all repos — mgba @ 2f14f58911539fd67228c9113665c5df26061154

mGBA Game Boy Advance Emulator

src/platform/qt/InputController.h (view raw)

  1/* Copyright (c) 2013-2015 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#ifndef QGBA_INPUT_CONTROLLER_H
  7#define QGBA_INPUT_CONTROLLER_H
  8
  9#include "GamepadAxisEvent.h"
 10#include "GamepadHatEvent.h"
 11
 12#include <QObject>
 13#include <QSet>
 14#include <QVector>
 15
 16class QTimer;
 17
 18#include <mgba/internal/gba/input.h>
 19
 20#ifdef BUILD_SDL
 21#include "platform/sdl/sdl-events.h"
 22#endif
 23
 24struct mRotationSource;
 25struct mRumble;
 26
 27namespace QGBA {
 28
 29class ConfigController;
 30
 31class InputController : public QObject {
 32Q_OBJECT
 33
 34public:
 35	static const uint32_t KEYBOARD = 0x51545F4B;
 36
 37	InputController(int playerId = 0, QWidget* topLevel = nullptr, QObject* parent = nullptr);
 38	~InputController();
 39
 40	void setConfiguration(ConfigController* config);
 41	void saveConfiguration();
 42	void loadConfiguration(uint32_t type);
 43	void loadProfile(uint32_t type, const QString& profile);
 44	void saveConfiguration(uint32_t type);
 45	void saveProfile(uint32_t type, const QString& profile);
 46	const char* profileForType(uint32_t type);
 47
 48	bool allowOpposing() const { return m_allowOpposing; }
 49	void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
 50
 51	GBAKey mapKeyboard(int key) const;
 52
 53	void bindKey(uint32_t type, int key, GBAKey);
 54
 55	const mInputMap* map() const { return &m_inputMap; }
 56
 57	void updateJoysticks();
 58	int pollEvents();
 59
 60	static const int32_t AXIS_THRESHOLD = 0x3000;
 61	QSet<int> activeGamepadButtons(int type);
 62	QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
 63	QSet<QPair<int, GamepadHatEvent::Direction>> activeGamepadHats(int type);
 64	void recalibrateAxes();
 65
 66	void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
 67	void unbindAllAxes(uint32_t type);
 68
 69	void bindHat(uint32_t type, int hat, GamepadHatEvent::Direction, GBAKey);
 70
 71	QStringList connectedGamepads(uint32_t type) const;
 72	int gamepad(uint32_t type) const;
 73	void setGamepad(uint32_t type, int index);
 74	void setPreferredGamepad(uint32_t type, const QString& device);
 75
 76	void registerTiltAxisX(int axis);
 77	void registerTiltAxisY(int axis);
 78	void registerGyroAxisX(int axis);
 79	void registerGyroAxisY(int axis);
 80
 81	float gyroSensitivity() const;
 82	void setGyroSensitivity(float sensitivity);
 83
 84	void stealFocus(QWidget* focus);
 85	void releaseFocus(QWidget* focus);
 86
 87	mRumble* rumble();
 88	mRotationSource* rotationSource();
 89
 90signals:
 91	void profileLoaded(const QString& profile);
 92
 93public slots:
 94	void testGamepad(int type);
 95
 96	// TODO: Move these to somewhere that makes sense
 97	void suspendScreensaver();
 98	void resumeScreensaver();
 99	void setScreensaverSuspendable(bool);
100
101private:
102	void postPendingEvent(GBAKey);
103	void clearPendingEvent(GBAKey);
104	bool hasPendingEvent(GBAKey) const;
105	void sendGamepadEvent(QEvent*);
106
107	mInputMap m_inputMap;
108	ConfigController* m_config;
109	int m_playerId;
110	bool m_allowOpposing;
111	QWidget* m_topLevel;
112	QWidget* m_focusParent;
113
114#ifdef BUILD_SDL
115	static int s_sdlInited;
116	static mSDLEvents s_sdlEvents;
117	mSDLPlayer m_sdlPlayer;
118	bool m_playerAttached;
119#endif
120
121	QVector<int> m_deadzones;
122
123	QSet<int> m_activeButtons;
124	QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
125	QSet<QPair<int, GamepadHatEvent::Direction>> m_activeHats;
126	QTimer* m_gamepadTimer;
127
128	QSet<GBAKey> m_pendingEvents;
129};
130
131}
132
133#endif