all repos — mgba @ 1d021a72c7a1245adeceecd706dbebfb739f6247

mGBA Game Boy Advance Emulator

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 <QHBoxLayout>
 10#include <QPaintEvent>
 11#include <QPainter>
 12#include <QPushButton>
 13#include <QVBoxLayout>
 14
 15#include "InputController.h"
 16#include "KeyEditor.h"
 17
 18#ifdef BUILD_SDL
 19extern "C" {
 20#include "platform/sdl/sdl-events.h"
 21}
 22#endif
 23
 24using namespace QGBA;
 25
 26const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
 27const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.432;
 28const qreal GBAKeyEditor::DPAD_WIDTH = 0.12;
 29const qreal GBAKeyEditor::DPAD_HEIGHT = 0.12;
 30
 31GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
 32	: QWidget(parent)
 33	, m_profileSelect(nullptr)
 34	, m_clear(nullptr)
 35	, m_type(type)
 36	, m_profile(profile)
 37	, m_controller(controller)
 38{
 39	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 40	setMinimumSize(300, 300);
 41
 42	const mInputMap* map = controller->map();
 43	controller->stealFocus(this);
 44
 45	m_keyDU = new KeyEditor(this);
 46	m_keyDD = new KeyEditor(this);
 47	m_keyDL = new KeyEditor(this);
 48	m_keyDR = new KeyEditor(this);
 49	m_keySelect = new KeyEditor(this);
 50	m_keyStart = new KeyEditor(this);
 51	m_keyA = new KeyEditor(this);
 52	m_keyB = new KeyEditor(this);
 53	m_keyL = new KeyEditor(this);
 54	m_keyR = new KeyEditor(this);
 55
 56	refresh();
 57
 58#ifdef BUILD_SDL
 59	if (type == SDL_BINDING_BUTTON) {
 60		controller->updateJoysticks();
 61		controller->recalibrateAxes();
 62		lookupAxes(map);
 63
 64		m_profileSelect = new QComboBox(this);
 65		m_profileSelect->addItems(controller->connectedGamepads(type));
 66		int activeGamepad = controller->gamepad(type);
 67		selectGamepad(activeGamepad);
 68		if (activeGamepad > 0) {
 69			m_profileSelect->setCurrentIndex(activeGamepad);
 70		}
 71
 72		connect(m_profileSelect, SIGNAL(currentIndexChanged(int)), this, SLOT(selectGamepad(int)));
 73
 74		m_clear = new QWidget(this);
 75		QHBoxLayout* layout = new QHBoxLayout;
 76		m_clear->setLayout(layout);
 77		layout->setSpacing(6);
 78
 79		QPushButton* clearButton = new QPushButton(tr("Clear Button"));
 80		layout->addWidget(clearButton);
 81		connect(clearButton, &QAbstractButton::pressed, [this]() {
 82			if (!findFocus()) {
 83				return;
 84			}
 85			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 86			(*m_currentKey)->clearButton();
 87			(*m_currentKey)->blockSignals(signalsBlocked);
 88		});
 89
 90		QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
 91		layout->addWidget(clearAxis);
 92		connect(clearAxis, &QAbstractButton::pressed, [this]() {
 93			if (!findFocus()) {
 94				return;
 95			}
 96			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 97			(*m_currentKey)->clearAxis();
 98			(*m_currentKey)->blockSignals(signalsBlocked);
 99		});
100	}
101#endif
102
103	m_buttons = new QWidget(this);
104	QVBoxLayout* layout = new QVBoxLayout;
105	m_buttons->setLayout(layout);
106
107	QPushButton* setAll = new QPushButton(tr("Set all"));
108	connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
109	layout->addWidget(setAll);
110
111	layout->setSpacing(6);
112
113	m_keyOrder = QList<KeyEditor*>{
114		m_keyDU,
115		m_keyDR,
116		m_keyDD,
117		m_keyDL,
118		m_keyA,
119		m_keyB,
120		m_keySelect,
121		m_keyStart,
122		m_keyL,
123		m_keyR
124	};
125
126	for (auto& key : m_keyOrder) {
127		connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
128		connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
129		key->installEventFilter(this);
130	}
131
132	m_currentKey = m_keyOrder.end();
133
134	m_background.load(":/res/keymap.qpic");
135
136	setAll->setFocus();
137}
138
139GBAKeyEditor::~GBAKeyEditor() {
140	m_controller->releaseFocus(this);
141}
142
143void GBAKeyEditor::setAll() {
144	m_currentKey = m_keyOrder.begin();
145	(*m_currentKey)->setFocus();
146}
147
148void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
149	setLocation(m_buttons, 0.5, 0.2);
150	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
151	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
152	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
153	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
154	setLocation(m_keySelect, 0.415, 0.93);
155	setLocation(m_keyStart, 0.585, 0.93);
156	setLocation(m_keyA, 0.826, 0.475);
157	setLocation(m_keyB, 0.667, 0.514);
158	setLocation(m_keyL, 0.1, 0.1);
159	setLocation(m_keyR, 0.9, 0.1);
160
161	if (m_profileSelect) {
162		setLocation(m_profileSelect, 0.5, 0.67);
163	}
164
165	if (m_clear) {
166		setLocation(m_clear, 0.5, 0.77);
167	}
168}
169
170void GBAKeyEditor::paintEvent(QPaintEvent* event) {
171	QPainter painter(this);
172	painter.scale(width() / 480.0, height() / 480.0);
173	painter.drawPicture(0, 0, m_background);
174}
175
176void GBAKeyEditor::closeEvent(QCloseEvent*) {
177	m_controller->releaseFocus(this);
178}
179
180bool GBAKeyEditor::event(QEvent* event) {
181	QEvent::Type type = event->type();
182	if (type == QEvent::WindowActivate || type == QEvent::Show) {
183		m_controller->stealFocus(this);
184	} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
185		m_controller->releaseFocus(this);
186	}
187	return QWidget::event(event);
188}
189
190bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
191	if (event->type() != QEvent::FocusIn) {
192		return false;
193	}
194	findFocus(static_cast<KeyEditor*>(obj));
195	return true;
196}
197
198void GBAKeyEditor::setNext() {
199	if (m_currentKey == m_keyOrder.end()) {
200		return;
201	}
202
203	++m_currentKey;
204	if (m_currentKey != m_keyOrder.end()) {
205		(*m_currentKey)->setFocus();
206	} else {
207		(*(m_currentKey - 1))->clearFocus();
208	}
209}
210
211void GBAKeyEditor::save() {
212#ifdef BUILD_SDL
213	m_controller->unbindAllAxes(m_type);
214#endif
215
216	bindKey(m_keyDU, GBA_KEY_UP);
217	bindKey(m_keyDD, GBA_KEY_DOWN);
218	bindKey(m_keyDL, GBA_KEY_LEFT);
219	bindKey(m_keyDR, GBA_KEY_RIGHT);
220	bindKey(m_keySelect, GBA_KEY_SELECT);
221	bindKey(m_keyStart, GBA_KEY_START);
222	bindKey(m_keyA, GBA_KEY_A);
223	bindKey(m_keyB, GBA_KEY_B);
224	bindKey(m_keyL, GBA_KEY_L);
225	bindKey(m_keyR, GBA_KEY_R);
226	m_controller->saveConfiguration(m_type);
227
228#ifdef BUILD_SDL
229	if (m_profileSelect) {
230		m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
231	}
232#endif
233
234	if (!m_profile.isNull()) {
235		m_controller->saveProfile(m_type, m_profile);
236	}
237}
238
239void GBAKeyEditor::refresh() {
240	const mInputMap* map = m_controller->map();
241	lookupBinding(map, m_keyDU, GBA_KEY_UP);
242	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
243	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
244	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
245	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
246	lookupBinding(map, m_keyStart, GBA_KEY_START);
247	lookupBinding(map, m_keyA, GBA_KEY_A);
248	lookupBinding(map, m_keyB, GBA_KEY_B);
249	lookupBinding(map, m_keyL, GBA_KEY_L);
250	lookupBinding(map, m_keyR, GBA_KEY_R);
251}
252
253void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
254#ifdef BUILD_SDL
255	if (m_type == SDL_BINDING_BUTTON) {
256		int value = mInputQueryBinding(map, m_type, key);
257		keyEditor->setValueButton(value);
258		return;
259	}
260#endif
261	keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
262}
263
264#ifdef BUILD_SDL
265void GBAKeyEditor::lookupAxes(const mInputMap* map) {
266	mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
267		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
268		if (description->highDirection != GBA_KEY_NONE) {
269			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
270			if (key) {
271				key->setValueAxis(axis, description->deadHigh);
272			}
273		}
274		if (description->lowDirection != GBA_KEY_NONE) {
275			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
276			if (key) {
277				key->setValueAxis(axis, description->deadLow);
278			}
279		}
280	}, this);
281}
282#endif
283
284void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
285#ifdef BUILD_SDL
286	if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
287		m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
288	}
289#endif
290	m_controller->bindKey(m_type, keyEditor->value(), key);
291}
292
293bool GBAKeyEditor::findFocus(KeyEditor* needle) {
294	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
295		return true;
296	}
297
298	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
299		if ((*key)->hasFocus() || needle == *key) {
300			m_currentKey = key;
301			return true;
302		}
303	}
304	return m_currentKey != m_keyOrder.end();
305}
306
307#ifdef BUILD_SDL
308void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
309	if (!findFocus()) {
310		return;
311	}
312	KeyEditor* focused = *m_currentKey;
313	focused->setValueAxis(axis, value);
314}
315
316void GBAKeyEditor::selectGamepad(int index) {
317	m_controller->setGamepad(m_type, index);
318	m_profile = m_profileSelect->currentText();
319	m_controller->loadProfile(m_type, m_profile);
320	refresh();
321}
322#endif
323
324KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
325	switch (key) {
326	case GBA_KEY_UP:
327		return m_keyDU;
328	case GBA_KEY_DOWN:
329		return m_keyDD;
330	case GBA_KEY_LEFT:
331		return m_keyDL;
332	case GBA_KEY_RIGHT:
333		return m_keyDR;
334	case GBA_KEY_A:
335		return m_keyA;
336	case GBA_KEY_B:
337		return m_keyB;
338	case GBA_KEY_L:
339		return m_keyL;
340	case GBA_KEY_R:
341		return m_keyR;
342	case GBA_KEY_SELECT:
343		return m_keySelect;
344	case GBA_KEY_START:
345		return m_keyStart;
346	default:
347		break;
348	}
349	return nullptr;
350}
351
352void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
353	QSize s = size();
354	QSize hint = widget->sizeHint();
355	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
356	                    hint.height());
357}