src/platform/qt/InputController.h (view raw)
1/* Copyright (c) 2013-2015 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#ifndef QGBA_INPUT_CONTROLLER_H
7#define QGBA_INPUT_CONTROLLER_H
8
9#include "GamepadAxisEvent.h"
10
11#include <QObject>
12#include <QSet>
13#include <QVector>
14
15class QTimer;
16
17extern "C" {
18#include "gba/input.h"
19
20#ifdef BUILD_SDL
21#include "platform/sdl/sdl-events.h"
22#endif
23}
24
25namespace QGBA {
26
27class ConfigController;
28
29class InputController : public QObject {
30Q_OBJECT
31
32public:
33 static const uint32_t KEYBOARD = 0x51545F4B;
34
35 InputController(int playerId = 0, QWidget* topLevel = nullptr, QObject* parent = nullptr);
36 ~InputController();
37
38 void setConfiguration(ConfigController* config);
39 void saveConfiguration();
40 void loadConfiguration(uint32_t type);
41 void loadProfile(uint32_t type, const QString& profile);
42 void saveConfiguration(uint32_t type);
43 void saveProfile(uint32_t type, const QString& profile);
44 const char* profileForType(uint32_t type);
45
46 bool allowOpposing() const { return m_allowOpposing; }
47 void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
48
49 GBAKey mapKeyboard(int key) const;
50
51 void bindKey(uint32_t type, int key, GBAKey);
52
53 const GBAInputMap* map() const { return &m_inputMap; }
54
55 int pollEvents();
56
57 static const int32_t AXIS_THRESHOLD = 0x3000;
58 QSet<int> activeGamepadButtons(int type);
59 QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
60 void recalibrateAxes();
61
62 void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
63 void unbindAllAxes(uint32_t type);
64
65 QStringList connectedGamepads(uint32_t type) const;
66 int gamepad(uint32_t type) const;
67 void setGamepad(uint32_t type, int index);
68 void setPreferredGamepad(uint32_t type, const QString& device);
69
70 void registerTiltAxisX(int axis);
71 void registerTiltAxisY(int axis);
72 void registerGyroAxisX(int axis);
73 void registerGyroAxisY(int axis);
74
75 float gyroSensitivity() const;
76 void setGyroSensitivity(float sensitivity);
77
78 void stealFocus(QWidget* focus);
79 void releaseFocus(QWidget* focus);
80
81 GBARumble* rumble();
82 GBARotationSource* rotationSource();
83
84signals:
85 void profileLoaded(const QString& profile);
86
87public slots:
88 void testGamepad(int type);
89
90 // TODO: Move these to somewhere that makes sense
91 void suspendScreensaver();
92 void resumeScreensaver();
93 void setScreensaverSuspendable(bool);
94
95private:
96 void postPendingEvent(GBAKey);
97 void clearPendingEvent(GBAKey);
98 bool hasPendingEvent(GBAKey) const;
99 void sendGamepadEvent(QEvent*);
100
101 GBAInputMap m_inputMap;
102 ConfigController* m_config;
103 int m_playerId;
104 bool m_allowOpposing;
105 QWidget* m_topLevel;
106 QWidget* m_focusParent;
107
108#ifdef BUILD_SDL
109 static int s_sdlInited;
110 static GBASDLEvents s_sdlEvents;
111 GBASDLPlayer m_sdlPlayer;
112 bool m_playerAttached;
113#endif
114
115 QVector<int> m_deadzones;
116
117 QSet<int> m_activeButtons;
118 QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
119 QTimer* m_gamepadTimer;
120
121 QSet<GBAKey> m_pendingEvents;
122};
123
124}
125
126#endif