src/platform/qt/InputController.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 "InputController.h"
7
8#include "ConfigController.h"
9#include "GamepadAxisEvent.h"
10#include "GamepadButtonEvent.h"
11#include "InputProfile.h"
12
13#include <QApplication>
14#include <QTimer>
15#include <QWidget>
16
17extern "C" {
18#include "util/configuration.h"
19}
20
21using namespace QGBA;
22
23#ifdef BUILD_SDL
24int InputController::s_sdlInited = 0;
25GBASDLEvents InputController::s_sdlEvents;
26#endif
27
28InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
29 : QObject(parent)
30 , m_playerId(playerId)
31 , m_config(nullptr)
32 , m_gamepadTimer(nullptr)
33#ifdef BUILD_SDL
34 , m_playerAttached(false)
35#endif
36 , m_allowOpposing(false)
37 , m_topLevel(topLevel)
38 , m_focusParent(topLevel)
39{
40 GBAInputMapInit(&m_inputMap);
41
42#ifdef BUILD_SDL
43 if (s_sdlInited == 0) {
44 GBASDLInitEvents(&s_sdlEvents);
45 }
46 ++s_sdlInited;
47 m_sdlPlayer.bindings = &m_inputMap;
48 GBASDLInitBindings(&m_inputMap);
49#endif
50
51 m_gamepadTimer = new QTimer(this);
52#ifdef BUILD_SDL
53 connect(m_gamepadTimer, &QTimer::timeout, [this]() {
54 testGamepad(SDL_BINDING_BUTTON);
55 });
56#endif
57 m_gamepadTimer->setInterval(50);
58 m_gamepadTimer->start();
59
60 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
61 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
62 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
63 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
64 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
65 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
66 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
67 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
68 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
69 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
70}
71
72InputController::~InputController() {
73 GBAInputMapDeinit(&m_inputMap);
74
75#ifdef BUILD_SDL
76 if (m_playerAttached) {
77 GBASDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
78 }
79
80 --s_sdlInited;
81 if (s_sdlInited == 0) {
82 GBASDLDeinitEvents(&s_sdlEvents);
83 }
84#endif
85}
86
87void InputController::setConfiguration(ConfigController* config) {
88 m_config = config;
89 setAllowOpposing(config->getOption("allowOpposingDirections").toInt());
90 loadConfiguration(KEYBOARD);
91#ifdef BUILD_SDL
92 GBASDLEventsLoadConfig(&s_sdlEvents, config->input());
93 if (!m_playerAttached) {
94 GBASDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
95 m_playerAttached = true;
96 }
97 loadConfiguration(SDL_BINDING_BUTTON);
98 loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
99#endif
100}
101
102void InputController::loadConfiguration(uint32_t type) {
103 GBAInputMapLoad(&m_inputMap, type, m_config->input());
104#ifdef BUILD_SDL
105 if (m_playerAttached) {
106 GBASDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
107 }
108#endif
109}
110
111void InputController::loadProfile(uint32_t type, const QString& profile) {
112 bool loaded = GBAInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
113 recalibrateAxes();
114 if (!loaded) {
115 const InputProfile* ip = InputProfile::findProfile(profile);
116 if (ip) {
117 ip->apply(this);
118 }
119 }
120 emit profileLoaded(profile);
121}
122
123void InputController::saveConfiguration() {
124 saveConfiguration(KEYBOARD);
125#ifdef BUILD_SDL
126 saveConfiguration(SDL_BINDING_BUTTON);
127 saveProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
128 if (m_playerAttached) {
129 GBASDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
130 }
131 m_config->write();
132#endif
133}
134
135void InputController::saveConfiguration(uint32_t type) {
136 GBAInputMapSave(&m_inputMap, type, m_config->input());
137 m_config->write();
138}
139
140void InputController::saveProfile(uint32_t type, const QString& profile) {
141 GBAInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
142 m_config->write();
143}
144
145const char* InputController::profileForType(uint32_t type) {
146 UNUSED(type);
147#ifdef BUILD_SDL
148 if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
149#if SDL_VERSION_ATLEAST(2, 0, 0)
150 return SDL_JoystickName(m_sdlPlayer.joystick);
151#else
152 return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick));
153#endif
154 }
155#endif
156 return 0;
157}
158
159QStringList InputController::connectedGamepads(uint32_t type) const {
160 UNUSED(type);
161
162#ifdef BUILD_SDL
163 if (type == SDL_BINDING_BUTTON) {
164 QStringList pads;
165 for (size_t i = 0; i < s_sdlEvents.nJoysticks; ++i) {
166 const char* name;
167#if SDL_VERSION_ATLEAST(2, 0, 0)
168 name = SDL_JoystickName(s_sdlEvents.joysticks[i]);
169#else
170 name = SDL_JoystickName(SDL_JoystickIndex(s_sdlEvents.joysticks[i]));
171#endif
172 if (name) {
173 pads.append(QString(name));
174 } else {
175 pads.append(QString());
176 }
177 }
178 return pads;
179 }
180#endif
181
182 return QStringList();
183}
184
185int InputController::gamepad(uint32_t type) const {
186#ifdef BUILD_SDL
187 if (type == SDL_BINDING_BUTTON) {
188 return m_sdlPlayer.joystickIndex;
189 }
190#endif
191 return 0;
192}
193
194void InputController::setGamepad(uint32_t type, int index) {
195#ifdef BUILD_SDL
196 if (type == SDL_BINDING_BUTTON) {
197 GBASDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index);
198 }
199#endif
200}
201
202void InputController::setPreferredGamepad(uint32_t type, const QString& device) {
203 if (!m_config) {
204 return;
205 }
206 GBAInputSetPreferredDevice(m_config->input(), type, m_playerId, device.toUtf8().constData());
207}
208
209GBARumble* InputController::rumble() {
210#ifdef BUILD_SDL
211#if SDL_VERSION_ATLEAST(2, 0, 0)
212 if (m_playerAttached) {
213 return &m_sdlPlayer.rumble.d;
214 }
215#endif
216#endif
217 return nullptr;
218}
219
220GBARotationSource* InputController::rotationSource() {
221#ifdef BUILD_SDL
222 if (m_playerAttached) {
223 return &m_sdlPlayer.rotation.d;
224 }
225#endif
226 return nullptr;
227}
228
229void InputController::registerTiltAxisX(int axis) {
230#ifdef BUILD_SDL
231 if (m_playerAttached) {
232 m_sdlPlayer.rotation.axisX = axis;
233 }
234#endif
235}
236
237void InputController::registerTiltAxisY(int axis) {
238#ifdef BUILD_SDL
239 if (m_playerAttached) {
240 m_sdlPlayer.rotation.axisY = axis;
241 }
242#endif
243}
244
245void InputController::registerGyroAxisX(int axis) {
246#ifdef BUILD_SDL
247 if (m_playerAttached) {
248 m_sdlPlayer.rotation.gyroX = axis;
249 }
250#endif
251}
252
253void InputController::registerGyroAxisY(int axis) {
254#ifdef BUILD_SDL
255 if (m_playerAttached) {
256 m_sdlPlayer.rotation.gyroY = axis;
257 }
258#endif
259}
260
261float InputController::gyroSensitivity() const {
262#ifdef BUILD_SDL
263 if (m_playerAttached) {
264 return m_sdlPlayer.rotation.gyroSensitivity;
265 }
266#endif
267 return 0;
268}
269
270void InputController::setGyroSensitivity(float sensitivity) {
271#ifdef BUILD_SDL
272 if (m_playerAttached) {
273 m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
274 }
275#endif
276}
277
278GBAKey InputController::mapKeyboard(int key) const {
279 return GBAInputMapKey(&m_inputMap, KEYBOARD, key);
280}
281
282void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
283 return GBAInputBindKey(&m_inputMap, type, key, gbaKey);
284}
285
286int InputController::pollEvents() {
287 int activeButtons = 0;
288#ifdef BUILD_SDL
289 if (m_playerAttached) {
290 SDL_Joystick* joystick = m_sdlPlayer.joystick;
291 SDL_JoystickUpdate();
292 int numButtons = SDL_JoystickNumButtons(joystick);
293 int i;
294 for (i = 0; i < numButtons; ++i) {
295 GBAKey key = GBAInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i);
296 if (key == GBA_KEY_NONE) {
297 continue;
298 }
299 if (hasPendingEvent(key)) {
300 continue;
301 }
302 if (SDL_JoystickGetButton(joystick, i)) {
303 activeButtons |= 1 << key;
304 }
305 }
306 int numHats = SDL_JoystickNumHats(joystick);
307 for (i = 0; i < numHats; ++i) {
308 int hat = SDL_JoystickGetHat(joystick, i);
309 if (hat & SDL_HAT_UP) {
310 activeButtons |= 1 << GBA_KEY_UP;
311 }
312 if (hat & SDL_HAT_LEFT) {
313 activeButtons |= 1 << GBA_KEY_LEFT;
314 }
315 if (hat & SDL_HAT_DOWN) {
316 activeButtons |= 1 << GBA_KEY_DOWN;
317 }
318 if (hat & SDL_HAT_RIGHT) {
319 activeButtons |= 1 << GBA_KEY_RIGHT;
320 }
321 }
322
323 int numAxes = SDL_JoystickNumAxes(joystick);
324 for (i = 0; i < numAxes; ++i) {
325 int value = SDL_JoystickGetAxis(joystick, i);
326
327 enum GBAKey key = GBAInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value);
328 if (key != GBA_KEY_NONE) {
329 activeButtons |= 1 << key;
330 }
331 }
332 }
333#endif
334 return activeButtons;
335}
336
337QSet<int> InputController::activeGamepadButtons(int type) {
338 QSet<int> activeButtons;
339#ifdef BUILD_SDL
340 if (m_playerAttached && type == SDL_BINDING_BUTTON) {
341 SDL_Joystick* joystick = m_sdlPlayer.joystick;
342 SDL_JoystickUpdate();
343 int numButtons = SDL_JoystickNumButtons(joystick);
344 int i;
345 for (i = 0; i < numButtons; ++i) {
346 if (SDL_JoystickGetButton(joystick, i)) {
347 activeButtons.insert(i);
348 }
349 }
350 }
351#endif
352 return activeButtons;
353}
354
355void InputController::recalibrateAxes() {
356#ifdef BUILD_SDL
357 if (m_playerAttached) {
358 SDL_Joystick* joystick = m_sdlPlayer.joystick;
359 SDL_JoystickUpdate();
360 int numAxes = SDL_JoystickNumAxes(joystick);
361 if (numAxes < 1) {
362 return;
363 }
364 m_deadzones.resize(numAxes);
365 int i;
366 for (i = 0; i < numAxes; ++i) {
367 m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
368 }
369 }
370#endif
371}
372
373QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes(int type) {
374 QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
375#ifdef BUILD_SDL
376 if (m_playerAttached && type == SDL_BINDING_BUTTON) {
377 SDL_Joystick* joystick = m_sdlPlayer.joystick;
378 SDL_JoystickUpdate();
379 int numAxes = SDL_JoystickNumAxes(joystick);
380 if (numAxes < 1) {
381 return activeAxes;
382 }
383 m_deadzones.resize(numAxes);
384 int i;
385 for (i = 0; i < numAxes; ++i) {
386 int32_t axis = SDL_JoystickGetAxis(joystick, i);
387 axis -= m_deadzones[i];
388 if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
389 activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
390 }
391 }
392 }
393#endif
394 return activeAxes;
395}
396
397void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
398 const GBAAxis* old = GBAInputQueryAxis(&m_inputMap, type, axis);
399 GBAAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
400 if (old) {
401 description = *old;
402 }
403 switch (direction) {
404 case GamepadAxisEvent::NEGATIVE:
405 description.lowDirection = key;
406 description.deadLow = m_deadzones[axis] - AXIS_THRESHOLD;
407 break;
408 case GamepadAxisEvent::POSITIVE:
409 description.highDirection = key;
410 description.deadHigh = m_deadzones[axis] + AXIS_THRESHOLD;
411 break;
412 default:
413 return;
414 }
415 GBAInputBindAxis(&m_inputMap, type, axis, &description);
416}
417
418void InputController::unbindAllAxes(uint32_t type) {
419 GBAInputUnbindAllAxes(&m_inputMap, type);
420}
421
422void InputController::testGamepad(int type) {
423 auto activeAxes = activeGamepadAxes(type);
424 auto oldAxes = m_activeAxes;
425 m_activeAxes = activeAxes;
426
427 auto activeButtons = activeGamepadButtons(type);
428 auto oldButtons = m_activeButtons;
429 m_activeButtons = activeButtons;
430
431 if (!QApplication::focusWidget()) {
432 return;
433 }
434
435 activeAxes.subtract(oldAxes);
436 oldAxes.subtract(m_activeAxes);
437
438 for (auto& axis : m_activeAxes) {
439 bool newlyAboveThreshold = activeAxes.contains(axis);
440 if (newlyAboveThreshold) {
441 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, type, this);
442 postPendingEvent(event->gbaKey());
443 sendGamepadEvent(event);
444 if (!event->isAccepted()) {
445 clearPendingEvent(event->gbaKey());
446 }
447 }
448 }
449 for (auto axis : oldAxes) {
450 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, type, this);
451 clearPendingEvent(event->gbaKey());
452 sendGamepadEvent(event);
453 }
454
455 if (!QApplication::focusWidget()) {
456 return;
457 }
458
459 activeButtons.subtract(oldButtons);
460 oldButtons.subtract(m_activeButtons);
461
462 for (int button : activeButtons) {
463 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, type, this);
464 postPendingEvent(event->gbaKey());
465 sendGamepadEvent(event);
466 if (!event->isAccepted()) {
467 clearPendingEvent(event->gbaKey());
468 }
469 }
470 for (int button : oldButtons) {
471 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, type, this);
472 clearPendingEvent(event->gbaKey());
473 sendGamepadEvent(event);
474 }
475}
476
477void InputController::sendGamepadEvent(QEvent* event) {
478 QWidget* focusWidget = nullptr;
479 if (m_focusParent) {
480 focusWidget = m_focusParent->focusWidget();
481 if (!focusWidget) {
482 focusWidget = m_focusParent;
483 }
484 } else {
485 focusWidget = QApplication::focusWidget();
486 }
487 QApplication::sendEvent(focusWidget, event);
488}
489
490void InputController::postPendingEvent(GBAKey key) {
491 m_pendingEvents.insert(key);
492}
493
494void InputController::clearPendingEvent(GBAKey key) {
495 m_pendingEvents.remove(key);
496}
497
498bool InputController::hasPendingEvent(GBAKey key) const {
499 return m_pendingEvents.contains(key);
500}
501
502void InputController::suspendScreensaver() {
503#ifdef BUILD_SDL
504#if SDL_VERSION_ATLEAST(2, 0, 0)
505 GBASDLSuspendScreensaver(&s_sdlEvents);
506#endif
507#endif
508}
509
510void InputController::resumeScreensaver() {
511#ifdef BUILD_SDL
512#if SDL_VERSION_ATLEAST(2, 0, 0)
513 GBASDLResumeScreensaver(&s_sdlEvents);
514#endif
515#endif
516}
517
518void InputController::setScreensaverSuspendable(bool suspendable) {
519#ifdef BUILD_SDL
520#if SDL_VERSION_ATLEAST(2, 0, 0)
521 GBASDLSetScreensaverSuspendable(&s_sdlEvents, suspendable);
522#endif
523#endif
524}
525
526void InputController::stealFocus(QWidget* focus) {
527 m_focusParent = focus;
528}
529
530void InputController::releaseFocus(QWidget* focus) {
531 if (focus == m_focusParent) {
532 m_focusParent = m_topLevel;
533 }
534}