all repos — mgba @ 22245617f434049f4646916d1b2930d376503b0d

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 <QPaintEvent>
  9#include <QPainter>
 10#include <QPushButton>
 11#include <QVBoxLayout>
 12
 13#include "InputController.h"
 14#include "KeyEditor.h"
 15
 16using namespace QGBA;
 17
 18const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
 19const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
 20const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
 21const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
 22
 23GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, QWidget* parent)
 24	: QWidget(parent)
 25	, m_type(type)
 26	, m_controller(controller)
 27{
 28	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 29	setMinimumSize(300, 300);
 30
 31	const GBAInputMap* map = controller->map();
 32
 33	m_keyDU = new KeyEditor(this);
 34	m_keyDD = new KeyEditor(this);
 35	m_keyDL = new KeyEditor(this);
 36	m_keyDR = new KeyEditor(this);
 37	m_keySelect = new KeyEditor(this);
 38	m_keyStart = new KeyEditor(this);
 39	m_keyA = new KeyEditor(this);
 40	m_keyB = new KeyEditor(this);
 41	m_keyL = new KeyEditor(this);
 42	m_keyR = new KeyEditor(this);
 43
 44	lookupBinding(map, m_keyDU, GBA_KEY_UP);
 45	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
 46	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
 47	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
 48	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
 49	lookupBinding(map, m_keyStart, GBA_KEY_START);
 50	lookupBinding(map, m_keyA, GBA_KEY_A);
 51	lookupBinding(map, m_keyB, GBA_KEY_B);
 52	lookupBinding(map, m_keyL, GBA_KEY_L);
 53	lookupBinding(map, m_keyR, GBA_KEY_R);
 54
 55#ifdef BUILD_SDL
 56	lookupAxes(map);
 57#endif
 58
 59	connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 60	connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 61	connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 62	connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 63	connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 64	connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 65	connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 66	connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 67	connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 68	connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 69
 70	connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 71	connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 72	connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 73	connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 74	connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 75	connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 76	connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 77	connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 78	connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 79	connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 80
 81	m_buttons = new QWidget(this);
 82	QVBoxLayout* layout = new QVBoxLayout;
 83	m_buttons->setLayout(layout);
 84
 85	QPushButton* setAll = new QPushButton(tr("Set all"));
 86	connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
 87	layout->addWidget(setAll);
 88
 89	QPushButton* save = new QPushButton(tr("Save"));
 90	connect(save, SIGNAL(pressed()), this, SLOT(save()));
 91	layout->addWidget(save);
 92	layout->setSpacing(6);
 93
 94	m_keyOrder = QList<KeyEditor*>{
 95		m_keyDU,
 96		m_keyDR,
 97		m_keyDD,
 98		m_keyDL,
 99		m_keyA,
100		m_keyB,
101		m_keySelect,
102		m_keyStart,
103		m_keyL,
104		m_keyR
105	};
106
107	m_currentKey = m_keyOrder.end();
108
109	m_background.load(":/res/keymap.qpic");
110
111	setAll->setFocus();
112}
113
114void GBAKeyEditor::setAll() {
115	m_currentKey = m_keyOrder.begin();
116	(*m_currentKey)->setFocus();
117}
118
119void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
120	setLocation(m_buttons, 0.5, 0.2);
121	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
122	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
123	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
124	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
125	setLocation(m_keySelect, 0.415, 0.93);
126	setLocation(m_keyStart, 0.585, 0.93);
127	setLocation(m_keyA, 0.826, 0.451);
128	setLocation(m_keyB, 0.667, 0.490);
129	setLocation(m_keyL, 0.1, 0.1);
130	setLocation(m_keyR, 0.9, 0.1);
131}
132
133void GBAKeyEditor::paintEvent(QPaintEvent* event) {
134	QPainter painter(this);
135	painter.scale(width() / 480.0, height() / 480.0);
136	painter.drawPicture(0, 0, m_background);
137}
138
139void GBAKeyEditor::setNext() {
140	findFocus();
141
142	if (m_currentKey == m_keyOrder.end()) {
143		return;
144	}
145
146	++m_currentKey;
147	if (m_currentKey != m_keyOrder.end()) {
148		(*m_currentKey)->setFocus();
149	} else {
150		(*(m_currentKey - 1))->clearFocus();
151	}
152}
153
154void GBAKeyEditor::save() {
155	bindKey(m_keyDU, GBA_KEY_UP);
156	bindKey(m_keyDD, GBA_KEY_DOWN);
157	bindKey(m_keyDL, GBA_KEY_LEFT);
158	bindKey(m_keyDR, GBA_KEY_RIGHT);
159	bindKey(m_keySelect, GBA_KEY_SELECT);
160	bindKey(m_keyStart, GBA_KEY_START);
161	bindKey(m_keyA, GBA_KEY_A);
162	bindKey(m_keyB, GBA_KEY_B);
163	bindKey(m_keyL, GBA_KEY_L);
164	bindKey(m_keyR, GBA_KEY_R);
165	m_controller->saveConfiguration(m_type);
166}
167
168void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
169	#ifdef BUILD_SDL
170	if (m_type == SDL_BINDING_BUTTON) {
171		int value = GBAInputQueryBinding(map, m_type, key);
172		if (value != GBA_NO_MAPPING) {
173			keyEditor->setValueButton(value);
174		}
175		return;
176	}
177	#endif
178	keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
179}
180
181#ifdef BUILD_SDL
182void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
183	GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
184		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
185		if (description->highDirection != GBA_KEY_NONE) {
186			KeyEditor* key = self->keyById(description->highDirection);
187			if (key) {
188				key->setValueAxis(axis, description->deadHigh);
189			}
190		}
191		if (description->lowDirection != GBA_KEY_NONE) {
192			KeyEditor* key = self->keyById(description->lowDirection);
193			if (key) {
194				key->setValueAxis(axis, description->deadLow);
195			}
196		}
197	}, this);
198}
199#endif
200
201void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
202	if (keyEditor->direction() != GamepadAxisEvent::NEUTRAL) {
203		m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
204	} else {
205		m_controller->bindKey(m_type, keyEditor->value(), key);
206	}
207}
208
209bool GBAKeyEditor::findFocus() {
210	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
211		return true;
212	}
213
214	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
215		if ((*key)->hasFocus()) {
216			m_currentKey = key;
217			return true;
218		}
219	}
220	return false;
221}
222
223#ifdef BUILD_SDL
224void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
225	if (!findFocus()) {
226		return;
227	}
228	KeyEditor* focused = *m_currentKey;
229	focused->setValueAxis(axis, value);
230}
231#endif
232
233KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
234	switch (key) {
235	case GBA_KEY_UP:
236		return m_keyDU;
237	case GBA_KEY_DOWN:
238		return m_keyDD;
239	case GBA_KEY_LEFT:
240		return m_keyDL;
241	case GBA_KEY_RIGHT:
242		return m_keyDR;
243	case GBA_KEY_A:
244		return m_keyA;
245	case GBA_KEY_B:
246		return m_keyB;
247	case GBA_KEY_L:
248		return m_keyL;
249	case GBA_KEY_R:
250		return m_keyR;
251	case GBA_KEY_SELECT:
252		return m_keySelect;
253	case GBA_KEY_START:
254		return m_keyStart;
255	default:
256		break;
257	}
258	return nullptr;
259}
260
261void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
262	QSize s = size();
263	QSize hint = widget->sizeHint();
264	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(), hint.height());
265}