src/platform/qt/input/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 "CoreController.h"
10#include "GamepadAxisEvent.h"
11#include "GamepadButtonEvent.h"
12#include "InputItem.h"
13#include "InputModel.h"
14#include "InputProfile.h"
15#include "LogController.h"
16
17#include <QApplication>
18#include <QKeyEvent>
19#include <QMenu>
20#include <QTimer>
21#include <QWidget>
22#ifdef BUILD_QT_MULTIMEDIA
23#include <QCameraInfo>
24#include <QVideoSurfaceFormat>
25#endif
26
27#include <mgba/core/interface.h>
28#include <mgba-util/configuration.h>
29
30#ifdef M_CORE_GBA
31#include <mgba/internal/gba/input.h>
32#endif
33#ifdef M_CORE_GB
34#include <mgba/internal/gb/input.h>
35#endif
36#ifdef M_CORE_DS
37#include <mgba/internal/ds/input.h>
38#endif
39#include <initializer_list>
40
41using namespace QGBA;
42
43#ifdef BUILD_SDL
44int InputController::s_sdlInited = 0;
45mSDLEvents InputController::s_sdlEvents;
46#endif
47
48InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
49 : QObject(parent)
50 , m_playerId(playerId)
51 , m_topLevel(topLevel)
52 , m_focusParent(topLevel)
53 , m_bindings(new QMenu(tr("Controls")))
54 , m_autofire(new QMenu(tr("Autofire")))
55{
56#ifdef BUILD_SDL
57 if (s_sdlInited == 0) {
58 mSDLInitEvents(&s_sdlEvents);
59 }
60 ++s_sdlInited;
61 updateJoysticks();
62#endif
63
64#ifdef BUILD_SDL
65 connect(&m_gamepadTimer, &QTimer::timeout, [this]() {
66 testGamepad(SDL_BINDING_BUTTON);
67 if (m_playerId == 0) {
68 updateJoysticks();
69 }
70 });
71#endif
72 m_gamepadTimer.setInterval(50);
73 m_gamepadTimer.start();
74
75#ifdef BUILD_QT_MULTIMEDIA
76 connect(&m_videoDumper, &VideoDumper::imageAvailable, this, &InputController::setCamImage);
77#endif
78
79 static QList<QPair<QString, int>> defaultBindings({
80 qMakePair(QLatin1String("A"), Qt::Key_Z),
81 qMakePair(QLatin1String("B"), Qt::Key_X),
82 qMakePair(QLatin1String("L"), Qt::Key_A),
83 qMakePair(QLatin1String("R"), Qt::Key_S),
84 qMakePair(QLatin1String("Start"), Qt::Key_Return),
85 qMakePair(QLatin1String("Select"), Qt::Key_Backspace),
86 qMakePair(QLatin1String("Up"), Qt::Key_Up),
87 qMakePair(QLatin1String("Down"), Qt::Key_Down),
88 qMakePair(QLatin1String("Left"), Qt::Key_Left),
89 qMakePair(QLatin1String("Right"), Qt::Key_Right)
90 });
91
92 for (auto k : defaultBindings) {
93 addKey(k.first);
94 }
95 m_keyIndex.rebuild();
96 for (auto k : defaultBindings) {
97 bindKey(KEYBOARD, k.second, k.first);
98 }
99}
100
101void InputController::addKey(const QString& name) {
102 if (itemForKey(name)) {
103 return;
104 }
105 m_keyIndex.addItem(qMakePair([this, name]() {
106 m_activeKeys |= 1 << keyId(name);
107 }, [this, name]() {
108 m_activeKeys &= ~(1 << keyId(name));
109 }), name, QString("key%0").arg(name), m_bindings.get());
110
111 m_keyIndex.addItem(qMakePair([this, name]() {
112 setAutofire(keyId(name), true);
113 }, [this, name]() {
114 setAutofire(keyId(name), false);
115 }), name, QString("autofire%1").arg(name), m_autofire.get());
116}
117
118void InputController::setAutofire(int key, bool enable) {
119 if (key >= 32 || key < 0) {
120 return;
121 }
122
123 m_autofireEnabled[key] = enable;
124 m_autofireStatus[key] = 0;
125}
126
127int InputController::updateAutofire() {
128 int active = 0;
129 for (int k = 0; k < 32; ++k) {
130 if (!m_autofireEnabled[k]) {
131 continue;
132 }
133 ++m_autofireStatus[k];
134 if (m_autofireStatus[k]) {
135 m_autofireStatus[k] = 0;
136 active |= 1 << k;
137 }
138 }
139 return active;
140}
141
142void InputController::addPlatform(mPlatform platform, const mInputPlatformInfo* info) {
143 m_keyInfo[platform] = info;
144 for (size_t i = 0; i < info->nKeys; ++i) {
145 addKey(info->keyId[i]);
146 }
147}
148
149void InputController::setPlatform(mPlatform platform) {
150 if (m_activeKeyInfo) {
151 mInputMapDeinit(&m_inputMap);
152 }
153
154 m_sdlPlayer.bindings = &m_inputMap;
155 m_activeKeyInfo = m_keyInfo[platform];
156 mInputMapInit(&m_inputMap, m_activeKeyInfo);
157
158 loadConfiguration(KEYBOARD);
159#ifdef BUILD_SDL
160 mSDLInitBindingsGBA(&m_inputMap);
161 loadConfiguration(SDL_BINDING_BUTTON);
162#endif
163
164 rebuildKeyIndex();
165 restoreModel();
166
167#ifdef M_CORE_GBA
168 m_lux.p = this;
169 m_lux.sample = [](GBALuminanceSource* context) {
170 InputControllerLux* lux = static_cast<InputControllerLux*>(context);
171 lux->value = 0xFF - lux->p->m_luxValue;
172 };
173
174 m_lux.readLuminance = [](GBALuminanceSource* context) {
175 InputControllerLux* lux = static_cast<InputControllerLux*>(context);
176 return lux->value;
177 };
178 setLuminanceLevel(0);
179#endif
180
181 m_image.p = this;
182 m_image.startRequestImage = [](mImageSource* context, unsigned w, unsigned h, int) {
183 InputControllerImage* image = static_cast<InputControllerImage*>(context);
184 image->w = w;
185 image->h = h;
186 if (image->image.isNull()) {
187 image->image.load(":/res/no-cam.png");
188 }
189#ifdef BUILD_QT_MULTIMEDIA
190 if (image->p->m_config->getQtOption("cameraDriver").toInt() == static_cast<int>(CameraDriver::QT_MULTIMEDIA)) {
191 QByteArray camera = image->p->m_config->getQtOption("camera").toByteArray();
192 if (!camera.isNull()) {
193 QMetaObject::invokeMethod(image->p, "setCamera", Q_ARG(QByteArray, camera));
194 }
195 QMetaObject::invokeMethod(image->p, "setupCam");
196 }
197#endif
198 };
199
200 m_image.stopRequestImage = [](mImageSource* context) {
201 InputControllerImage* image = static_cast<InputControllerImage*>(context);
202#ifdef BUILD_QT_MULTIMEDIA
203 QMetaObject::invokeMethod(image->p, "teardownCam");
204#endif
205 };
206
207 m_image.requestImage = [](mImageSource* context, const void** buffer, size_t* stride, mColorFormat* format) {
208 InputControllerImage* image = static_cast<InputControllerImage*>(context);
209 QSize size;
210 {
211 QMutexLocker locker(&image->mutex);
212 if (image->outOfDate) {
213 image->resizedImage = image->image.scaled(image->w, image->h, Qt::KeepAspectRatioByExpanding);
214 image->resizedImage = image->resizedImage.convertToFormat(QImage::Format_RGB16);
215 image->outOfDate = false;
216 }
217 }
218 size = image->resizedImage.size();
219 const uint16_t* bits = reinterpret_cast<const uint16_t*>(image->resizedImage.constBits());
220 if (size.width() > image->w) {
221 bits += (size.width() - image->w) / 2;
222 }
223 if (size.height() > image->h) {
224 bits += ((size.height() - image->h) / 2) * size.width();
225 }
226 *buffer = bits;
227 *stride = image->resizedImage.bytesPerLine() / sizeof(*bits);
228 *format = mCOLOR_RGB565;
229 };
230}
231
232InputController::~InputController() {
233 if (m_activeKeyInfo) {
234 mInputMapDeinit(&m_inputMap);
235 }
236
237#ifdef BUILD_SDL
238 if (m_playerAttached) {
239 mSDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
240 }
241
242 --s_sdlInited;
243 if (s_sdlInited == 0) {
244 mSDLDeinitEvents(&s_sdlEvents);
245 }
246#endif
247}
248
249void InputController::rebuildIndex(const InputIndex* index) {
250 m_inputIndex.rebuild(index);
251}
252
253void InputController::rebuildKeyIndex(const InputIndex* index) {
254 m_keyIndex.rebuild(index);
255
256 for (const InputItem* item : m_keyIndex.items()) {
257 if (!item->name().startsWith(QLatin1String("key"))) {
258 rebindKey(item->visibleName());
259 }
260 }
261}
262
263void InputController::setConfiguration(ConfigController* config) {
264 m_config = config;
265 m_inputIndex.setConfigController(config);
266 m_keyIndex.setConfigController(config);
267 loadConfiguration(KEYBOARD);
268 loadProfile(KEYBOARD, profileForType(KEYBOARD));
269#ifdef BUILD_SDL
270 mSDLEventsLoadConfig(&s_sdlEvents, config->input());
271 if (!m_playerAttached) {
272 m_playerAttached = mSDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
273 }
274 loadConfiguration(SDL_BINDING_BUTTON);
275 loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
276#endif
277 restoreModel();
278}
279
280void InputController::loadConfiguration(uint32_t type) {
281 if (!m_activeKeyInfo) {
282 return;
283 }
284 mInputMapLoad(&m_inputMap, type, m_config->input());
285#ifdef BUILD_SDL
286 if (m_playerAttached) {
287 mSDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
288 }
289#endif
290}
291
292void InputController::loadProfile(uint32_t type, const QString& profile) {
293 const InputProfile* ip = InputProfile::findProfile(profile);
294 if (ip) {
295 ip->apply(this);
296 }
297 recalibrateAxes();
298 emit profileLoaded(profile);
299}
300
301void InputController::saveConfiguration() {
302 saveConfiguration(KEYBOARD);
303#ifdef BUILD_SDL
304 saveConfiguration(SDL_BINDING_BUTTON);
305 saveProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
306 if (m_playerAttached) {
307 mSDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
308 }
309#endif
310 m_inputIndex.saveConfig();
311 m_keyIndex.saveConfig();
312 m_config->write();
313}
314
315void InputController::saveConfiguration(uint32_t type) {
316 if (m_activeKeyInfo) {
317 mInputMapSave(&m_inputMap, type, m_config->input());
318 }
319 m_config->write();
320}
321
322void InputController::saveProfile(uint32_t type, const QString& profile) {
323 if (m_activeKeyInfo) {
324 mInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
325 }
326 m_config->write();
327}
328
329const char* InputController::profileForType(uint32_t type) {
330 UNUSED(type);
331#ifdef BUILD_SDL
332 if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
333#if SDL_VERSION_ATLEAST(2, 0, 0)
334 return SDL_JoystickName(m_sdlPlayer.joystick->joystick);
335#else
336 return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick->joystick));
337#endif
338 }
339#endif
340 return 0;
341}
342
343QStringList InputController::connectedGamepads(uint32_t type) const {
344 UNUSED(type);
345
346#ifdef BUILD_SDL
347 if (type == SDL_BINDING_BUTTON) {
348 QStringList pads;
349 for (size_t i = 0; i < SDL_JoystickListSize(&s_sdlEvents.joysticks); ++i) {
350 const char* name;
351#if SDL_VERSION_ATLEAST(2, 0, 0)
352 name = SDL_JoystickName(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick);
353#else
354 name = SDL_JoystickName(SDL_JoystickIndex(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick));
355#endif
356 if (name) {
357 pads.append(QString(name));
358 } else {
359 pads.append(QString());
360 }
361 }
362 return pads;
363 }
364#endif
365
366 return QStringList();
367}
368
369int InputController::gamepad(uint32_t type) const {
370#ifdef BUILD_SDL
371 if (type == SDL_BINDING_BUTTON) {
372 return m_sdlPlayer.joystick ? m_sdlPlayer.joystick->index : 0;
373 }
374#endif
375 return 0;
376}
377
378void InputController::setGamepad(uint32_t type, int index) {
379#ifdef BUILD_SDL
380 if (type == SDL_BINDING_BUTTON) {
381 mSDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index);
382 }
383#endif
384}
385
386void InputController::setPreferredGamepad(uint32_t type, const QString& device) {
387 if (!m_config) {
388 return;
389 }
390 mInputSetPreferredDevice(m_config->input(), "gba", type, m_playerId, device.toUtf8().constData());
391}
392
393mRumble* InputController::rumble() {
394#ifdef BUILD_SDL
395#if SDL_VERSION_ATLEAST(2, 0, 0)
396 if (m_playerAttached) {
397 return &m_sdlPlayer.rumble.d;
398 }
399#endif
400#endif
401 return nullptr;
402}
403
404mRotationSource* InputController::rotationSource() {
405#ifdef BUILD_SDL
406 if (m_playerAttached) {
407 return &m_sdlPlayer.rotation.d;
408 }
409#endif
410 return nullptr;
411}
412
413void InputController::registerTiltAxisX(int axis) {
414#ifdef BUILD_SDL
415 if (m_playerAttached) {
416 m_sdlPlayer.rotation.axisX = axis;
417 }
418#endif
419}
420
421void InputController::registerTiltAxisY(int axis) {
422#ifdef BUILD_SDL
423 if (m_playerAttached) {
424 m_sdlPlayer.rotation.axisY = axis;
425 }
426#endif
427}
428
429void InputController::registerGyroAxisX(int axis) {
430#ifdef BUILD_SDL
431 if (m_playerAttached) {
432 m_sdlPlayer.rotation.gyroX = axis;
433 }
434#endif
435}
436
437void InputController::registerGyroAxisY(int axis) {
438#ifdef BUILD_SDL
439 if (m_playerAttached) {
440 m_sdlPlayer.rotation.gyroY = axis;
441 }
442#endif
443}
444
445float InputController::gyroSensitivity() const {
446#ifdef BUILD_SDL
447 if (m_playerAttached) {
448 return m_sdlPlayer.rotation.gyroSensitivity;
449 }
450#endif
451 return 0;
452}
453
454void InputController::setGyroSensitivity(float sensitivity) {
455#ifdef BUILD_SDL
456 if (m_playerAttached) {
457 m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
458 }
459#endif
460}
461
462void InputController::updateJoysticks() {
463#ifdef BUILD_SDL
464 QString profile = profileForType(SDL_BINDING_BUTTON);
465 mSDLUpdateJoysticks(&s_sdlEvents, m_config->input());
466 QString newProfile = profileForType(SDL_BINDING_BUTTON);
467 if (profile != newProfile) {
468 loadProfile(SDL_BINDING_BUTTON, newProfile);
469 }
470#endif
471}
472
473const mInputMap* InputController::map() {
474 if (!m_activeKeyInfo) {
475 return nullptr;
476 }
477 return &m_inputMap;
478}
479
480int InputController::pollEvents() {
481 int activeButtons = m_activeKeys;
482#ifdef BUILD_SDL
483 if (m_playerAttached && m_sdlPlayer.joystick) {
484 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
485 SDL_JoystickUpdate();
486 int numButtons = SDL_JoystickNumButtons(joystick);
487 int i;
488 for (i = 0; i < numButtons; ++i) {
489 GBAKey key = static_cast<GBAKey>(mInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i));
490 if (key == GBA_KEY_NONE) {
491 continue;
492 }
493 if (hasPendingEvent(key)) {
494 continue;
495 }
496 if (SDL_JoystickGetButton(joystick, i)) {
497 activeButtons |= 1 << key;
498 }
499 }
500 int numHats = SDL_JoystickNumHats(joystick);
501 for (i = 0; i < numHats; ++i) {
502 int hat = SDL_JoystickGetHat(joystick, i);
503 activeButtons |= mInputMapHat(&m_inputMap, SDL_BINDING_BUTTON, i, hat);
504 }
505
506 int numAxes = SDL_JoystickNumAxes(joystick);
507 for (i = 0; i < numAxes; ++i) {
508 int value = SDL_JoystickGetAxis(joystick, i);
509
510 enum GBAKey key = static_cast<GBAKey>(mInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value));
511 if (key != GBA_KEY_NONE) {
512 activeButtons |= 1 << key;
513 }
514 }
515 }
516#endif
517 return activeButtons;
518}
519
520QSet<int> InputController::activeGamepadButtons(int type) {
521 QSet<int> activeButtons;
522#ifdef BUILD_SDL
523 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
524 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
525 SDL_JoystickUpdate();
526 int numButtons = SDL_JoystickNumButtons(joystick);
527 int i;
528 for (i = 0; i < numButtons; ++i) {
529 if (SDL_JoystickGetButton(joystick, i)) {
530 activeButtons.insert(i);
531 }
532 }
533 }
534#endif
535 return activeButtons;
536}
537
538void InputController::recalibrateAxes() {
539#ifdef BUILD_SDL
540 if (m_playerAttached && m_sdlPlayer.joystick) {
541 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
542 SDL_JoystickUpdate();
543 int numAxes = SDL_JoystickNumAxes(joystick);
544 if (numAxes < 1) {
545 return;
546 }
547 m_deadzones.resize(numAxes);
548 int i;
549 for (i = 0; i < numAxes; ++i) {
550 m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
551 }
552 }
553#endif
554}
555
556QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes(int type) {
557 QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
558#ifdef BUILD_SDL
559 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
560 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
561 SDL_JoystickUpdate();
562 int numAxes = SDL_JoystickNumAxes(joystick);
563 if (numAxes < 1) {
564 return activeAxes;
565 }
566 m_deadzones.resize(numAxes);
567 int i;
568 for (i = 0; i < numAxes; ++i) {
569 int32_t axis = SDL_JoystickGetAxis(joystick, i);
570 axis -= m_deadzones[i];
571 if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
572 activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
573 }
574 }
575 }
576#endif
577 return activeAxes;
578}
579
580void InputController::bindKey(uint32_t type, int key, const QString& keyName) {
581 InputItem* item = itemForKey(keyName);
582 if (type != KEYBOARD) {
583 item->setButton(key);
584 } else {
585 item->setShortcut(key);
586 }
587 if (m_activeKeyInfo) {
588 int coreKey = keyId(keyName);
589 mInputBindKey(&m_inputMap, type, key, coreKey);
590 }
591}
592
593void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, const QString& key) {
594 InputItem* item = itemForKey(key);
595 item->setAxis(axis, direction);
596
597 if (!m_activeKeyInfo) {
598 return;
599 }
600
601 const mInputAxis* old = mInputQueryAxis(&m_inputMap, type, axis);
602 mInputAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
603 if (old) {
604 description = *old;
605 }
606 int deadzone = 0;
607 if (axis > 0 && m_deadzones.size() > axis) {
608 deadzone = m_deadzones[axis];
609 }
610 switch (direction) {
611 case GamepadAxisEvent::NEGATIVE:
612 description.lowDirection = keyId(key);
613
614 description.deadLow = deadzone - AXIS_THRESHOLD;
615 break;
616 case GamepadAxisEvent::POSITIVE:
617 description.highDirection = keyId(key);
618 description.deadHigh = deadzone + AXIS_THRESHOLD;
619 break;
620 default:
621 return;
622 }
623 mInputBindAxis(&m_inputMap, type, axis, &description);
624}
625
626QSet<QPair<int, GamepadHatEvent::Direction>> InputController::activeGamepadHats(int type) {
627 QSet<QPair<int, GamepadHatEvent::Direction>> activeHats;
628#ifdef BUILD_SDL
629 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
630 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
631 SDL_JoystickUpdate();
632 int numHats = SDL_JoystickNumHats(joystick);
633 if (numHats < 1) {
634 return activeHats;
635 }
636
637 int i;
638 for (i = 0; i < numHats; ++i) {
639 int hat = SDL_JoystickGetHat(joystick, i);
640 if (hat & GamepadHatEvent::UP) {
641 activeHats.insert(qMakePair(i, GamepadHatEvent::UP));
642 }
643 if (hat & GamepadHatEvent::RIGHT) {
644 activeHats.insert(qMakePair(i, GamepadHatEvent::RIGHT));
645 }
646 if (hat & GamepadHatEvent::DOWN) {
647 activeHats.insert(qMakePair(i, GamepadHatEvent::DOWN));
648 }
649 if (hat & GamepadHatEvent::LEFT) {
650 activeHats.insert(qMakePair(i, GamepadHatEvent::LEFT));
651 }
652 }
653 }
654#endif
655 return activeHats;
656}
657
658void InputController::bindHat(uint32_t type, int hat, GamepadHatEvent::Direction direction, const QString& key) {
659 if (!m_activeKeyInfo) {
660 return;
661 }
662
663 mInputHatBindings bindings{ -1, -1, -1, -1 };
664 mInputQueryHat(&m_inputMap, type, hat, &bindings);
665 switch (direction) {
666 case GamepadHatEvent::UP:
667 bindings.up = keyId(key);
668 break;
669 case GamepadHatEvent::RIGHT:
670 bindings.right = keyId(key);
671 break;
672 case GamepadHatEvent::DOWN:
673 bindings.down = keyId(key);
674 break;
675 case GamepadHatEvent::LEFT:
676 bindings.left = keyId(key);
677 break;
678 default:
679 return;
680 }
681 mInputBindHat(&m_inputMap, type, hat, &bindings);
682}
683
684void InputController::testGamepad(int type) {
685 auto activeAxes = activeGamepadAxes(type);
686 auto oldAxes = m_activeAxes;
687 m_activeAxes = activeAxes;
688
689 auto activeButtons = activeGamepadButtons(type);
690 auto oldButtons = m_activeButtons;
691 m_activeButtons = activeButtons;
692
693 auto activeHats = activeGamepadHats(type);
694 auto oldHats = m_activeHats;
695 m_activeHats = activeHats;
696
697 if (!QApplication::focusWidget()) {
698 return;
699 }
700
701 activeAxes.subtract(oldAxes);
702 oldAxes.subtract(m_activeAxes);
703
704 for (auto& axis : m_activeAxes) {
705 bool newlyAboveThreshold = activeAxes.contains(axis);
706 if (newlyAboveThreshold) {
707 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, type, this);
708 postPendingEvent(event->gbaKey());
709 sendGamepadEvent(event);
710 if (!event->isAccepted()) {
711 clearPendingEvent(event->gbaKey());
712 }
713 }
714 }
715 for (auto axis : oldAxes) {
716 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, type, this);
717 clearPendingEvent(event->gbaKey());
718 sendGamepadEvent(event);
719 }
720
721 if (!QApplication::focusWidget()) {
722 return;
723 }
724
725 activeButtons.subtract(oldButtons);
726 oldButtons.subtract(m_activeButtons);
727
728 for (int button : activeButtons) {
729 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, type, this);
730 postPendingEvent(event->gbaKey());
731 sendGamepadEvent(event);
732 if (!event->isAccepted()) {
733 clearPendingEvent(event->gbaKey());
734 }
735 }
736 for (int button : oldButtons) {
737 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, type, this);
738 clearPendingEvent(event->gbaKey());
739 sendGamepadEvent(event);
740 }
741
742 activeHats.subtract(oldHats);
743 oldHats.subtract(m_activeHats);
744
745 for (auto& hat : activeHats) {
746 GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Down(), hat.first, hat.second, type, this);
747 postPendingEvent(event->gbaKey());
748 sendGamepadEvent(event);
749 if (!event->isAccepted()) {
750 clearPendingEvent(event->gbaKey());
751 }
752 }
753 for (auto& hat : oldHats) {
754 GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Up(), hat.first, hat.second, type, this);
755 clearPendingEvent(event->gbaKey());
756 sendGamepadEvent(event);
757 }
758}
759
760void InputController::sendGamepadEvent(QEvent* event) {
761 QWidget* focusWidget = nullptr;
762 if (m_focusParent) {
763 focusWidget = m_focusParent->focusWidget();
764 if (!focusWidget) {
765 focusWidget = m_focusParent;
766 }
767 } else {
768 focusWidget = QApplication::focusWidget();
769 }
770 QApplication::sendEvent(focusWidget, event);
771}
772
773void InputController::postPendingEvent(int key) {
774 m_pendingEvents.insert(key);
775}
776
777void InputController::clearPendingEvent(int key) {
778 m_pendingEvents.remove(key);
779}
780
781bool InputController::hasPendingEvent(int key) const {
782 return m_pendingEvents.contains(key);
783}
784
785void InputController::suspendScreensaver() {
786#ifdef BUILD_SDL
787#if SDL_VERSION_ATLEAST(2, 0, 0)
788 mSDLSuspendScreensaver(&s_sdlEvents);
789#endif
790#endif
791}
792
793void InputController::resumeScreensaver() {
794#ifdef BUILD_SDL
795#if SDL_VERSION_ATLEAST(2, 0, 0)
796 mSDLResumeScreensaver(&s_sdlEvents);
797#endif
798#endif
799}
800
801void InputController::setScreensaverSuspendable(bool suspendable) {
802#ifdef BUILD_SDL
803#if SDL_VERSION_ATLEAST(2, 0, 0)
804 mSDLSetScreensaverSuspendable(&s_sdlEvents, suspendable);
805#endif
806#endif
807}
808
809void InputController::stealFocus(QWidget* focus) {
810 m_focusParent = focus;
811}
812
813void InputController::releaseFocus(QWidget* focus) {
814 if (focus == m_focusParent) {
815 m_focusParent = m_topLevel;
816 }
817}
818
819bool InputController::eventFilter(QObject*, QEvent* event) {
820 event->ignore();
821 if (event->type() == QEvent::KeyPress || event->type() == QEvent::KeyRelease) {
822 QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
823 int key = keyEvent->key();
824 if (!InputIndex::isModifierKey(key)) {
825 key |= (keyEvent->modifiers() & ~Qt::KeypadModifier);
826 } else {
827 key = InputIndex::toModifierKey(key | (keyEvent->modifiers() & ~Qt::KeypadModifier));
828 }
829
830 if (keyEvent->isAutoRepeat()) {
831 event->accept();
832 return true;
833 }
834
835 event->ignore();
836 InputItem* item = m_inputIndex.itemForShortcut(key);
837 if (item) {
838 item->trigger(event->type() == QEvent::KeyPress);
839 event->accept();
840 }
841 item = m_keyIndex.itemForShortcut(key);
842 if (item) {
843 item->trigger(event->type() == QEvent::KeyPress);
844 event->accept();
845 }
846 }
847
848
849 if (event->type() == GamepadButtonEvent::Down() || event->type() == GamepadButtonEvent::Up()) {
850 GamepadButtonEvent* gbe = static_cast<GamepadButtonEvent*>(event);
851 InputItem* item = m_inputIndex.itemForButton(gbe->value());
852 if (item) {
853 item->trigger(event->type() == GamepadButtonEvent::Down());
854 event->accept();
855 }
856 item = m_keyIndex.itemForButton(gbe->value());
857 if (item) {
858 item->trigger(event->type() == GamepadButtonEvent::Down());
859 event->accept();
860 }
861 }
862 if (event->type() == GamepadAxisEvent::Type()) {
863 GamepadAxisEvent* gae = static_cast<GamepadAxisEvent*>(event);
864 InputItem* item = m_inputIndex.itemForAxis(gae->axis(), gae->direction());
865 if (item) {
866 item->trigger(event->type() == gae->isNew());
867 event->accept();
868 }
869 item = m_keyIndex.itemForAxis(gae->axis(), gae->direction());
870 if (item) {
871 item->trigger(event->type() == gae->isNew());
872 event->accept();
873 }
874 }
875 return event->isAccepted();
876}
877
878InputItem* InputController::itemForKey(const QString& key) {
879 return m_keyIndex.itemAt(QString("key%0").arg(key));
880}
881
882int InputController::keyId(const QString& key) {
883 for (int i = 0; i < m_activeKeyInfo->nKeys; ++i) {
884 if (m_activeKeyInfo->keyId[i] == key) {
885 return i;
886 }
887 }
888 return -1;
889}
890
891void InputController::restoreModel() {
892 if (!m_activeKeyInfo) {
893 return;
894 }
895 int nKeys = m_inputMap.info->nKeys;
896 for (int i = 0; i < nKeys; ++i) {
897 const QString& keyName = m_inputMap.info->keyId[i];
898 InputItem* item = itemForKey(keyName);
899 if (item) {
900 int key = mInputQueryBinding(&m_inputMap, KEYBOARD, i);
901 if (key >= 0) {
902 item->setShortcut(key);
903 } else {
904 item->clearShortcut();
905 }
906#ifdef BUILD_SDL
907 key = mInputQueryBinding(&m_inputMap, SDL_BINDING_BUTTON, i);
908 if (key >= 0) {
909 item->setButton(key);
910 } else {
911 item->clearButton();
912 }
913#endif
914 }
915 }
916#ifdef BUILD_SDL
917 mInputEnumerateAxes(&m_inputMap, SDL_BINDING_BUTTON, [](int axis, const struct mInputAxis* description, void* user) {
918 InputController* controller = static_cast<InputController*>(user);
919 InputItem* item;
920 const mInputPlatformInfo* inputMap = controller->m_inputMap.info;
921 if (description->highDirection >= 0 && description->highDirection < controller->m_inputMap.info->nKeys) {
922 int id = description->lowDirection;
923 if (id >= 0 && id < inputMap->nKeys) {
924 item = controller->itemForKey(inputMap->keyId[id]);
925 if (item) {
926 item->setAxis(axis, GamepadAxisEvent::POSITIVE);
927 }
928 }
929 }
930 if (description->lowDirection >= 0 && description->lowDirection < controller->m_inputMap.info->nKeys) {
931 int id = description->highDirection;
932 if (id >= 0 && id < inputMap->nKeys) {
933 item = controller->itemForKey(inputMap->keyId[id]);
934 if (item) {
935 item->setAxis(axis, GamepadAxisEvent::NEGATIVE);
936 }
937 }
938 }
939 }, this);
940#endif
941 rebuildKeyIndex();
942}
943
944void InputController::rebindKey(const QString& key) {
945 InputItem* item = itemForKey(key);
946 bindKey(KEYBOARD, item->shortcut(), key);
947#ifdef BUILD_SDL
948 bindKey(SDL_BINDING_BUTTON, item->button(), key);
949 bindAxis(SDL_BINDING_BUTTON, item->axis(), item->direction(), key);
950#endif
951}
952
953void InputController::loadCamImage(const QString& path) {
954 setCamImage(QImage(path));
955}
956
957void InputController::setCamImage(const QImage& image) {
958 if (image.isNull()) {
959 return;
960 }
961 QMutexLocker locker(&m_image.mutex);
962 m_image.image = image;
963 m_image.resizedImage = QImage();
964 m_image.outOfDate = true;
965}
966
967QList<QPair<QByteArray, QString>> InputController::listCameras() const {
968 QList<QPair<QByteArray, QString>> out;
969#ifdef BUILD_QT_MULTIMEDIA
970 QList<QCameraInfo> cams = QCameraInfo::availableCameras();
971 for (const auto& cam : cams) {
972 out.append(qMakePair(cam.deviceName().toLatin1(), cam.description()));
973 }
974#endif
975 return out;
976}
977
978void InputController::increaseLuminanceLevel() {
979 setLuminanceLevel(m_luxLevel + 1);
980}
981
982void InputController::decreaseLuminanceLevel() {
983 setLuminanceLevel(m_luxLevel - 1);
984}
985
986void InputController::setLuminanceLevel(int level) {
987 int value = 0x16;
988 level = std::max(0, std::min(10, level));
989 if (level > 0) {
990 value += GBA_LUX_LEVELS[level - 1];
991 }
992 setLuminanceValue(value);
993}
994
995void InputController::setLuminanceValue(uint8_t value) {
996 m_luxValue = value;
997 value = std::max<int>(value - 0x16, 0);
998 m_luxLevel = 10;
999 for (int i = 0; i < 10; ++i) {
1000 if (value < GBA_LUX_LEVELS[i]) {
1001 m_luxLevel = i;
1002 break;
1003 }
1004 }
1005 emit luminanceValueChanged(m_luxValue);
1006}
1007
1008void InputController::setupCam() {
1009#ifdef BUILD_QT_MULTIMEDIA
1010 if (!m_camera) {
1011 m_camera = std::make_unique<QCamera>();
1012 connect(m_camera.get(), &QCamera::statusChanged, this, &InputController::prepareCamSettings, Qt::QueuedConnection);
1013 }
1014 m_camera->setCaptureMode(QCamera::CaptureVideo);
1015 m_camera->setViewfinder(&m_videoDumper);
1016 m_camera->load();
1017#endif
1018}
1019
1020#ifdef BUILD_QT_MULTIMEDIA
1021void InputController::prepareCamSettings(QCamera::Status status) {
1022 if (status != QCamera::LoadedStatus || m_camera->state() == QCamera::ActiveState) {
1023 return;
1024 }
1025#if (QT_VERSION >= QT_VERSION_CHECK(5, 5, 0))
1026 QVideoFrame::PixelFormat format(QVideoFrame::Format_RGB32);
1027 QCameraViewfinderSettings settings;
1028 QSize size(1280, 720);
1029 auto cameraRes = m_camera->supportedViewfinderResolutions(settings);
1030 for (auto& cameraSize : cameraRes) {
1031 if (cameraSize.width() < m_image.w || cameraSize.height() < m_image.h) {
1032 continue;
1033 }
1034 if (cameraSize.width() <= size.width() && cameraSize.height() <= size.height()) {
1035 size = cameraSize;
1036 }
1037 }
1038 settings.setResolution(size);
1039
1040 auto cameraFormats = m_camera->supportedViewfinderPixelFormats(settings);
1041 auto goodFormats = m_videoDumper.supportedPixelFormats();
1042 bool goodFormatFound = false;
1043 for (const auto& goodFormat : goodFormats) {
1044 if (cameraFormats.contains(goodFormat)) {
1045 settings.setPixelFormat(goodFormat);
1046 format = goodFormat;
1047 goodFormatFound = true;
1048 break;
1049 }
1050 }
1051 if (!goodFormatFound) {
1052 LOG(QT, WARN) << "Could not find a valid camera format!";
1053 for (const auto& format : cameraFormats) {
1054 LOG(QT, WARN) << "Camera supported format: " << QString::number(format);
1055 }
1056 }
1057 m_camera->setViewfinderSettings(settings);
1058#endif
1059 m_camera->start();
1060}
1061#endif
1062
1063void InputController::teardownCam() {
1064#ifdef BUILD_QT_MULTIMEDIA
1065 if (m_camera) {
1066 m_camera->stop();
1067 }
1068#endif
1069}
1070
1071void InputController::setCamera(const QByteArray& name) {
1072#ifdef BUILD_QT_MULTIMEDIA
1073 bool needsRestart = false;
1074 if (m_camera) {
1075 needsRestart = m_camera->state() == QCamera::ActiveState;
1076 }
1077 m_camera = std::make_unique<QCamera>(name);
1078 connect(m_camera.get(), &QCamera::statusChanged, this, &InputController::prepareCamSettings, Qt::QueuedConnection);
1079 if (needsRestart) {
1080 setupCam();
1081 }
1082#endif
1083}