src/platform/qt/GBAKeyEditor.cpp (view raw)
1/* Copyright (c) 2013-2014 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "GBAKeyEditor.h"
7
8#include <QComboBox>
9#include <QPaintEvent>
10#include <QPainter>
11#include <QPushButton>
12#include <QVBoxLayout>
13
14#include "InputController.h"
15#include "KeyEditor.h"
16
17using namespace QGBA;
18
19const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
20const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
21const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
22const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
23
24GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
25 : QWidget(parent)
26 , m_profileSelect(nullptr)
27 , m_type(type)
28 , m_profile(profile)
29 , m_controller(controller)
30{
31 setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
32 setMinimumSize(300, 300);
33
34 const GBAInputMap* map = controller->map();
35
36 m_keyDU = new KeyEditor(this);
37 m_keyDD = new KeyEditor(this);
38 m_keyDL = new KeyEditor(this);
39 m_keyDR = new KeyEditor(this);
40 m_keySelect = new KeyEditor(this);
41 m_keyStart = new KeyEditor(this);
42 m_keyA = new KeyEditor(this);
43 m_keyB = new KeyEditor(this);
44 m_keyL = new KeyEditor(this);
45 m_keyR = new KeyEditor(this);
46
47 refresh();
48
49#ifdef BUILD_SDL
50 lookupAxes(map);
51
52 if (type == SDL_BINDING_BUTTON) {
53 m_profileSelect = new QComboBox(this);
54 m_profileSelect->addItems(controller->connectedGamepads(type));
55 int activeGamepad = controller->gamepad(type);
56 if (activeGamepad > 0) {
57 m_profileSelect->setCurrentIndex(activeGamepad);
58 }
59
60 connect(m_profileSelect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), [this] (int i) {
61 m_controller->setGamepad(m_type, i);
62 m_profile = m_profileSelect->currentText();
63 m_controller->loadProfile(m_type, m_profile);
64 refresh();
65 });
66 }
67#endif
68
69 connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
70 connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
71 connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
72 connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
73 connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
74 connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
75 connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
76 connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
77 connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
78 connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
79
80 connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
81 connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
82 connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
83 connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
84 connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
85 connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
86 connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
87 connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
88 connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
89 connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
90
91 m_buttons = new QWidget(this);
92 QVBoxLayout* layout = new QVBoxLayout;
93 m_buttons->setLayout(layout);
94
95 QPushButton* setAll = new QPushButton(tr("Set all"));
96 connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
97 layout->addWidget(setAll);
98
99 QPushButton* save = new QPushButton(tr("Save"));
100 connect(save, SIGNAL(pressed()), this, SLOT(save()));
101 layout->addWidget(save);
102 layout->setSpacing(6);
103
104 m_keyOrder = QList<KeyEditor*>{
105 m_keyDU,
106 m_keyDR,
107 m_keyDD,
108 m_keyDL,
109 m_keyA,
110 m_keyB,
111 m_keySelect,
112 m_keyStart,
113 m_keyL,
114 m_keyR
115 };
116
117 m_currentKey = m_keyOrder.end();
118
119 m_background.load(":/res/keymap.qpic");
120
121 setAll->setFocus();
122}
123
124void GBAKeyEditor::setAll() {
125 m_currentKey = m_keyOrder.begin();
126 (*m_currentKey)->setFocus();
127}
128
129void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
130 setLocation(m_buttons, 0.5, 0.2);
131 setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
132 setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
133 setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
134 setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
135 setLocation(m_keySelect, 0.415, 0.93);
136 setLocation(m_keyStart, 0.585, 0.93);
137 setLocation(m_keyA, 0.826, 0.451);
138 setLocation(m_keyB, 0.667, 0.490);
139 setLocation(m_keyL, 0.1, 0.1);
140 setLocation(m_keyR, 0.9, 0.1);
141
142 if (m_profileSelect) {
143 setLocation(m_profileSelect, 0.5, 0.7);
144 }
145}
146
147void GBAKeyEditor::paintEvent(QPaintEvent* event) {
148 QPainter painter(this);
149 painter.scale(width() / 480.0, height() / 480.0);
150 painter.drawPicture(0, 0, m_background);
151}
152
153void GBAKeyEditor::setNext() {
154 findFocus();
155
156 if (m_currentKey == m_keyOrder.end()) {
157 return;
158 }
159
160 ++m_currentKey;
161 if (m_currentKey != m_keyOrder.end()) {
162 (*m_currentKey)->setFocus();
163 } else {
164 (*(m_currentKey - 1))->clearFocus();
165 }
166}
167
168void GBAKeyEditor::save() {
169 bindKey(m_keyDU, GBA_KEY_UP);
170 bindKey(m_keyDD, GBA_KEY_DOWN);
171 bindKey(m_keyDL, GBA_KEY_LEFT);
172 bindKey(m_keyDR, GBA_KEY_RIGHT);
173 bindKey(m_keySelect, GBA_KEY_SELECT);
174 bindKey(m_keyStart, GBA_KEY_START);
175 bindKey(m_keyA, GBA_KEY_A);
176 bindKey(m_keyB, GBA_KEY_B);
177 bindKey(m_keyL, GBA_KEY_L);
178 bindKey(m_keyR, GBA_KEY_R);
179 m_controller->saveConfiguration(m_type);
180
181#ifdef BUILD_SDL
182 if (m_profileSelect) {
183 m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
184 }
185#endif
186
187 if (!m_profile.isNull()) {
188 m_controller->saveProfile(m_type, m_profile);
189 }
190}
191
192void GBAKeyEditor::refresh() {
193 const GBAInputMap* map = m_controller->map();
194 lookupBinding(map, m_keyDU, GBA_KEY_UP);
195 lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
196 lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
197 lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
198 lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
199 lookupBinding(map, m_keyStart, GBA_KEY_START);
200 lookupBinding(map, m_keyA, GBA_KEY_A);
201 lookupBinding(map, m_keyB, GBA_KEY_B);
202 lookupBinding(map, m_keyL, GBA_KEY_L);
203 lookupBinding(map, m_keyR, GBA_KEY_R);
204}
205
206void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
207 #ifdef BUILD_SDL
208 if (m_type == SDL_BINDING_BUTTON) {
209 int value = GBAInputQueryBinding(map, m_type, key);
210 if (value != GBA_NO_MAPPING) {
211 keyEditor->setValueButton(value);
212 }
213 return;
214 }
215 #endif
216 keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
217}
218
219#ifdef BUILD_SDL
220void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
221 GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
222 GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
223 if (description->highDirection != GBA_KEY_NONE) {
224 KeyEditor* key = self->keyById(description->highDirection);
225 if (key) {
226 key->setValueAxis(axis, description->deadHigh);
227 }
228 }
229 if (description->lowDirection != GBA_KEY_NONE) {
230 KeyEditor* key = self->keyById(description->lowDirection);
231 if (key) {
232 key->setValueAxis(axis, description->deadLow);
233 }
234 }
235 }, this);
236}
237#endif
238
239void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
240#ifdef BUILD_SDL
241 if (keyEditor->direction() != GamepadAxisEvent::NEUTRAL) {
242 m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
243 } else {
244#endif
245 m_controller->bindKey(m_type, keyEditor->value(), key);
246#ifdef BUILD_SDL
247 }
248#endif
249}
250
251bool GBAKeyEditor::findFocus() {
252 if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
253 return true;
254 }
255
256 for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
257 if ((*key)->hasFocus()) {
258 m_currentKey = key;
259 return true;
260 }
261 }
262 return false;
263}
264
265#ifdef BUILD_SDL
266void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
267 if (!findFocus()) {
268 return;
269 }
270 KeyEditor* focused = *m_currentKey;
271 focused->setValueAxis(axis, value);
272}
273#endif
274
275KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
276 switch (key) {
277 case GBA_KEY_UP:
278 return m_keyDU;
279 case GBA_KEY_DOWN:
280 return m_keyDD;
281 case GBA_KEY_LEFT:
282 return m_keyDL;
283 case GBA_KEY_RIGHT:
284 return m_keyDR;
285 case GBA_KEY_A:
286 return m_keyA;
287 case GBA_KEY_B:
288 return m_keyB;
289 case GBA_KEY_L:
290 return m_keyL;
291 case GBA_KEY_R:
292 return m_keyR;
293 case GBA_KEY_SELECT:
294 return m_keySelect;
295 case GBA_KEY_START:
296 return m_keyStart;
297 default:
298 break;
299 }
300 return nullptr;
301}
302
303void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
304 QSize s = size();
305 QSize hint = widget->sizeHint();
306 widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(), hint.height());
307}