles = numberOfProfilesSave; |
| 83 | } |
| 84 | |
| 85 | |
| 86 | void ReadProfiles(QSettings * set) |
| 87 | { |
| 88 | // Assume no profiles, until we read them |
| 89 | numberOfProfiles = 0; |
| 90 | |
| 91 | // There is always at least one device present, and it's the keyboard |
| 92 | // (hey, we're PC centric here ;-) |
| 93 | numberOfDevices = 1; |
| 94 | strcpy(deviceNames[0], "Keyboard"); |
| 95 | |
| 96 | // Read the rest of the devices (if any) |
| 97 | numberOfDevices += set->beginReadArray("devices"); |
| 98 | |
| 99 | for(int i=1; i<numberOfDevices; i++) |
| 100 | { |
| 101 | set->setArrayIndex(i - 1); |
| 102 | strcpy(deviceNames[i], set->value("deviceName").toString().toUtf8().data()); |
| 103 | #ifdef DEBUG_PROFILES |
| 104 | printf("Read device name: %s\n", deviceNames[i]); |
| 105 | #endif |
| 106 | } |
| 107 | |
| 108 | set->endArray(); |
| 109 | numberOfProfiles = set->beginReadArray("profiles"); |
| 110 | #ifdef DEBUG_PROFILES |
| 111 | printf("Number of profiles: %u\n", numberOfProfiles); |
| 112 | #endif |
| 113 | |
| 114 | for(int i=0; i<numberOfProfiles; i++) |
| 115 | { |
| 116 | set->setArrayIndex(i); |
| 117 | profile[i].device = set->value("deviceNum").toInt(); |
| 118 | strcpy(profile[i].mapName, set->value("mapName").toString().toUtf8().data()); |
| 119 | profile[i].preferredSlot = set->value("preferredSlot").toInt(); |
| 120 | |
| 121 | for(int j=0; j<21; j++) |
| 122 | { |
| 123 | QString string = QString("map%1").arg(j); |
| 124 | profile[i].map[j] = set->value(string).toInt(); |
| 125 | } |
| 126 | #ifdef DEBUG_PROFILES |
| 127 | printf("Profile #%u: device=%u (%s)\n", i, profile[i].device, deviceNames[profile[i].device]); |
| 128 | #endif |
| 129 | } |
| 130 | |
| 131 | set->endArray(); |
| 132 | |
| 133 | #ifdef DEBUG_PROFILES |
| 134 | printf("Number of profiles found: %u\n", numberOfProfiles); |
| 135 | #endif |
| 136 | // Set up a reasonable default if no profiles were found |
| 137 | if (numberOfProfiles == 0) |
| 138 | { |
| 139 | #ifdef DEBUG_PROFILES |
| 140 | printf("Setting up default profile...\n"); |
| 141 | #endif |
| 142 | numberOfProfiles++; |
| 143 | profile[0].device = 0; // Keyboard is always device #0 |
| 144 | strcpy(profile[0].mapName, "Default"); |
| 145 | profile[0].preferredSlot = CONTROLLER1; |
| 146 | |
| 147 | for(int i=0; i<21; i++) |
| 148 | profile[0].map[i] = defaultMap[i]; |
| 149 | } |
| 150 | |
| 151 | WriteLog("Read profiles = Done\n"); |
| 152 | } |
| 153 | |
| 154 | |
| 155 | void WriteProfiles(QSettings * set) |
| 156 | { |
| 157 | #if 0 |
| 158 | // Don't write anything for now... |
| 159 | return; |
| 160 | #endif |
| 161 | // NB: Should only do this if something changed; otherwise, no need to do |
| 162 | // this. |
| 163 | set->beginWriteArray("devices"); |
| 164 | |
| 165 | for(int i=1; i<numberOfDevices; i++) |
| 166 | { |
| 167 | set->setArrayIndex(i - 1); |
| 168 | set->setValue("deviceName", deviceNames[i]); |
| 169 | } |
| 170 | |
| 171 | set->endArray(); |
| 172 | set->beginWriteArray("profiles"); |
| 173 | |
| 174 | for(int i=0; i<numberOfProfiles; i++) |
| 175 | { |
| 176 | set->setArrayIndex(i); |
| 177 | set->setValue("deviceNum", profile[i].device); |
| 178 | set->setValue("mapName", profile[i].mapName); |
| 179 | set->setValue("preferredSlot", profile[i].preferredSlot); |
| 180 | |
| 181 | for(int j=0; j<21; j++) |
| 182 | { |
| 183 | QString string = QString("map%1").arg(j); |
| 184 | set->setValue(string, profile[i].map[j]); |
| 185 | } |
| 186 | } |
| 187 | |
| 188 | set->endArray(); |
| 189 | } |
| 190 | |
| 191 | |
| 192 | int GetFreeProfile(void) |
| 193 | { |
| 194 | // Check for too many, return -1 if so |
| 195 | if (numberOfProfiles == MAX_PROFILES) |
| 196 | return -1; |
| 197 | |
| 198 | int profileNum = numberOfProfiles; |
| 199 | numberOfProfiles++; |
| 200 | return profileNum; |
| 201 | } |
| 202 | |
| 203 | |
| 204 | void DeleteProfile(int profileToDelete) |
| 205 | { |
| 206 | // Sanity check |
| 207 | if (profileToDelete >= numberOfProfiles) |
| 208 | return; |
| 209 | |
| 210 | // Trivial case: Profile at end of the array |
| 211 | if (profileToDelete == (numberOfProfiles - 1)) |
| 212 | { |
| 213 | numberOfProfiles--; |
| 214 | return; |
| 215 | } |
| 216 | |
| 217 | // memmove(dest, src, bytesToMove); |
| 218 | memmove(&profile[profileToDelete], &profile[profileToDelete + 1], ((numberOfProfiles - 1) - profileToDelete) * sizeof(Profile)); |
| 219 | numberOfProfiles--; |
| 220 | } |
| 221 | |
| 222 | |
| 223 | int FindDeviceNumberForName(const char * name) |
| 224 | { |
| 225 | for(int i=0; i<numberOfDevices; i++) |
| 226 | { |
| 227 | if (strcmp(deviceNames[i], name) == 0) |
| 228 | #ifdef DEBUG_PROFILES |
| 229 | { |
| 230 | printf("PROFILE: Found device #%i for name (%s)...\n", i, name); |
| 231 | #endif |
| 232 | return i; |
| 233 | #ifdef DEBUG_PROFILES |
| 234 | } |
| 235 | #endif |
| 236 | } |
| 237 | |
| 238 | if (numberOfDevices == MAX_DEVICES) |
| 239 | return -1; |
| 240 | |
| 241 | #ifdef DEBUG_PROFILES |
| 242 | printf("Device '%s' not found, creating device...\n", name); |
| 243 | #endif |
| 244 | // If the device wasn't found, it must be new; so add it to the list. |
| 245 | int deviceNum = numberOfDevices; |
| 246 | deviceNames[deviceNum][127] = 0; |
| 247 | strncpy(deviceNames[deviceNum], name, 127); |
| 248 | numberOfDevices++; |
| 249 | |
| 250 | return deviceNum; |
| 251 | } |
| 252 | |
| 253 | |
| 254 | int FindMappingsForDevice(int deviceNum, QComboBox * combo) |
| 255 | { |
| 256 | int found = 0; |
| 257 | |
| 258 | for(int i=0; i<numberOfProfiles; i++) |
| 259 | { |
| 260 | //This should *never* be the case--all profiles in list are *good* |
| 261 | // if (profile[i].device == -1) |
| 262 | // continue; |
| 263 | |
| 264 | if (profile[i].device == deviceNum) |
| 265 | { |
| 266 | combo->addItem(profile[i].mapName, i); |
| 267 | found++; |
| 268 | } |
| 269 | } |
| 270 | |
| 271 | // If no mappings were found, create a default one for it |
| 272 | if (found == 0) |
| 273 | { |
| 274 | profile[numberOfProfiles].device = deviceNum; |
| 275 | strcpy(profile[numberOfProfiles].mapName, "Default"); |
| 276 | profile[numberOfProfiles].preferredSlot = CONTROLLER1; |
| 277 | |
| 278 | for(int i=0; i<21; i++) |
| 279 | profile[numberOfProfiles].map[i] = defaultMap[i]; |
| 280 | |
| 281 | combo->addItem(profile[numberOfProfiles].mapName, numberOfProfiles); |
| 282 | numberOfProfiles++; |
| 283 | found++; |
| 284 | } |
| 285 | |
| 286 | return found; |
| 287 | } |
| 288 | |
| 289 | |
| 290 | // N.B.: Unused |
| 291 | int FindUsableProfiles(QComboBox * combo) |
| 292 | { |
| 293 | int found = 0; |
| 294 | |
| 295 | // Check for device #0 (keyboard) profiles first |
| 296 | for(int j=0; j<numberOfProfiles; j++) |
| 297 | { |
| 298 | // Check for device *and* usable configuration |
| 299 | if ((profile[j].device == 0) && (profile[j].preferredSlot)) |
| 300 | { |
| 301 | combo->addItem(QString("Keyboard::%1").arg(profile[j].mapName), j); |
| 302 | found++; |
| 303 | } |
| 304 | } |
| 305 | |
| 306 | // Check for connected host devices next |
| 307 | for(int i=0; i<Gamepad::numJoysticks; i++) |
| 308 | { |
| 309 | int deviceNum = FindDeviceNumberForName(Gamepad::GetJoystickName(i)); |
| 310 | |
| 311 | for(int j=0; j<numberOfProfiles; j++) |
| 312 | { |
| 313 | if ((profile[j].device == deviceNum) && (profile[j].preferredSlot)) |
| 314 | { |
| 315 | combo->addItem(QString("%1::%2").arg(Gamepad::GetJoystickName(i)).arg(profile[j].mapName), j); |
| 316 | found++; |
| 317 | } |
| 318 | } |
| 319 | } |
| 320 | |
| 321 | return found; |
| 322 | } |
| 323 | |
| 324 | |
| 325 | bool ConnectProfileToController(int profileNum, int controllerNum) |
| 326 | { |
| 327 | // Sanity checks... |
| 328 | if (profileNum < 0) |
| 329 | return false; |
| 330 | |
| 331 | if (profile[profileNum].device == -1) |
| 332 | return false; |
| 333 | |
| 334 | if (controllerNum < 0 || controllerNum > 2) |
| 335 | return false; |
| 336 | |
| 337 | uint32_t * dest = (controllerNum == 0 ? &vjs.p1KeyBindings[0] : &vjs.p2KeyBindings[0]); |
| 338 | |
| 339 | for(int i=0; i<21; i++) |
| 340 | dest[i] = profile[profileNum].map[i]; |
| 341 | |
| 342 | WriteLog("PROFILE: Successfully mapped device '%s' (%s) to controller #%u...\n", deviceNames[profile[profileNum].device], profile[profileNum].mapName, controllerNum); |
| 343 | return true; |
| 344 | } |
| 345 | |
| 346 | |
| 347 | /* |
| 348 | One more stab at this... |
| 349 | |
| 350 | - Connect keyboard to slot #0. |
| 351 | - Loop thru all connected devices. For each device: |
| 352 | - Grab all profiles for the device. For each profile: |
| 353 | - Check to see what its preferred device is. |
| 354 | - If PD is slot #0, see if slot is already taken (gamepadIDSlot1 != -1). |
| 355 | If not taken, take it; otherwise put in list to tell user to solve the |
| 356 | conflict for us. |
| 357 | - If the slot is already taken and *it's the same device* as the one |
| 358 | we're looking at, set it in slot #1. |
| 359 | - If PD is slot #1, see if slot is already taken. If not, take it; |
| 360 | otherwise, put in list to tell user to solve conflict for us. |
| 361 | - If PD is slot #0 & #1, see if either is already taken. Try #0 first, |
| 362 | then try #1. If both are already taken, skip it. Do this *after* we've |
| 363 | connected devices with preferred slots. |
| 364 | */ |
| 365 | void AutoConnectProfiles(void) |
| 366 | { |
| 367 | // int foundProfiles[MAX_PROFILES]; |
| 368 | controller1Profile = -1; |
| 369 | controller2Profile = -1; |
| 370 | gamepadIDSlot1 = -1; |
| 371 | gamepadIDSlot2 = -1; |
| 372 | |
| 373 | // Connect the keyboard automagically only if no gamepads are plugged in. |
| 374 | // Otherwise, check after all other devices have been checked, then try to |
| 375 | // add it in. |
| 376 | if (Gamepad::numJoysticks == 0) |
| 377 | { |
| 378 | #ifdef DEBUG_PROFILES |
| 379 | printf("AutoConnect: Setting up keyboard...\n"); |
| 380 | #endif |
| 381 | //NO! ConnectProfileToDevice(0); |
| 382 | #ifdef _MSC_VER |
| 383 | #pragma message("Warning: !!! Need to set up scanning for multiple keyboard profiles !!!") |
| 384 | #else |
| 385 | #warning "!!! Need to set up scanning for multiple keyboard profiles !!!" |
| 386 | #endif // _MSC_VER |
| 387 | ConnectProfileToController(0, 0); |
| 388 | return; |
| 389 | } |
| 390 | |
| 391 | // Connect the profiles that prefer a slot, if any. |
| 392 | // N.B.: Conflicts are detected, but ignored. 1st controller to grab a |
| 393 | // preferred slot gets it. :-P |
| 394 | for(int i=0; i<Gamepad::numJoysticks; i++) |
| 395 | { |
| 396 | int deviceNum = FindDeviceNumberForName(Gamepad::GetJoystickName(i)); |
| 397 | // bool p1Overwriteable = |
| 398 | #ifdef DEBUG_PROFILES |
| 399 | printf("AutoConnect: Attempting to set up profile for device '%s' (%i)\n", Gamepad::GetJoystickName(i), deviceNum); |
| 400 | #endif |
| 401 | |
| 402 | for(int j=0; j<numberOfProfiles; j++) |
| 403 | { |
| 404 | if (deviceNum != profile[j].device) |
| 405 | continue; |
| 406 | |
| 407 | int slot = profile[j].preferredSlot; |
| 408 | |
| 409 | if (slot == CONTROLLER1) |
| 410 | { |
| 411 | if (gamepadIDSlot1 == -1) |
| 412 | controller1Profile = j, gamepadIDSlot1 = i; |
| 413 | else |
| 414 | { |
| 415 | // Autoresolve simple conflict: two controllers sharing one |
| 416 | // profile mapped to slot #0. |
| 417 | if ((deviceNum == profile[controller1Profile].device) && (controller2Profile == -1)) |
| 418 | controller2Profile = j, gamepadIDSlot2 = i; |
| 419 | else |
| 420 | ; // Alert user to conflict and ask to resolve |
| 421 | } |
| 422 | } |
| 423 | else if (slot == CONTROLLER2) |
| 424 | { |
| 425 | if (gamepadIDSlot2 == -1) |
| 426 | controller2Profile = j, gamepadIDSlot2 = i; |
| 427 | else |
| 428 | { |
| 429 | // Autoresolve simple conflict: two controllers sharing one |
| 430 | // profile mapped to slot #1. |
| 431 | if ((deviceNum == profile[controller2Profile].device) && (controller1Profile == -1)) |
| 432 | controller1Profile = j, gamepadIDSlot1 = i; |
| 433 | else |
| 434 | ; // Alert user to conflict and ask to resolve |
| 435 | } |
| 436 | } |
| 437 | } |
| 438 | } |
| 439 | |
| 440 | // Connect the "don't care" states, if any. We don't roll it into the above, |
| 441 | // because it can override the profiles that have a definite preference. |
| 442 | // These should be lowest priority. |
| 443 | for(int i=0; i<Gamepad::numJoysticks; i++) |
| 444 | { |
| 445 | int deviceNum = FindDeviceNumberForName(Gamepad::GetJoystickName(i)); |
| 446 | |
| 447 | for(int j=0; j<numberOfProfiles; j++) |
| 448 | { |
| 449 | if (deviceNum != profile[j].device) |
| 450 | continue; |
| 451 | |
| 452 | int slot = profile[j].preferredSlot; |
| 453 | |
| 454 | if (slot == (CONTROLLER1 | CONTROLLER2)) |
| 455 | { |
| 456 | if (gamepadIDSlot1 == -1) |
| 457 | controller1Profile = j, gamepadIDSlot1 = i; |
| 458 | else if (gamepadIDSlot2 == -1) |
| 459 | controller2Profile = j, gamepadIDSlot2 = i; |
| 460 | } |
| 461 | } |
| 462 | } |
| 463 | |
| 464 | // Connect the keyboard device (lowest priority) |
| 465 | // N.B.: The keyboard is always mapped to profile #0, so we can locate it |
| 466 | // easily. :-) |
| 467 | int slot = profile[0].preferredSlot; |
| 468 | #ifdef DEBUG_PROFILES |
| 469 | printf("AutoConnect: Attempting to connect keyboard... (gamepadIDSlot1/2 = %i/%i)\n", gamepadIDSlot1, gamepadIDSlot2); |
| 470 | #endif |
| 471 | |
| 472 | if ((slot == CONTROLLER1) && (gamepadIDSlot1 == -1)) |
| 473 | controller1Profile = 0; |
| 474 | else if ((slot == CONTROLLER2) && (gamepadIDSlot2 == -1)) |
| 475 | controller2Profile = 0; |
| 476 | else if (slot == (CONTROLLER1 | CONTROLLER2)) |
| 477 | { |
| 478 | if (gamepadIDSlot1 == -1) |
| 479 | controller1Profile = 0; |
| 480 | else if (gamepadIDSlot2 == -1) |
| 481 | controller2Profile = 0; |
| 482 | } |
| 483 | |
| 484 | #ifdef DEBUG_PROFILES |
| 485 | printf("AutoConnect: Profiles found: [%i, %i]\n", controller1Profile, controller2Profile); |
| 486 | #endif |
| 487 | // Finally, attempt to connect profiles to controllers |
| 488 | ConnectProfileToController(controller1Profile, 0); |
| 489 | ConnectProfileToController(controller2Profile, 1); |
| 490 | } |
| 491 | |
| 492 | |
| 493 | //unused... |
| 494 | int ConnectProfileToDevice(int deviceNum, int gamepadID/*= -1*/) |
| 495 | { |
| 496 | // bool found1 = false; |
| 497 | // bool found2 = false; |
| 498 | int numberFoundForController1 = 0; |
| 499 | int numberFoundForController2 = 0; |
| 500 | |
| 501 | for(int i=0; i<numberOfProfiles; i++) |
| 502 | { |
| 503 | // Skip profile if it's not our device |
| 504 | if (profile[i].device != deviceNum) |
| 505 | continue; |
| 506 | |
| 507 | if (profile[i].preferredSlot & CONTROLLER1) |
| 508 | { |
| 509 | controller1Profile = i; |
| 510 | gamepadIDSlot1 = gamepadID; |
| 511 | // found1 = true; |
| 512 | numberFoundForController1++; |
| 513 | } |
| 514 | |
| 515 | if (profile[i].preferredSlot & CONTROLLER2) |
| 516 | { |
| 517 | controller2Profile = i; |
| 518 | gamepadIDSlot2 = gamepadID; |
| 519 | // found2 = true; |
| 520 | numberFoundForController2++; |
| 521 | } |
| 522 | } |
| 523 | |
| 524 | // return found; |
| 525 | return numberFoundForController1 + numberFoundForController2; |
| 526 | } |
| 527 | |
| 528 | |
| 529 | // N.B.: Unused |
| 530 | int FindProfileForDevice(int deviceNum, int preferred, int * found) |
| 531 | { |
| 532 | int numFound = 0; |
| 533 | |
| 534 | for(int i=0; i<numberOfProfiles; i++) |
| 535 | { |
| 536 | // Return the profile only if it matches the passed in device and |
| 537 | // matches the passed in preference... |
| 538 | if ((profile[i].device == deviceNum) && (profile[i].preferredSlot == preferred)) |
| 539 | found[numFound++] = i; |
| 540 | } |
| 541 | |
| 542 | return numFound; |
| 543 | } |
| 544 | |
| 545 | |
| 546 | // |
| 547 | // Also note that we have the intersection of three things here: One the one |
| 548 | // hand, we have the detected joysticks with their IDs (typically in the range |
| 549 | // of 0-7), we have our gamepad profiles and their IDs (typically can have up to |
| 550 | // 64 of them), and we have our gamepad slots that the detected joysticks can be |
| 551 | // connected to. |
| 552 | // |
| 553 | // So, when the user plugs in a gamepad, it gets a joystick ID, then the profile |
| 554 | // manager checks to see if a profile (or profiles) for it exists. If so, then |
| 555 | // it assigns that joystick ID to a gamepad slot, based upon what the user |
| 556 | // requested for that profile. |
| 557 | // |
| 558 | // A problem (perhaps) arises when you have more than one profile for a certain |
| 559 | // device, how do you know which one to use? Perhaps you have a field in the |
| 560 | // profile saying that you use this profile 1st, that one 2nd, and so on... |
| 561 | // |
| 562 | // Some use cases, and how to resolve them: |
| 563 | // |
| 564 | // - User has two of the same device, and plugs them both in. There is only one |
| 565 | // profile. In this case, the sane thing to do is ignore the "preferred slot" |
| 566 | // of the dialog and use the same profile for both controllers, and plug them |
| 567 | // both into slot #0 and #1. |
| 568 | // - User has one device, and plugs it in. There are two profiles. In this case, |
| 569 | // the profile chosen should be based upon the "preferred slot", with slot #0 |
| 570 | // being the winner. If both profiles are set for slot #0, ask the user which |
| 571 | // profile to use, and set a flag in the profile to say that it is a preferred |
| 572 | // profile for that device. |
| 573 | // - In any case where there are conflicts, the user must be consulted and sane |
| 574 | // defaults used. |
| 575 | // |