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