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 <QPaintEvent>
9#include <QPainter>
10#include <QPushButton>
11#include <QVBoxLayout>
12
13#include "InputController.h"
14#include "KeyEditor.h"
15
16using namespace QGBA;
17
18const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
19const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
20const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
21const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
22
23GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const char* profile, QWidget* parent)
24 : QWidget(parent)
25 , m_type(type)
26 , m_profile(profile)
27 , m_controller(controller)
28{
29 setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
30 setMinimumSize(300, 300);
31
32 const GBAInputMap* map = controller->map();
33
34 m_keyDU = new KeyEditor(this);
35 m_keyDD = new KeyEditor(this);
36 m_keyDL = new KeyEditor(this);
37 m_keyDR = new KeyEditor(this);
38 m_keySelect = new KeyEditor(this);
39 m_keyStart = new KeyEditor(this);
40 m_keyA = new KeyEditor(this);
41 m_keyB = new KeyEditor(this);
42 m_keyL = new KeyEditor(this);
43 m_keyR = new KeyEditor(this);
44
45 lookupBinding(map, m_keyDU, GBA_KEY_UP);
46 lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
47 lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
48 lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
49 lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
50 lookupBinding(map, m_keyStart, GBA_KEY_START);
51 lookupBinding(map, m_keyA, GBA_KEY_A);
52 lookupBinding(map, m_keyB, GBA_KEY_B);
53 lookupBinding(map, m_keyL, GBA_KEY_L);
54 lookupBinding(map, m_keyR, GBA_KEY_R);
55
56#ifdef BUILD_SDL
57 lookupAxes(map);
58#endif
59
60 connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
61 connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
62 connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
63 connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
64 connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
65 connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
66 connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
67 connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
68 connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
69 connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
70
71 connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
72 connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
73 connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
74 connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
75 connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
76 connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
77 connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
78 connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
79 connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
80 connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
81
82 m_buttons = new QWidget(this);
83 QVBoxLayout* layout = new QVBoxLayout;
84 m_buttons->setLayout(layout);
85
86 QPushButton* setAll = new QPushButton(tr("Set all"));
87 connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
88 layout->addWidget(setAll);
89
90 QPushButton* save = new QPushButton(tr("Save"));
91 connect(save, SIGNAL(pressed()), this, SLOT(save()));
92 layout->addWidget(save);
93 layout->setSpacing(6);
94
95 m_keyOrder = QList<KeyEditor*>{
96 m_keyDU,
97 m_keyDR,
98 m_keyDD,
99 m_keyDL,
100 m_keyA,
101 m_keyB,
102 m_keySelect,
103 m_keyStart,
104 m_keyL,
105 m_keyR
106 };
107
108 m_currentKey = m_keyOrder.end();
109
110 m_background.load(":/res/keymap.qpic");
111
112 setAll->setFocus();
113}
114
115void GBAKeyEditor::setAll() {
116 m_currentKey = m_keyOrder.begin();
117 (*m_currentKey)->setFocus();
118}
119
120void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
121 setLocation(m_buttons, 0.5, 0.2);
122 setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
123 setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
124 setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
125 setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
126 setLocation(m_keySelect, 0.415, 0.93);
127 setLocation(m_keyStart, 0.585, 0.93);
128 setLocation(m_keyA, 0.826, 0.451);
129 setLocation(m_keyB, 0.667, 0.490);
130 setLocation(m_keyL, 0.1, 0.1);
131 setLocation(m_keyR, 0.9, 0.1);
132}
133
134void GBAKeyEditor::paintEvent(QPaintEvent* event) {
135 QPainter painter(this);
136 painter.scale(width() / 480.0, height() / 480.0);
137 painter.drawPicture(0, 0, m_background);
138}
139
140void GBAKeyEditor::setNext() {
141 findFocus();
142
143 if (m_currentKey == m_keyOrder.end()) {
144 return;
145 }
146
147 ++m_currentKey;
148 if (m_currentKey != m_keyOrder.end()) {
149 (*m_currentKey)->setFocus();
150 } else {
151 (*(m_currentKey - 1))->clearFocus();
152 }
153}
154
155void GBAKeyEditor::save() {
156 bindKey(m_keyDU, GBA_KEY_UP);
157 bindKey(m_keyDD, GBA_KEY_DOWN);
158 bindKey(m_keyDL, GBA_KEY_LEFT);
159 bindKey(m_keyDR, GBA_KEY_RIGHT);
160 bindKey(m_keySelect, GBA_KEY_SELECT);
161 bindKey(m_keyStart, GBA_KEY_START);
162 bindKey(m_keyA, GBA_KEY_A);
163 bindKey(m_keyB, GBA_KEY_B);
164 bindKey(m_keyL, GBA_KEY_L);
165 bindKey(m_keyR, GBA_KEY_R);
166 m_controller->saveConfiguration(m_type);
167
168 if (m_profile) {
169 m_controller->saveProfile(m_type, m_profile);
170 }
171}
172
173void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
174 #ifdef BUILD_SDL
175 if (m_type == SDL_BINDING_BUTTON) {
176 int value = GBAInputQueryBinding(map, m_type, key);
177 if (value != GBA_NO_MAPPING) {
178 keyEditor->setValueButton(value);
179 }
180 return;
181 }
182 #endif
183 keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
184}
185
186#ifdef BUILD_SDL
187void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
188 GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
189 GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
190 if (description->highDirection != GBA_KEY_NONE) {
191 KeyEditor* key = self->keyById(description->highDirection);
192 if (key) {
193 key->setValueAxis(axis, description->deadHigh);
194 }
195 }
196 if (description->lowDirection != GBA_KEY_NONE) {
197 KeyEditor* key = self->keyById(description->lowDirection);
198 if (key) {
199 key->setValueAxis(axis, description->deadLow);
200 }
201 }
202 }, this);
203}
204#endif
205
206void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
207 if (keyEditor->direction() != GamepadAxisEvent::NEUTRAL) {
208 m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
209 } else {
210 m_controller->bindKey(m_type, keyEditor->value(), key);
211 }
212}
213
214bool GBAKeyEditor::findFocus() {
215 if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
216 return true;
217 }
218
219 for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
220 if ((*key)->hasFocus()) {
221 m_currentKey = key;
222 return true;
223 }
224 }
225 return false;
226}
227
228#ifdef BUILD_SDL
229void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
230 if (!findFocus()) {
231 return;
232 }
233 KeyEditor* focused = *m_currentKey;
234 focused->setValueAxis(axis, value);
235}
236#endif
237
238KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
239 switch (key) {
240 case GBA_KEY_UP:
241 return m_keyDU;
242 case GBA_KEY_DOWN:
243 return m_keyDD;
244 case GBA_KEY_LEFT:
245 return m_keyDL;
246 case GBA_KEY_RIGHT:
247 return m_keyDR;
248 case GBA_KEY_A:
249 return m_keyA;
250 case GBA_KEY_B:
251 return m_keyB;
252 case GBA_KEY_L:
253 return m_keyL;
254 case GBA_KEY_R:
255 return m_keyR;
256 case GBA_KEY_SELECT:
257 return m_keySelect;
258 case GBA_KEY_START:
259 return m_keyStart;
260 default:
261 break;
262 }
263 return nullptr;
264}
265
266void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
267 QSize s = size();
268 QSize hint = widget->sizeHint();
269 widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(), hint.height());
270}