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 <QTimer>
12#include <QVBoxLayout>
13
14#include "InputController.h"
15#include "KeyEditor.h"
16
17extern "C" {
18#include "gba-input.h"
19}
20
21using namespace QGBA;
22
23const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
24const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
25const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
26const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
27
28GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, QWidget* parent)
29 : QWidget(parent)
30 , m_type(type)
31 , m_controller(controller)
32{
33 setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
34 setMinimumSize(300, 300);
35
36 const GBAInputMap* map = controller->map();
37
38 m_keyDU = new KeyEditor(this);
39 m_keyDD = new KeyEditor(this);
40 m_keyDL = new KeyEditor(this);
41 m_keyDR = new KeyEditor(this);
42 m_keySelect = new KeyEditor(this);
43 m_keyStart = new KeyEditor(this);
44 m_keyA = new KeyEditor(this);
45 m_keyB = new KeyEditor(this);
46 m_keyL = new KeyEditor(this);
47 m_keyR = new KeyEditor(this);
48
49#ifdef BUILD_SDL
50 if (type == SDL_BINDING_BUTTON) {
51 m_keyDU->setNumeric(true);
52 m_keyDD->setNumeric(true);
53 m_keyDL->setNumeric(true);
54 m_keyDR->setNumeric(true);
55 m_keySelect->setNumeric(true);
56 m_keyStart->setNumeric(true);
57 m_keyA->setNumeric(true);
58 m_keyB->setNumeric(true);
59 m_keyL->setNumeric(true);
60 m_keyR->setNumeric(true);
61 }
62#endif
63
64 m_keyDU->setValue(GBAInputQueryBinding(map, type, GBA_KEY_UP));
65 m_keyDD->setValue(GBAInputQueryBinding(map, type, GBA_KEY_DOWN));
66 m_keyDL->setValue(GBAInputQueryBinding(map, type, GBA_KEY_LEFT));
67 m_keyDR->setValue(GBAInputQueryBinding(map, type, GBA_KEY_RIGHT));
68 m_keySelect->setValue(GBAInputQueryBinding(map, type, GBA_KEY_SELECT));
69 m_keyStart->setValue(GBAInputQueryBinding(map, type, GBA_KEY_START));
70 m_keyA->setValue(GBAInputQueryBinding(map, type, GBA_KEY_A));
71 m_keyB->setValue(GBAInputQueryBinding(map, type, GBA_KEY_B));
72 m_keyL->setValue(GBAInputQueryBinding(map, type, GBA_KEY_L));
73 m_keyR->setValue(GBAInputQueryBinding(map, type, GBA_KEY_R));
74
75 connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
76 connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
77 connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
78 connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
79 connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
80 connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
81 connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
82 connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
83 connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
84 connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
85
86 m_buttons = new QWidget(this);
87 QVBoxLayout* layout = new QVBoxLayout;
88 m_buttons->setLayout(layout);
89
90 QPushButton* setAll = new QPushButton(tr("Set all"));
91 connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
92 layout->addWidget(setAll);
93
94 QPushButton* save = new QPushButton(tr("Save"));
95 connect(save, SIGNAL(pressed()), this, SLOT(save()));
96 layout->addWidget(save);
97 layout->setSpacing(6);
98
99 m_keyOrder = QList<KeyEditor*>{
100 m_keyDU,
101 m_keyDR,
102 m_keyDD,
103 m_keyDL,
104 m_keyA,
105 m_keyB,
106 m_keySelect,
107 m_keyStart,
108 m_keyL,
109 m_keyR
110 };
111
112 m_currentKey = m_keyOrder.end();
113
114 m_background.load(":/res/keymap.qpic");
115
116 setAll->setFocus();
117
118#ifdef BUILD_SDL
119 if (type == SDL_BINDING_BUTTON) {
120 m_gamepadTimer = new QTimer(this);
121 connect(m_gamepadTimer, SIGNAL(timeout()), this, SLOT(testGamepad()));
122 m_gamepadTimer->setInterval(100);
123 m_gamepadTimer->start();
124 }
125#endif
126}
127
128void GBAKeyEditor::setAll() {
129 m_currentKey = m_keyOrder.begin();
130 (*m_currentKey)->setFocus();
131}
132
133void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
134 setLocation(m_buttons, 0.5, 0.2);
135 setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
136 setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
137 setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
138 setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
139 setLocation(m_keySelect, 0.415, 0.93);
140 setLocation(m_keyStart, 0.585, 0.93);
141 setLocation(m_keyA, 0.826, 0.451);
142 setLocation(m_keyB, 0.667, 0.490);
143 setLocation(m_keyL, 0.1, 0.1);
144 setLocation(m_keyR, 0.9, 0.1);
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 if (m_currentKey == m_keyOrder.end()) {
155 return;
156 }
157
158 if (!(*m_currentKey)->hasFocus()) {
159 m_currentKey = m_keyOrder.end();
160 }
161
162 ++m_currentKey;
163 if (m_currentKey != m_keyOrder.end()) {
164 (*m_currentKey)->setFocus();
165 } else {
166 (*(m_currentKey - 1))->clearFocus();
167 }
168}
169
170void GBAKeyEditor::save() {
171 m_controller->bindKey(m_type, m_keyDU->value(), GBA_KEY_UP);
172 m_controller->bindKey(m_type, m_keyDD->value(), GBA_KEY_DOWN);
173 m_controller->bindKey(m_type, m_keyDL->value(), GBA_KEY_LEFT);
174 m_controller->bindKey(m_type, m_keyDR->value(), GBA_KEY_RIGHT);
175 m_controller->bindKey(m_type, m_keySelect->value(), GBA_KEY_SELECT);
176 m_controller->bindKey(m_type, m_keyStart->value(), GBA_KEY_START);
177 m_controller->bindKey(m_type, m_keyA->value(), GBA_KEY_A);
178 m_controller->bindKey(m_type, m_keyB->value(), GBA_KEY_B);
179 m_controller->bindKey(m_type, m_keyL->value(), GBA_KEY_L);
180 m_controller->bindKey(m_type, m_keyR->value(), GBA_KEY_R);
181 m_controller->saveConfiguration(m_type);
182}
183
184#ifdef BUILD_SDL
185void GBAKeyEditor::testGamepad() {
186 QSet<int> activeKeys = m_controller->activeGamepadButtons();
187 if (activeKeys.empty()) {
188 return;
189 }
190 for (KeyEditor* key : m_keyOrder) {
191 if (!key->hasFocus()) {
192 continue;
193 }
194 key->setValue(*activeKeys.begin());
195 }
196}
197#endif
198
199void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
200 QSize s = size();
201 QSize hint = widget->sizeHint();
202 widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(), hint.height());
203}