src/platform/qt/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 "GamepadAxisEvent.h"
10#include "GamepadButtonEvent.h"
11#include "InputProfile.h"
12
13#include <QApplication>
14#include <QTimer>
15#include <QWidget>
16
17#include <mgba/core/interface.h>
18#include <mgba-util/configuration.h>
19
20using namespace QGBA;
21
22#ifdef BUILD_SDL
23int InputController::s_sdlInited = 0;
24mSDLEvents InputController::s_sdlEvents;
25#endif
26
27InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
28 : QObject(parent)
29 , m_playerId(playerId)
30 , m_config(nullptr)
31 , m_gamepadTimer(nullptr)
32#ifdef BUILD_SDL
33 , m_playerAttached(false)
34#endif
35 , m_allowOpposing(false)
36 , m_topLevel(topLevel)
37 , m_focusParent(topLevel)
38{
39 mInputMapInit(&m_inputMap, &GBAInputInfo);
40
41#ifdef BUILD_SDL
42 if (s_sdlInited == 0) {
43 mSDLInitEvents(&s_sdlEvents);
44 }
45 ++s_sdlInited;
46 m_sdlPlayer.bindings = &m_inputMap;
47 mSDLInitBindingsGBA(&m_inputMap);
48 updateJoysticks();
49#endif
50
51#ifdef BUILD_SDL
52 connect(&m_gamepadTimer, &QTimer::timeout, [this]() {
53 testGamepad(SDL_BINDING_BUTTON);
54 if (m_playerId == 0) {
55 updateJoysticks();
56 }
57 });
58#endif
59 m_gamepadTimer.setInterval(50);
60 m_gamepadTimer.start();
61
62 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
63 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
64 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
65 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
66 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
67 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
68 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
69 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
70 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
71 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
72}
73
74InputController::~InputController() {
75 mInputMapDeinit(&m_inputMap);
76
77#ifdef BUILD_SDL
78 if (m_playerAttached) {
79 mSDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
80 }
81
82 --s_sdlInited;
83 if (s_sdlInited == 0) {
84 mSDLDeinitEvents(&s_sdlEvents);
85 }
86#endif
87}
88
89void InputController::setConfiguration(ConfigController* config) {
90 m_config = config;
91 setAllowOpposing(config->getOption("allowOpposingDirections").toInt());
92 loadConfiguration(KEYBOARD);
93#ifdef BUILD_SDL
94 mSDLEventsLoadConfig(&s_sdlEvents, config->input());
95 if (!m_playerAttached) {
96 m_playerAttached = mSDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
97 }
98 loadConfiguration(SDL_BINDING_BUTTON);
99 loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
100#endif
101}
102
103void InputController::loadConfiguration(uint32_t type) {
104 mInputMapLoad(&m_inputMap, type, m_config->input());
105#ifdef BUILD_SDL
106 if (m_playerAttached) {
107 mSDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
108 }
109#endif
110}
111
112void InputController::loadProfile(uint32_t type, const QString& profile) {
113 bool loaded = mInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
114 recalibrateAxes();
115 if (!loaded) {
116 const InputProfile* ip = InputProfile::findProfile(profile);
117 if (ip) {
118 ip->apply(this);
119 }
120 }
121 emit profileLoaded(profile);
122}
123
124void InputController::saveConfiguration() {
125 saveConfiguration(KEYBOARD);
126#ifdef BUILD_SDL
127 saveConfiguration(SDL_BINDING_BUTTON);
128 saveProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
129 if (m_playerAttached) {
130 mSDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
131 }
132 m_config->write();
133#endif
134}
135
136void InputController::saveConfiguration(uint32_t type) {
137 mInputMapSave(&m_inputMap, type, m_config->input());
138 m_config->write();
139}
140
141void InputController::saveProfile(uint32_t type, const QString& profile) {
142 mInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
143 m_config->write();
144}
145
146const char* InputController::profileForType(uint32_t type) {
147 UNUSED(type);
148#ifdef BUILD_SDL
149 if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
150#if SDL_VERSION_ATLEAST(2, 0, 0)
151 return SDL_JoystickName(m_sdlPlayer.joystick->joystick);
152#else
153 return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick->joystick));
154#endif
155 }
156#endif
157 return 0;
158}
159
160QStringList InputController::connectedGamepads(uint32_t type) const {
161 UNUSED(type);
162
163#ifdef BUILD_SDL
164 if (type == SDL_BINDING_BUTTON) {
165 QStringList pads;
166 for (size_t i = 0; i < SDL_JoystickListSize(&s_sdlEvents.joysticks); ++i) {
167 const char* name;
168#if SDL_VERSION_ATLEAST(2, 0, 0)
169 name = SDL_JoystickName(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick);
170#else
171 name = SDL_JoystickName(SDL_JoystickIndex(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick));
172#endif
173 if (name) {
174 pads.append(QString(name));
175 } else {
176 pads.append(QString());
177 }
178 }
179 return pads;
180 }
181#endif
182
183 return QStringList();
184}
185
186int InputController::gamepad(uint32_t type) const {
187#ifdef BUILD_SDL
188 if (type == SDL_BINDING_BUTTON) {
189 return m_sdlPlayer.joystick ? m_sdlPlayer.joystick->index : 0;
190 }
191#endif
192 return 0;
193}
194
195void InputController::setGamepad(uint32_t type, int index) {
196#ifdef BUILD_SDL
197 if (type == SDL_BINDING_BUTTON) {
198 mSDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index);
199 }
200#endif
201}
202
203void InputController::setPreferredGamepad(uint32_t type, const QString& device) {
204 if (!m_config) {
205 return;
206 }
207 mInputSetPreferredDevice(m_config->input(), "gba", type, m_playerId, device.toUtf8().constData());
208}
209
210mRumble* InputController::rumble() {
211#ifdef BUILD_SDL
212#if SDL_VERSION_ATLEAST(2, 0, 0)
213 if (m_playerAttached) {
214 return &m_sdlPlayer.rumble.d;
215 }
216#endif
217#endif
218 return nullptr;
219}
220
221mRotationSource* InputController::rotationSource() {
222#ifdef BUILD_SDL
223 if (m_playerAttached) {
224 return &m_sdlPlayer.rotation.d;
225 }
226#endif
227 return nullptr;
228}
229
230void InputController::registerTiltAxisX(int axis) {
231#ifdef BUILD_SDL
232 if (m_playerAttached) {
233 m_sdlPlayer.rotation.axisX = axis;
234 }
235#endif
236}
237
238void InputController::registerTiltAxisY(int axis) {
239#ifdef BUILD_SDL
240 if (m_playerAttached) {
241 m_sdlPlayer.rotation.axisY = axis;
242 }
243#endif
244}
245
246void InputController::registerGyroAxisX(int axis) {
247#ifdef BUILD_SDL
248 if (m_playerAttached) {
249 m_sdlPlayer.rotation.gyroX = axis;
250 }
251#endif
252}
253
254void InputController::registerGyroAxisY(int axis) {
255#ifdef BUILD_SDL
256 if (m_playerAttached) {
257 m_sdlPlayer.rotation.gyroY = axis;
258 }
259#endif
260}
261
262float InputController::gyroSensitivity() const {
263#ifdef BUILD_SDL
264 if (m_playerAttached) {
265 return m_sdlPlayer.rotation.gyroSensitivity;
266 }
267#endif
268 return 0;
269}
270
271void InputController::setGyroSensitivity(float sensitivity) {
272#ifdef BUILD_SDL
273 if (m_playerAttached) {
274 m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
275 }
276#endif
277}
278
279GBAKey InputController::mapKeyboard(int key) const {
280 return static_cast<GBAKey>(mInputMapKey(&m_inputMap, KEYBOARD, key));
281}
282
283void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
284 return mInputBindKey(&m_inputMap, type, key, gbaKey);
285}
286
287void InputController::updateJoysticks() {
288#ifdef BUILD_SDL
289 mSDLUpdateJoysticks(&s_sdlEvents);
290#endif
291}
292
293int InputController::pollEvents() {
294 int activeButtons = 0;
295#ifdef BUILD_SDL
296 if (m_playerAttached && m_sdlPlayer.joystick) {
297 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
298 SDL_JoystickUpdate();
299 int numButtons = SDL_JoystickNumButtons(joystick);
300 int i;
301 for (i = 0; i < numButtons; ++i) {
302 GBAKey key = static_cast<GBAKey>(mInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i));
303 if (key == GBA_KEY_NONE) {
304 continue;
305 }
306 if (hasPendingEvent(key)) {
307 continue;
308 }
309 if (SDL_JoystickGetButton(joystick, i)) {
310 activeButtons |= 1 << key;
311 }
312 }
313 int numHats = SDL_JoystickNumHats(joystick);
314 for (i = 0; i < numHats; ++i) {
315 int hat = SDL_JoystickGetHat(joystick, i);
316 activeButtons |= mInputMapHat(&m_inputMap, SDL_BINDING_BUTTON, i, hat);
317 }
318
319 int numAxes = SDL_JoystickNumAxes(joystick);
320 for (i = 0; i < numAxes; ++i) {
321 int value = SDL_JoystickGetAxis(joystick, i);
322
323 enum GBAKey key = static_cast<GBAKey>(mInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value));
324 if (key != GBA_KEY_NONE) {
325 activeButtons |= 1 << key;
326 }
327 }
328 }
329#endif
330 return activeButtons;
331}
332
333QSet<int> InputController::activeGamepadButtons(int type) {
334 QSet<int> activeButtons;
335#ifdef BUILD_SDL
336 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
337 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
338 SDL_JoystickUpdate();
339 int numButtons = SDL_JoystickNumButtons(joystick);
340 int i;
341 for (i = 0; i < numButtons; ++i) {
342 if (SDL_JoystickGetButton(joystick, i)) {
343 activeButtons.insert(i);
344 }
345 }
346 }
347#endif
348 return activeButtons;
349}
350
351void InputController::recalibrateAxes() {
352#ifdef BUILD_SDL
353 if (m_playerAttached && m_sdlPlayer.joystick) {
354 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
355 SDL_JoystickUpdate();
356 int numAxes = SDL_JoystickNumAxes(joystick);
357 if (numAxes < 1) {
358 return;
359 }
360 m_deadzones.resize(numAxes);
361 int i;
362 for (i = 0; i < numAxes; ++i) {
363 m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
364 }
365 }
366#endif
367}
368
369QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes(int type) {
370 QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
371#ifdef BUILD_SDL
372 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
373 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
374 SDL_JoystickUpdate();
375 int numAxes = SDL_JoystickNumAxes(joystick);
376 if (numAxes < 1) {
377 return activeAxes;
378 }
379 m_deadzones.resize(numAxes);
380 int i;
381 for (i = 0; i < numAxes; ++i) {
382 int32_t axis = SDL_JoystickGetAxis(joystick, i);
383 axis -= m_deadzones[i];
384 if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
385 activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
386 }
387 }
388 }
389#endif
390 return activeAxes;
391}
392
393void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
394 const mInputAxis* old = mInputQueryAxis(&m_inputMap, type, axis);
395 mInputAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
396 if (old) {
397 description = *old;
398 }
399 int deadzone = 0;
400 if (axis > 0 && m_deadzones.size() > axis) {
401 deadzone = m_deadzones[axis];
402 }
403 switch (direction) {
404 case GamepadAxisEvent::NEGATIVE:
405 description.lowDirection = key;
406
407 description.deadLow = deadzone - AXIS_THRESHOLD;
408 break;
409 case GamepadAxisEvent::POSITIVE:
410 description.highDirection = key;
411 description.deadHigh = deadzone + AXIS_THRESHOLD;
412 break;
413 default:
414 return;
415 }
416 mInputBindAxis(&m_inputMap, type, axis, &description);
417}
418
419void InputController::unbindAllAxes(uint32_t type) {
420 mInputUnbindAllAxes(&m_inputMap, type);
421}
422
423QSet<QPair<int, GamepadHatEvent::Direction>> InputController::activeGamepadHats(int type) {
424 QSet<QPair<int, GamepadHatEvent::Direction>> activeHats;
425#ifdef BUILD_SDL
426 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
427 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
428 SDL_JoystickUpdate();
429 int numHats = SDL_JoystickNumHats(joystick);
430 if (numHats < 1) {
431 return activeHats;
432 }
433
434 int i;
435 for (i = 0; i < numHats; ++i) {
436 int hat = SDL_JoystickGetHat(joystick, i);
437 if (hat & GamepadHatEvent::UP) {
438 activeHats.insert(qMakePair(i, GamepadHatEvent::UP));
439 }
440 if (hat & GamepadHatEvent::RIGHT) {
441 activeHats.insert(qMakePair(i, GamepadHatEvent::RIGHT));
442 }
443 if (hat & GamepadHatEvent::DOWN) {
444 activeHats.insert(qMakePair(i, GamepadHatEvent::DOWN));
445 }
446 if (hat & GamepadHatEvent::LEFT) {
447 activeHats.insert(qMakePair(i, GamepadHatEvent::LEFT));
448 }
449 }
450 }
451#endif
452 return activeHats;
453}
454
455void InputController::bindHat(uint32_t type, int hat, GamepadHatEvent::Direction direction, GBAKey gbaKey) {
456 mInputHatBindings bindings{ -1, -1, -1, -1 };
457 mInputQueryHat(&m_inputMap, type, hat, &bindings);
458 switch (direction) {
459 case GamepadHatEvent::UP:
460 bindings.up = gbaKey;
461 break;
462 case GamepadHatEvent::RIGHT:
463 bindings.right = gbaKey;
464 break;
465 case GamepadHatEvent::DOWN:
466 bindings.down = gbaKey;
467 break;
468 case GamepadHatEvent::LEFT:
469 bindings.left = gbaKey;
470 break;
471 default:
472 return;
473 }
474 mInputBindHat(&m_inputMap, type, hat, &bindings);
475}
476
477void InputController::testGamepad(int type) {
478 auto activeAxes = activeGamepadAxes(type);
479 auto oldAxes = m_activeAxes;
480 m_activeAxes = activeAxes;
481
482 auto activeButtons = activeGamepadButtons(type);
483 auto oldButtons = m_activeButtons;
484 m_activeButtons = activeButtons;
485
486 auto activeHats = activeGamepadHats(type);
487 auto oldHats = m_activeHats;
488 m_activeHats = activeHats;
489
490 if (!QApplication::focusWidget()) {
491 return;
492 }
493
494 activeAxes.subtract(oldAxes);
495 oldAxes.subtract(m_activeAxes);
496
497 for (auto& axis : m_activeAxes) {
498 bool newlyAboveThreshold = activeAxes.contains(axis);
499 if (newlyAboveThreshold) {
500 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, type, this);
501 postPendingEvent(event->gbaKey());
502 sendGamepadEvent(event);
503 if (!event->isAccepted()) {
504 clearPendingEvent(event->gbaKey());
505 }
506 }
507 }
508 for (auto axis : oldAxes) {
509 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, type, this);
510 clearPendingEvent(event->gbaKey());
511 sendGamepadEvent(event);
512 }
513
514 if (!QApplication::focusWidget()) {
515 return;
516 }
517
518 activeButtons.subtract(oldButtons);
519 oldButtons.subtract(m_activeButtons);
520
521 for (int button : activeButtons) {
522 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, type, this);
523 postPendingEvent(event->gbaKey());
524 sendGamepadEvent(event);
525 if (!event->isAccepted()) {
526 clearPendingEvent(event->gbaKey());
527 }
528 }
529 for (int button : oldButtons) {
530 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, type, this);
531 clearPendingEvent(event->gbaKey());
532 sendGamepadEvent(event);
533 }
534
535 activeHats.subtract(oldHats);
536 oldHats.subtract(m_activeHats);
537
538 for (auto& hat : activeHats) {
539 GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Down(), hat.first, hat.second, type, this);
540 postPendingEvent(event->gbaKey());
541 sendGamepadEvent(event);
542 if (!event->isAccepted()) {
543 clearPendingEvent(event->gbaKey());
544 }
545 }
546 for (auto& hat : oldHats) {
547 GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Up(), hat.first, hat.second, type, this);
548 clearPendingEvent(event->gbaKey());
549 sendGamepadEvent(event);
550 }
551}
552
553void InputController::sendGamepadEvent(QEvent* event) {
554 QWidget* focusWidget = nullptr;
555 if (m_focusParent) {
556 focusWidget = m_focusParent->focusWidget();
557 if (!focusWidget) {
558 focusWidget = m_focusParent;
559 }
560 } else {
561 focusWidget = QApplication::focusWidget();
562 }
563 QApplication::sendEvent(focusWidget, event);
564}
565
566void InputController::postPendingEvent(GBAKey key) {
567 m_pendingEvents.insert(key);
568}
569
570void InputController::clearPendingEvent(GBAKey key) {
571 m_pendingEvents.remove(key);
572}
573
574bool InputController::hasPendingEvent(GBAKey key) const {
575 return m_pendingEvents.contains(key);
576}
577
578void InputController::suspendScreensaver() {
579#ifdef BUILD_SDL
580#if SDL_VERSION_ATLEAST(2, 0, 0)
581 mSDLSuspendScreensaver(&s_sdlEvents);
582#endif
583#endif
584}
585
586void InputController::resumeScreensaver() {
587#ifdef BUILD_SDL
588#if SDL_VERSION_ATLEAST(2, 0, 0)
589 mSDLResumeScreensaver(&s_sdlEvents);
590#endif
591#endif
592}
593
594void InputController::setScreensaverSuspendable(bool suspendable) {
595#ifdef BUILD_SDL
596#if SDL_VERSION_ATLEAST(2, 0, 0)
597 mSDLSetScreensaverSuspendable(&s_sdlEvents, suspendable);
598#endif
599#endif
600}
601
602void InputController::stealFocus(QWidget* focus) {
603 m_focusParent = focus;
604}
605
606void InputController::releaseFocus(QWidget* focus) {
607 if (focus == m_focusParent) {
608 m_focusParent = m_topLevel;
609 }
610}