all repos — mgba @ 2f1cb61d0197893cf0c3861e9130ff1aeaefb0b0

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 <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
 18#ifdef BUILD_SDL
 19#include "platform/sdl/sdl-events.h"
 20#endif
 21
 22using namespace QGBA;
 23
 24const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
 25const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.432;
 26const qreal GBAKeyEditor::DPAD_WIDTH = 0.12;
 27const qreal GBAKeyEditor::DPAD_HEIGHT = 0.12;
 28
 29GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
 30	: QWidget(parent)
 31	, m_profileSelect(nullptr)
 32	, m_clear(nullptr)
 33	, m_type(type)
 34	, m_profile(profile)
 35	, m_controller(controller)
 36{
 37	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 38	setMinimumSize(300, 300);
 39
 40	const mInputMap* map = controller->map();
 41	controller->stealFocus(this);
 42
 43	m_keyDU = new KeyEditor(this);
 44	m_keyDD = new KeyEditor(this);
 45	m_keyDL = new KeyEditor(this);
 46	m_keyDR = new KeyEditor(this);
 47	m_keySelect = new KeyEditor(this);
 48	m_keyStart = new KeyEditor(this);
 49	m_keyA = new KeyEditor(this);
 50	m_keyB = new KeyEditor(this);
 51	m_keyL = new KeyEditor(this);
 52	m_keyR = new KeyEditor(this);
 53
 54	refresh();
 55
 56#ifdef BUILD_SDL
 57	if (type == SDL_BINDING_BUTTON) {
 58		m_profileSelect = new QComboBox(this);
 59		connect(m_profileSelect, SIGNAL(currentIndexChanged(int)), this, SLOT(selectGamepad(int)));
 60
 61		updateJoysticks();
 62
 63		m_clear = new QWidget(this);
 64		QHBoxLayout* layout = new QHBoxLayout;
 65		m_clear->setLayout(layout);
 66		layout->setSpacing(6);
 67
 68		QPushButton* clearButton = new QPushButton(tr("Clear Button"));
 69		layout->addWidget(clearButton);
 70		connect(clearButton, &QAbstractButton::pressed, [this]() {
 71			if (!findFocus()) {
 72				return;
 73			}
 74			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 75			(*m_currentKey)->clearButton();
 76			(*m_currentKey)->blockSignals(signalsBlocked);
 77		});
 78
 79		QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
 80		layout->addWidget(clearAxis);
 81		connect(clearAxis, &QAbstractButton::pressed, [this]() {
 82			if (!findFocus()) {
 83				return;
 84			}
 85			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 86			(*m_currentKey)->clearAxis();
 87			(*m_currentKey)->blockSignals(signalsBlocked);
 88		});
 89
 90		QPushButton* updateJoysticksButton = new QPushButton(tr("Refresh"));
 91		layout->addWidget(updateJoysticksButton);
 92		connect(updateJoysticksButton, SIGNAL(pressed()), this, SLOT(updateJoysticks()));
 93	}
 94#endif
 95
 96	m_buttons = new QWidget(this);
 97	QVBoxLayout* layout = new QVBoxLayout;
 98	m_buttons->setLayout(layout);
 99
100	QPushButton* setAll = new QPushButton(tr("Set all"));
101	connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
102	layout->addWidget(setAll);
103
104	layout->setSpacing(6);
105
106	m_keyOrder = QList<KeyEditor*>{
107		m_keyDU,
108		m_keyDR,
109		m_keyDD,
110		m_keyDL,
111		m_keyA,
112		m_keyB,
113		m_keySelect,
114		m_keyStart,
115		m_keyL,
116		m_keyR
117	};
118
119	for (auto& key : m_keyOrder) {
120		connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
121		connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
122		key->installEventFilter(this);
123	}
124
125	m_currentKey = m_keyOrder.end();
126
127	m_background.load(":/res/keymap.qpic");
128
129	setAll->setFocus();
130}
131
132GBAKeyEditor::~GBAKeyEditor() {
133	m_controller->releaseFocus(this);
134}
135
136void GBAKeyEditor::setAll() {
137	m_currentKey = m_keyOrder.begin();
138	(*m_currentKey)->setFocus();
139}
140
141void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
142	setLocation(m_buttons, 0.5, 0.2);
143	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
144	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
145	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
146	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
147	setLocation(m_keySelect, 0.415, 0.93);
148	setLocation(m_keyStart, 0.585, 0.93);
149	setLocation(m_keyA, 0.826, 0.475);
150	setLocation(m_keyB, 0.667, 0.514);
151	setLocation(m_keyL, 0.1, 0.1);
152	setLocation(m_keyR, 0.9, 0.1);
153
154	if (m_profileSelect) {
155		setLocation(m_profileSelect, 0.5, 0.67);
156	}
157
158	if (m_clear) {
159		setLocation(m_clear, 0.5, 0.77);
160	}
161}
162
163void GBAKeyEditor::paintEvent(QPaintEvent* event) {
164	QPainter painter(this);
165	painter.scale(width() / 480.0, height() / 480.0);
166	painter.drawPicture(0, 0, m_background);
167}
168
169void GBAKeyEditor::closeEvent(QCloseEvent*) {
170	m_controller->releaseFocus(this);
171}
172
173bool GBAKeyEditor::event(QEvent* event) {
174	QEvent::Type type = event->type();
175	if (type == QEvent::WindowActivate || type == QEvent::Show) {
176		m_controller->stealFocus(this);
177	} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
178		m_controller->releaseFocus(this);
179	}
180	return QWidget::event(event);
181}
182
183bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
184	if (event->type() != QEvent::FocusIn) {
185		return false;
186	}
187	findFocus(static_cast<KeyEditor*>(obj));
188	return true;
189}
190
191void GBAKeyEditor::setNext() {
192	if (m_currentKey == m_keyOrder.end()) {
193		return;
194	}
195
196	++m_currentKey;
197	if (m_currentKey != m_keyOrder.end()) {
198		(*m_currentKey)->setFocus();
199	} else {
200		(*(m_currentKey - 1))->clearFocus();
201	}
202}
203
204void GBAKeyEditor::save() {
205#ifdef BUILD_SDL
206	m_controller->unbindAllAxes(m_type);
207#endif
208
209	bindKey(m_keyDU, GBA_KEY_UP);
210	bindKey(m_keyDD, GBA_KEY_DOWN);
211	bindKey(m_keyDL, GBA_KEY_LEFT);
212	bindKey(m_keyDR, GBA_KEY_RIGHT);
213	bindKey(m_keySelect, GBA_KEY_SELECT);
214	bindKey(m_keyStart, GBA_KEY_START);
215	bindKey(m_keyA, GBA_KEY_A);
216	bindKey(m_keyB, GBA_KEY_B);
217	bindKey(m_keyL, GBA_KEY_L);
218	bindKey(m_keyR, GBA_KEY_R);
219	m_controller->saveConfiguration(m_type);
220
221#ifdef BUILD_SDL
222	if (m_profileSelect) {
223		m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
224	}
225#endif
226
227	if (!m_profile.isNull()) {
228		m_controller->saveProfile(m_type, m_profile);
229	}
230}
231
232void GBAKeyEditor::refresh() {
233	const mInputMap* map = m_controller->map();
234	lookupBinding(map, m_keyDU, GBA_KEY_UP);
235	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
236	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
237	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
238	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
239	lookupBinding(map, m_keyStart, GBA_KEY_START);
240	lookupBinding(map, m_keyA, GBA_KEY_A);
241	lookupBinding(map, m_keyB, GBA_KEY_B);
242	lookupBinding(map, m_keyL, GBA_KEY_L);
243	lookupBinding(map, m_keyR, GBA_KEY_R);
244}
245
246void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
247#ifdef BUILD_SDL
248	if (m_type == SDL_BINDING_BUTTON) {
249		int value = mInputQueryBinding(map, m_type, key);
250		keyEditor->setValueButton(value);
251		return;
252	}
253#endif
254	keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
255}
256
257#ifdef BUILD_SDL
258void GBAKeyEditor::lookupAxes(const mInputMap* map) {
259	mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
260		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
261		if (description->highDirection != GBA_KEY_NONE) {
262			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
263			if (key) {
264				key->setValueAxis(axis, description->deadHigh);
265			}
266		}
267		if (description->lowDirection != GBA_KEY_NONE) {
268			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
269			if (key) {
270				key->setValueAxis(axis, description->deadLow);
271			}
272		}
273	}, this);
274}
275#endif
276
277void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
278#ifdef BUILD_SDL
279	if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
280		m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
281	}
282#endif
283	m_controller->bindKey(m_type, keyEditor->value(), key);
284}
285
286bool GBAKeyEditor::findFocus(KeyEditor* needle) {
287	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
288		return true;
289	}
290
291	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
292		if ((*key)->hasFocus() || needle == *key) {
293			m_currentKey = key;
294			return true;
295		}
296	}
297	return m_currentKey != m_keyOrder.end();
298}
299
300#ifdef BUILD_SDL
301void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
302	if (!findFocus()) {
303		return;
304	}
305	KeyEditor* focused = *m_currentKey;
306	focused->setValueAxis(axis, value);
307}
308
309void GBAKeyEditor::selectGamepad(int index) {
310	m_controller->setGamepad(m_type, index);
311	m_profile = m_profileSelect->currentText();
312	m_controller->loadProfile(m_type, m_profile);
313	refresh();
314}
315#endif
316
317KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
318	switch (key) {
319	case GBA_KEY_UP:
320		return m_keyDU;
321	case GBA_KEY_DOWN:
322		return m_keyDD;
323	case GBA_KEY_LEFT:
324		return m_keyDL;
325	case GBA_KEY_RIGHT:
326		return m_keyDR;
327	case GBA_KEY_A:
328		return m_keyA;
329	case GBA_KEY_B:
330		return m_keyB;
331	case GBA_KEY_L:
332		return m_keyL;
333	case GBA_KEY_R:
334		return m_keyR;
335	case GBA_KEY_SELECT:
336		return m_keySelect;
337	case GBA_KEY_START:
338		return m_keyStart;
339	default:
340		break;
341	}
342	return nullptr;
343}
344
345void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
346	QSize s = size();
347	QSize hint = widget->sizeHint();
348	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
349	                    hint.height());
350}
351
352#ifdef BUILD_SDL
353void GBAKeyEditor::updateJoysticks() {
354	m_controller->updateJoysticks();
355	m_controller->recalibrateAxes();
356
357	m_profileSelect->clear();
358	m_profileSelect->addItems(m_controller->connectedGamepads(m_type));
359	int activeGamepad = m_controller->gamepad(m_type);
360	selectGamepad(activeGamepad);
361	if (activeGamepad > 0) {
362		m_profileSelect->setCurrentIndex(activeGamepad);
363	}
364	lookupAxes(m_controller->map());
365}
366#endif