migrada configuracio a yaml

This commit is contained in:
2026-03-23 12:14:25 +01:00
parent a1d17ccf99
commit d42b1753d0
4 changed files with 14952 additions and 233 deletions

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@@ -103,7 +103,7 @@ void Director::init() {
Input::init(Asset::get()->getPath("gamecontrollerdb.txt"), Asset::get()->getPath("controllers.json")); // Carga configuración de controles
Logger::section("INIT CONFIG");
Options::setConfigFile(Asset::get()->getPath("config_v2.txt")); // Establece el fichero de configuración
Options::setConfigFile(Asset::get()->getPath("config.yaml")); // Establece el fichero de configuración
Options::setControllersFile(Asset::get()->getPath("controllers.json")); // Establece el fichero de configuración de mandos
Options::loadFromFile(); // Carga el archivo de configuración
loadParams(); // Carga los parámetros del programa

14726
source/external/fkyaml_node.hpp vendored Normal file

File diff suppressed because it is too large Load Diff

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@@ -2,22 +2,18 @@
#include <SDL3/SDL.h> // Para SDL_ScaleMode, SDL_LogCategory, SDL_LogError, SDL_LogInfo, SDL_LogWarn
#include <algorithm> // Para clamp, __any_of_fn, any_of
#include <cstddef> // Para size_t
#include <fstream> // Para basic_ostream, operator<<, basic_ofstream, basic_ostream::operator<<, basic_istream, basic_ifstream, ifstream, istringstream, ofstream
#include <functional> // Para function
#include <map> // Para map, operator==, _Rb_tree_const_iterator
#include <sstream> // Para basic_istringstream
#include <stdexcept> // Para invalid_argument, out_of_range
#include <string> // Para char_traits, basic_string, stoi, string, operator<<, operator+, operator==, operator>>, getline, operator<=>, to_string
#include <utility> // Para pair
#include <vector> // Para vector
#include <algorithm> // Para clamp
#include <cstddef> // Para size_t
#include <fstream> // Para ifstream, ofstream
#include <string> // Para string
#include <vector> // Para vector
#include "difficulty.hpp" // Para Code, init
#include "input.hpp" // Para Input
#include "lang.hpp" // Para getText, Code
#include "ui/logger.hpp" // Para info
#include "utils.hpp" // Para stringToBool, boolToString, getFileName
#include "difficulty.hpp" // Para Code, init
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "input.hpp" // Para Input
#include "lang.hpp" // Para getText, Code
#include "ui/logger.hpp" // Para info
#include "utils.hpp" // Para boolToString, getFileName
namespace Options {
// --- Variables globales ---
@@ -29,14 +25,11 @@ namespace Options {
Keyboard keyboard; // Opciones para el teclado
PendingChanges pending_changes; // Opciones que se aplican al cerrar
// Declaraciones
auto set(const std::string& var, const std::string& value) -> bool;
// Establece el fichero de configuración
void setConfigFile(const std::string& file_path) { settings.config_file = file_path; };
void setConfigFile(const std::string& file_path) { settings.config_file = file_path; }
// Establece el fichero de configuración de mandos
void setControllersFile(const std::string& file_path) { settings.controllers_file = file_path; };
void setControllersFile(const std::string& file_path) { settings.controllers_file = file_path; }
// Inicializa las opciones del programa
void init() {
@@ -53,56 +46,170 @@ namespace Options {
pending_changes.has_pending_changes = false;
}
// --- Funciones helper de carga desde YAML ---
void loadWindowFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("window")) { return; }
const auto& win = yaml["window"];
if (win.contains("zoom")) {
try {
int val = win["zoom"].get_value<int>();
window.zoom = (val > 0) ? val : window.zoom;
} catch (...) {}
}
}
void loadVideoFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("video")) { return; }
const auto& vid = yaml["video"];
if (vid.contains("fullscreen")) {
try { video.fullscreen = vid["fullscreen"].get_value<bool>(); } catch (...) {}
}
if (vid.contains("scale_mode")) {
try { video.scale_mode = static_cast<SDL_ScaleMode>(vid["scale_mode"].get_value<int>()); } catch (...) {}
}
if (vid.contains("vsync")) {
try { video.vsync = vid["vsync"].get_value<bool>(); } catch (...) {}
}
if (vid.contains("integer_scale")) {
try { video.integer_scale = vid["integer_scale"].get_value<bool>(); } catch (...) {}
}
if (vid.contains("shaders")) {
try { video.shaders = vid["shaders"].get_value<bool>(); } catch (...) {}
}
}
void loadAudioFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("audio")) { return; }
const auto& aud = yaml["audio"];
if (aud.contains("enabled")) {
try { audio.enabled = aud["enabled"].get_value<bool>(); } catch (...) {}
}
if (aud.contains("volume")) {
try { audio.volume = std::clamp(aud["volume"].get_value<int>(), 0, 100); } catch (...) {}
}
if (aud.contains("music")) {
const auto& mus = aud["music"];
if (mus.contains("enabled")) {
try { audio.music.enabled = mus["enabled"].get_value<bool>(); } catch (...) {}
}
if (mus.contains("volume")) {
try { audio.music.volume = std::clamp(mus["volume"].get_value<int>(), 0, 100); } catch (...) {}
}
}
if (aud.contains("sound")) {
const auto& snd = aud["sound"];
if (snd.contains("enabled")) {
try { audio.sound.enabled = snd["enabled"].get_value<bool>(); } catch (...) {}
}
if (snd.contains("volume")) {
try { audio.sound.volume = std::clamp(snd["volume"].get_value<int>(), 0, 100); } catch (...) {}
}
}
}
void loadGameFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("game")) { return; }
const auto& game = yaml["game"];
if (game.contains("language")) {
try {
auto lang = static_cast<Lang::Code>(game["language"].get_value<int>());
if (lang == Lang::Code::ENGLISH || lang == Lang::Code::VALENCIAN || lang == Lang::Code::SPANISH) {
settings.language = lang;
} else {
settings.language = Lang::Code::ENGLISH;
}
pending_changes.new_language = settings.language;
} catch (...) {}
}
if (game.contains("difficulty")) {
try {
settings.difficulty = static_cast<Difficulty::Code>(game["difficulty"].get_value<int>());
pending_changes.new_difficulty = settings.difficulty;
} catch (...) {}
}
if (game.contains("autofire")) {
try { settings.autofire = game["autofire"].get_value<bool>(); } catch (...) {}
}
if (game.contains("shutdown_enabled")) {
try { settings.shutdown_enabled = game["shutdown_enabled"].get_value<bool>(); } catch (...) {}
}
if (game.contains("params_file")) {
try { settings.params_file = game["params_file"].get_value<std::string>(); } catch (...) {}
}
}
void loadControllersFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("controllers")) { return; }
const auto& controllers = yaml["controllers"];
size_t i = 0;
for (const auto& ctrl : controllers) {
if (i >= GamepadManager::size()) { break; }
if (ctrl.contains("name")) {
try { gamepad_manager[i].name = ctrl["name"].get_value<std::string>(); } catch (...) {}
}
if (ctrl.contains("path")) {
try { gamepad_manager[i].path = ctrl["path"].get_value<std::string>(); } catch (...) {}
}
if (ctrl.contains("player")) {
try {
int player_int = ctrl["player"].get_value<int>();
if (player_int == 1) {
gamepad_manager[i].player_id = Player::Id::PLAYER1;
} else if (player_int == 2) {
gamepad_manager[i].player_id = Player::Id::PLAYER2;
}
} catch (...) {}
}
++i;
}
}
void loadKeyboardFromYaml(const fkyaml::node& yaml) {
if (!yaml.contains("keyboard")) { return; }
const auto& kb = yaml["keyboard"];
if (kb.contains("player")) {
try { keyboard.player_id = static_cast<Player::Id>(kb["player"].get_value<int>()); } catch (...) {}
}
}
// Carga el fichero de configuración
auto loadFromFile() -> bool {
// 1. Inicializa las opciones con valores por defecto.
init();
std::ifstream file(settings.config_file);
bool file_exists = file.is_open(); // Guardamos si el fichero existía al abrirlo
// 2. Si el fichero existe, lo leemos para obtener los nombres de los mandos.
if (file_exists) {
// --- CASO: EL FICHERO EXISTE ---
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\nReading file: %s", getFileName(settings.config_file).c_str());
Logger::info("Reading file: " + getFileName(settings.config_file));
std::string line;
std::string param_name;
std::string param_value;
while (std::getline(file, line)) {
// Elimina comentarios
auto comment_pos = line.find('#');
if (comment_pos != std::string::npos) {
line.resize(comment_pos);
}
// Si la línea contiene '=', lo reemplazamos por un espacio para compatibilidad
auto equals_pos = line.find('=');
if (equals_pos != std::string::npos) {
line[equals_pos] = ' ';
}
// Usa un stream para separar palabras (elimina automáticamente espacios extra)
std::istringstream iss(line);
if (iss >> param_name >> param_value) {
if (!set(param_name, param_value)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Unknown parameter: %s", param_name.c_str());
}
}
}
file.close();
}
// 3. Llamamos al asignador inteligente.
gamepad_manager.assignAndLinkGamepads();
// 4. Si el fichero no existía, lo creamos ahora con la configuración por defecto.
if (!file_exists) {
if (!file.is_open()) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Config file not found. Creating default settings.");
saveToFile();
return true;
}
Logger::info("Reading file: " + getFileName(settings.config_file));
std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
file.close();
try {
auto yaml = fkyaml::node::deserialize(content);
loadWindowFromYaml(yaml);
loadVideoFromYaml(yaml);
loadAudioFromYaml(yaml);
loadGameFromYaml(yaml);
loadControllersFromYaml(yaml);
loadKeyboardFromYaml(yaml);
} catch (const fkyaml::exception& e) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Error parsing YAML config: %s. Using defaults.", e.what());
init();
saveToFile();
return true;
}
gamepad_manager.assignAndLinkGamepads();
return true;
}
@@ -115,158 +222,71 @@ namespace Options {
return false;
}
// SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Writing file: %s", getFileName(settings.config_file).c_str());
Logger::info("Writing file: " + getFileName(settings.config_file));
applyPendingChanges();
// Versión del archivo
file << "# Coffee Crisis Arcade Edition - Configuration File\n";
file << "# Format: key value\n";
file << "config.version " << settings.config_version << "\n";
file << "# This file is automatically generated and managed by the game.\n";
file << "\n";
// Opciones de ventana
file << "\n# WINDOW\n";
file << "window.zoom " << window.zoom << "\n";
file << "version: " << settings.config_version << "\n";
file << "\n";
// Opciones de video
file << "\n# VIDEO\n";
file << "# video.scale_mode [" << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_NEAREST) << ": nearest, " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_LINEAR) << ": linear]\n";
file << "video.fullscreen " << boolToString(video.fullscreen) << "\n";
file << "video.scale_mode " << static_cast<int>(video.scale_mode) << "\n";
file << "video.vsync " << boolToString(video.vsync) << "\n";
file << "video.integer_scale " << boolToString(video.integer_scale) << "\n";
file << "video.shaders " << boolToString(video.shaders) << "\n";
// WINDOW
file << "# WINDOW\n";
file << "window:\n";
file << " zoom: " << window.zoom << "\n";
file << "\n";
// Opciones de audio
file << "\n# AUDIO\n";
file << "# volume range: [0 .. 100]\n";
file << "audio.enabled " << boolToString(audio.enabled) << "\n";
file << "audio.volume " << audio.volume << "\n";
file << "audio.music.enabled " << boolToString(audio.music.enabled) << "\n";
file << "audio.music.volume " << audio.music.volume << "\n";
file << "audio.sound.enabled " << boolToString(audio.sound.enabled) << "\n";
file << "audio.sound.volume " << audio.sound.volume << "\n";
// VIDEO
file << "# VIDEO\n";
file << "video:\n";
file << " fullscreen: " << boolToString(video.fullscreen) << "\n";
file << " scale_mode: " << static_cast<int>(video.scale_mode) << " # " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_NEAREST) << ": nearest, " << static_cast<int>(SDL_ScaleMode::SDL_SCALEMODE_LINEAR) << ": linear\n";
file << " vsync: " << boolToString(video.vsync) << "\n";
file << " integer_scale: " << boolToString(video.integer_scale) << "\n";
file << " shaders: " << boolToString(video.shaders) << "\n";
file << "\n";
// Opciones del juego
file << "\n# GAME\n";
file << "# game.language [0: spanish, 1: valencian, 2: english]\n";
file << "# game.difficulty [" << static_cast<int>(Difficulty::Code::EASY) << ": easy, " << static_cast<int>(Difficulty::Code::NORMAL) << ": normal, " << static_cast<int>(Difficulty::Code::HARD) << ": hard]\n";
file << "game.language " << static_cast<int>(settings.language) << "\n";
file << "game.difficulty " << static_cast<int>(settings.difficulty) << "\n";
file << "game.autofire " << boolToString(settings.autofire) << "\n";
file << "game.shutdown_enabled " << boolToString(settings.shutdown_enabled) << "\n";
file << "game.params_file " << settings.params_file << "\n";
// AUDIO
file << "# AUDIO (volume range: 0..100)\n";
file << "audio:\n";
file << " enabled: " << boolToString(audio.enabled) << "\n";
file << " volume: " << audio.volume << "\n";
file << " music:\n";
file << " enabled: " << boolToString(audio.music.enabled) << "\n";
file << " volume: " << audio.music.volume << "\n";
file << " sound:\n";
file << " enabled: " << boolToString(audio.sound.enabled) << "\n";
file << " volume: " << audio.sound.volume << "\n";
file << "\n";
// Opciones de mandos
file << "\n# CONTROLLERS\n";
// GAME
file << "# GAME\n";
file << "game:\n";
file << " language: " << static_cast<int>(settings.language) << " # 0: spanish, 1: valencian, 2: english\n";
file << " difficulty: " << static_cast<int>(settings.difficulty) << " # " << static_cast<int>(Difficulty::Code::EASY) << ": easy, " << static_cast<int>(Difficulty::Code::NORMAL) << ": normal, " << static_cast<int>(Difficulty::Code::HARD) << ": hard\n";
file << " autofire: " << boolToString(settings.autofire) << "\n";
file << " shutdown_enabled: " << boolToString(settings.shutdown_enabled) << "\n";
file << " params_file: " << settings.params_file << "\n";
file << "\n";
// CONTROLLERS
file << "# CONTROLLERS\n";
file << "controllers:\n";
gamepad_manager.saveToFile(file);
file << "\n";
// Opciones de teclado
file << "\n# KEYBOARD\n";
file << "keyboard.player " << static_cast<int>(keyboard.player_id) << "\n";
// KEYBOARD
file << "# KEYBOARD\n";
file << "keyboard:\n";
file << " player: " << static_cast<int>(keyboard.player_id) << "\n";
// Cierra el fichero
file.close();
return true;
}
// Función auxiliar para analizar la configuración del mando y reducir duplicación
void parseAndSetController(const std::string& var, const std::string& value) {
size_t first_dot = var.find('.');
size_t second_dot = var.find('.', first_dot + 1);
if (first_dot == std::string::npos || second_dot == std::string::npos) {
return; // Formato inválido
}
try {
int controller_index = std::stoi(var.substr(first_dot + 1, second_dot - first_dot - 1));
std::string setting_key = var.substr(second_dot + 1);
gamepad_manager.setControllerProperty(controller_index, setting_key, value);
} catch (const std::exception&) {
// Error en parsing
}
}
auto set(const std::string& var, const std::string& value) -> bool {
// Clausula de protección: ignora líneas vacías o comentarios
if (var.empty() || var.starts_with("#")) {
return true;
}
// Un mapa estático asegura que se inicializa solo una vez
static const std::map<std::string, std::function<void(const std::string&)>> SETTINGS_MAP = {
// Configuración
{"config.version", [](const auto& val) -> auto { settings.config_version = std::stoi(val); }},
// Ventana
{"window.zoom", [](const auto& val) -> auto { window.zoom = std::stoi(val); }},
// Vídeo
{"video.fullscreen", [](const auto& val) -> auto { video.fullscreen = stringToBool(val); }},
{"video.scale_mode", [](const auto& val) -> auto { video.scale_mode = static_cast<SDL_ScaleMode>(std::stoi(val)); }},
{"video.shaders", [](const auto& val) -> auto { video.shaders = stringToBool(val); }},
{"video.integer_scale", [](const auto& val) -> auto { video.integer_scale = stringToBool(val); }},
{"video.vsync", [](const auto& val) -> auto { video.vsync = stringToBool(val); }},
// Audio
{"audio.enabled", [](const auto& val) -> auto { audio.enabled = stringToBool(val); }},
{"audio.volume", [](const auto& val) -> auto { audio.volume = std::clamp(std::stoi(val), 0, 100); }},
{"audio.music.enabled", [](const auto& val) -> auto { audio.music.enabled = stringToBool(val); }},
{"audio.music.volume", [](const auto& val) -> auto { audio.music.volume = std::clamp(std::stoi(val), 0, 100); }},
{"audio.sound.enabled", [](const auto& val) -> auto { audio.sound.enabled = stringToBool(val); }},
{"audio.sound.volume", [](const auto& val) -> auto { audio.sound.volume = std::clamp(std::stoi(val), 0, 100); }},
// Juego
{"game.language", [](const auto& val) -> auto {
settings.language = static_cast<Lang::Code>(std::stoi(val));
if (settings.language != Lang::Code::ENGLISH &&
settings.language != Lang::Code::VALENCIAN &&
settings.language != Lang::Code::SPANISH) {
settings.language = Lang::Code::ENGLISH;
}
pending_changes.new_language = settings.language;
}},
{"game.difficulty", [](const auto& val) -> auto {
settings.difficulty = static_cast<Difficulty::Code>(std::stoi(val));
pending_changes.new_difficulty = settings.difficulty;
}},
{"game.autofire", [](const auto& val) -> auto { settings.autofire = stringToBool(val); }},
{"game.shutdown_enabled", [](const auto& val) -> auto { settings.shutdown_enabled = stringToBool(val); }},
{"game.params_file", [](const auto& val) -> auto { settings.params_file = val; }},
// Teclado
{"keyboard.player", [](const auto& val) -> auto { keyboard.player_id = static_cast<Player::Id>(stoi(val)); }}};
// Maneja por separado la configuración general de los mandos
if (var.starts_with("controller.")) {
try {
parseAndSetController(var, value);
return true;
} catch (const std::out_of_range& e) {
// Error: por ejemplo, índice de mando fuera de rango
return false;
} catch (const std::invalid_argument& e) {
// Error: por ejemplo, fallo en std::stoi
return false;
}
}
// Busca el nombre de la variable en el mapa
if (auto it = SETTINGS_MAP.find(var); it != SETTINGS_MAP.end()) {
try {
// Ejecuta la función lambda asociada
it->second(value);
return true;
} catch (const std::invalid_argument& e) {
// Maneja casos donde std::stoi falla por entrada inválida
return false;
}
}
// Si la clave no se encontró en el mapa ni en la lógica de mandos
return false;
}
// Asigna el teclado al jugador
void setKeyboardToPlayer(Player::Id player_id) {
keyboard.player_id = player_id;
@@ -324,27 +344,18 @@ namespace Options {
// Asigna los mandos físicos basándose en la configuración actual.
void GamepadManager::assignAndLinkGamepads() {
// 1. Obtenemos los mandos físicos conectados.
auto physical_gamepads = Input::get()->getGamepads();
// 2. Reiniciamos las asignaciones actuales.
std::array<std::string, MAX_PLAYERS> desired_paths;
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
desired_paths[i] = gamepads_[i].path;
gamepads_[i].instance = nullptr;
}
// 3. Vector para rastrear los mandos ya asignados.
std::vector<std::shared_ptr<Input::Gamepad>> assigned_instances;
// --- Ejecutamos las pasadas de asignación y limpieza ---
// Pasada 1: Intenta asignar por la ruta guardada.
assignGamepadsByPath(desired_paths, physical_gamepads, assigned_instances);
// Pasada 2: Asigna los mandos restantes a los jugadores libres.
assignRemainingGamepads(physical_gamepads, assigned_instances);
// Pasada 3: Limpia los datos de los slots que se quedaron sin mando.
clearUnassignedGamepadSlots();
}
@@ -356,19 +367,16 @@ namespace Options {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
const std::string& desired_path = desired_paths[i];
if (desired_path.empty()) {
continue; // No hay ruta guardada para este slot.
continue;
}
// Buscamos un mando físico que coincida con la ruta y no esté ya asignado.
for (const auto& physical_gamepad : physical_gamepads) {
if (physical_gamepad->path == desired_path && !isGamepadAssigned(physical_gamepad, assigned_instances)) {
// Asignamos y actualizamos TODOS los datos.
gamepads_[i].instance = physical_gamepad;
gamepads_[i].name = physical_gamepad->name; // <--- LA LÍNEA QUE FALTABA
// No es necesario actualizar la path aquí porque ya coincide.
gamepads_[i].name = physical_gamepad->name;
assigned_instances.push_back(physical_gamepad);
break; // Mando encontrado para este jugador, pasamos al siguiente.
break;
}
}
}
@@ -380,20 +388,17 @@ namespace Options {
std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
if (gamepads_[i].instance != nullptr) {
continue; // Este jugador ya tiene un mando.
continue;
}
// Buscamos un mando físico que todavía esté libre.
for (const auto& physical_gamepad : physical_gamepads) {
if (!isGamepadAssigned(physical_gamepad, assigned_instances)) {
gamepads_[i].instance = physical_gamepad;
// MUY IMPORTANTE: Actualizamos la configuración para reflejar la realidad.
gamepads_[i].name = physical_gamepad->name;
gamepads_[i].path = physical_gamepad->path;
assigned_instances.push_back(physical_gamepad);
break; // Mando encontrado, pasamos al siguiente jugador.
break;
}
}
}
@@ -401,21 +406,14 @@ namespace Options {
// --- TERCERA PASADA: Limpia la información "fantasma" de los slots no asignados ---
void GamepadManager::clearUnassignedGamepadSlots() {
// Recorremos los slots de jugador una última vez.
for (auto& gamepad_config : gamepads_) {
// Si un slot no tiene una instancia física enlazada (instance == nullptr),
// significa que no hay un mando para él.
if (gamepad_config.instance == nullptr) {
// Limpiamos sus datos de configuración para no mostrar información
// de un mando que ya no está conectado.
gamepad_config.name = Lang::getText("[SERVICE_MENU] NO_CONTROLLER");
gamepad_config.path = "";
}
}
}
// Función auxiliar para comprobar si un mando físico ya está en la lista de asignados.
// Devuelve 'true' si ya ha sido asignado, 'false' en caso contrario.
auto GamepadManager::isGamepadAssigned(
const std::shared_ptr<Input::Gamepad>& physical_gamepad,
const std::vector<std::shared_ptr<Input::Gamepad>>& assigned_instances) -> bool { // NOLINT(readability-named-parameter)
@@ -447,4 +445,4 @@ namespace Options {
}
return Player::Id::NO_PLAYER;
}
} // namespace Options
} // namespace Options

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@@ -156,14 +156,9 @@ namespace Options {
void saveToFile(std::ofstream& file) const {
for (size_t i = 0; i < MAX_PLAYERS; ++i) {
const auto& gamepad = gamepads_[i];
// Guardar el nombre solo si hay path (mando real asignado)
if (!gamepad.path.empty()) {
file << "controller." << i << ".name " << gamepad.name << "\n";
} else {
file << "controller." << i << ".name \n"; // vacío
}
file << "controller." << i << ".path " << gamepad.path << "\n";
file << "controller." << i << ".player " << static_cast<int>(gamepad.player_id) << "\n";
file << " - name: \"" << (gamepad.path.empty() ? "" : gamepad.name) << "\"\n";
file << " path: \"" << gamepad.path << "\"\n";
file << " player: " << static_cast<int>(gamepad.player_id) << "\n";
}
}