EmulationStation: Editing User Controller Profiles

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EmulationStation: Editing User Controller Profiles

Hey guys! Let's dive into a detailed discussion on how to implement a system for editing and deleting user-specific controller profiles within EmulationStation. This is super important for those of us who like to tweak our controls just right for each game or emulator. We'll explore the current state, the challenges, and potential solutions to make this happen. So, grab your favorite beverage, and let's get started!

Current State of User-Specific Profiles

Currently, EmulationStation has a basic system in place for user-specific controller profiles. When settings like u-game, u-emu, or u-system are enabled, the system creates a corresponding .amgp file in the user's saves directory, if one doesn't already exist. The name and path of this generated profile depend on the specific setting value. Immediately after creation, AMX (a tool for configuring gamepads) is launched, allowing users to configure their controls. This initial creation and AMX display are governed by a simple check: if ! [ -f "$profilePath" ].

This means that AMX will only appear if a profile file doesn't already exist. On subsequent game starts, AMX won't launch again unless the property value is changed to a new, non-existent profile. However, here's the catch: the previous profile file is not deleted when the property is changed. This is where the problem lies, and why we need a better system. We need a way to display these user-specific .amgp files, allow users to edit them, and, crucially, to delete them when they're no longer needed. Ideally, we'd also find a way to launch AMX in parallel with the game, making it easier to experiment with different configurations on the fly. This would make the tweaking process much more user-friendly and efficient. It's about giving us the flexibility to fine-tune our gaming experience without unnecessary hassle.

The Need for a Better System

The current implementation, while a good starting point, falls short in several key areas. First and foremost, the inability to edit existing profiles without manually navigating to the file system is a major inconvenience. Imagine you've created a profile, played a game, and realized a few tweaks are needed. With the current system, you'd have to either create a new profile (leaving the old one orphaned) or go through the file system to modify the .amgp file directly. That's not very user-friendly, right? Secondly, the lack of a deletion mechanism means that over time, users can accumulate a collection of unused profile files, cluttering their save directories. This not only makes it harder to manage profiles but can also lead to confusion when selecting the correct one. Finally, the inability to edit profiles in real-time, while the game is running, significantly hinders the experimentation process. Fine-tuning controller mappings often requires trial and error, and having to exit the game, edit the profile, and relaunch the game for each minor adjustment is tedious and time-consuming.

The Ideal Solution

So, what would an ideal solution look like? At its core, it would provide a seamless and intuitive way to manage controller profiles directly within EmulationStation. This would include the ability to:

  • List existing profiles: A clear and organized way to view all user-specific .amgp files.
  • Edit profiles: An easy way to launch AMX (or a similar configuration tool) for an existing profile.
  • Delete profiles: A simple mechanism to remove unwanted profiles from the system.
  • Real-time editing (optional): The ability to edit profiles while the game is running, allowing for immediate feedback on changes.

To achieve this, we need to explore different approaches, each with its own set of pros and cons. Let's dive into some potential alternatives.

Alternative Solutions for Controller Profile Management

Okay, so we've established the need for a better system. Now let's brainstorm some potential solutions. We've got a few ideas on the table, each with its own set of trade-offs. Let's break them down and see what might work best.

1. Hack EmulationStation's Evmapy Integration

Our first idea involves diving deep into how EmulationStation currently uses evmappy. This is the underlying tool that helps map controller inputs. The advantage here is that if we can tweak this, we might be able to leverage existing APIs within EmulationStation. This could potentially minimize the amount of new code we need to write. However, there are some major downsides. This approach might involve completely rewriting AMX profiles from scratch, potentially losing some of AMX's advanced features, like sets. This would add a lot of complexity. We'd also likely have to mess around with the system's PATH, which can be tricky. And honestly, depending on how EmulationStation uses evmappy, this approach might be a complete dead end. It’s a bit of a gamble, guys.

Pros

  • Potentially uses existing APIs, minimizing new code.

Cons

  • Might require generating AMX profiles from code, a complex task.
  • Could lose AMX's extended capabilities.
  • Likely requires fiddling with PATH.
  • Might be completely unsuitable depending on current usage.

2. Add a profile_edit_mode Configuration Option

This approach is much simpler on the surface. We could add a new configuration option, something like profile_edit_mode. This option would override the existing check that prevents AMX from launching if a profile already exists. We could even have options like blocking and parallel. The blocking mode would be the simplest to implement, as it would just force AMX to open. The big pro here is that implementing blocking mode would require very little code. However, there are some significant drawbacks. We still wouldn't be able to delete profiles, and users would have to navigate the configuration to enable this mode, which could be inconvenient. The parallel mode, where AMX runs alongside the game, would be incredibly complex to implement, or it would have the limitation of not having the GUIDE function available. Plus, this approach still doesn't solve the deletion problem. It's a bit of a band-aid solution, if you ask me.

Pros

  • Implementing blocking is the least complex option.

Cons

  • Deletion of profiles not possible.
  • parallel mode is complex or limited.
  • Requires config navigation, which can be inconvenient.

3. Create a New 'System' and 'Emulator' for Controller Profiles

Now, this is where things get interesting. We could create a virtual