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 <QPaintEvent>
10#include <QPainter>
11#include <QPushButton>
12#include <QVBoxLayout>
13
14#include "InputController.h"
15#include "KeyEditor.h"
16
17using namespace QGBA;
18
19const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
20const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
21const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
22const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
23
24GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
25 : QWidget(parent)
26 , m_profileSelect(nullptr)
27 , m_type(type)
28 , m_profile(profile)
29 , m_controller(controller)
30{
31 setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
32 setMinimumSize(300, 300);
33
34 const GBAInputMap* map = controller->map();
35
36 m_keyDU = new KeyEditor(this);
37 m_keyDD = new KeyEditor(this);
38 m_keyDL = new KeyEditor(this);
39 m_keyDR = new KeyEditor(this);
40 m_keySelect = new KeyEditor(this);
41 m_keyStart = new KeyEditor(this);
42 m_keyA = new KeyEditor(this);
43 m_keyB = new KeyEditor(this);
44 m_keyL = new KeyEditor(this);
45 m_keyR = new KeyEditor(this);
46
47 refresh();
48
49#ifdef BUILD_SDL
50 if (type == SDL_BINDING_BUTTON) {
51 controller->recalibrateAxes();
52 lookupAxes(map);
53
54 m_profileSelect = new QComboBox(this);
55 m_profileSelect->addItems(controller->connectedGamepads(type));
56 int activeGamepad = controller->gamepad(type);
57 if (activeGamepad > 0) {
58 m_profileSelect->setCurrentIndex(activeGamepad);
59 }
60
61 connect(m_profileSelect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), [this] (int i) {
62 m_controller->setGamepad(m_type, i);
63 m_profile = m_profileSelect->currentText();
64 m_controller->loadProfile(m_type, m_profile);
65 refresh();
66 });
67 }
68#endif
69
70 connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
71 connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
72 connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
73 connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
74 connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
75 connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
76 connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
77 connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
78 connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
79 connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
80
81 connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
82 connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
83 connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
84 connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
85 connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
86 connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
87 connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
88 connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
89 connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
90 connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
91
92 m_buttons = new QWidget(this);
93 QVBoxLayout* layout = new QVBoxLayout;
94 m_buttons->setLayout(layout);
95
96 QPushButton* setAll = new QPushButton(tr("Set all"));
97 connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
98 layout->addWidget(setAll);
99
100 QPushButton* save = new QPushButton(tr("Save"));
101 connect(save, SIGNAL(pressed()), this, SLOT(save()));
102 layout->addWidget(save);
103 layout->setSpacing(6);
104
105 m_keyOrder = QList<KeyEditor*>{
106 m_keyDU,
107 m_keyDR,
108 m_keyDD,
109 m_keyDL,
110 m_keyA,
111 m_keyB,
112 m_keySelect,
113 m_keyStart,
114 m_keyL,
115 m_keyR
116 };
117
118 m_currentKey = m_keyOrder.end();
119
120 m_background.load(":/res/keymap.qpic");
121
122 setAll->setFocus();
123}
124
125void GBAKeyEditor::setAll() {
126 m_currentKey = m_keyOrder.begin();
127 (*m_currentKey)->setFocus();
128}
129
130void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
131 setLocation(m_buttons, 0.5, 0.2);
132 setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
133 setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
134 setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
135 setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
136 setLocation(m_keySelect, 0.415, 0.93);
137 setLocation(m_keyStart, 0.585, 0.93);
138 setLocation(m_keyA, 0.826, 0.451);
139 setLocation(m_keyB, 0.667, 0.490);
140 setLocation(m_keyL, 0.1, 0.1);
141 setLocation(m_keyR, 0.9, 0.1);
142
143 if (m_profileSelect) {
144 setLocation(m_profileSelect, 0.5, 0.7);
145 }
146}
147
148void GBAKeyEditor::paintEvent(QPaintEvent* event) {
149 QPainter painter(this);
150 painter.scale(width() / 480.0, height() / 480.0);
151 painter.drawPicture(0, 0, m_background);
152}
153
154void GBAKeyEditor::setNext() {
155 findFocus();
156
157 if (m_currentKey == m_keyOrder.end()) {
158 return;
159 }
160
161 ++m_currentKey;
162 if (m_currentKey != m_keyOrder.end()) {
163 (*m_currentKey)->setFocus();
164 } else {
165 (*(m_currentKey - 1))->clearFocus();
166 }
167}
168
169void GBAKeyEditor::save() {
170 bindKey(m_keyDU, GBA_KEY_UP);
171 bindKey(m_keyDD, GBA_KEY_DOWN);
172 bindKey(m_keyDL, GBA_KEY_LEFT);
173 bindKey(m_keyDR, GBA_KEY_RIGHT);
174 bindKey(m_keySelect, GBA_KEY_SELECT);
175 bindKey(m_keyStart, GBA_KEY_START);
176 bindKey(m_keyA, GBA_KEY_A);
177 bindKey(m_keyB, GBA_KEY_B);
178 bindKey(m_keyL, GBA_KEY_L);
179 bindKey(m_keyR, GBA_KEY_R);
180 m_controller->saveConfiguration(m_type);
181
182#ifdef BUILD_SDL
183 if (m_profileSelect) {
184 m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
185 }
186#endif
187
188 if (!m_profile.isNull()) {
189 m_controller->saveProfile(m_type, m_profile);
190 }
191}
192
193void GBAKeyEditor::refresh() {
194 const GBAInputMap* map = m_controller->map();
195 lookupBinding(map, m_keyDU, GBA_KEY_UP);
196 lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
197 lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
198 lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
199 lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
200 lookupBinding(map, m_keyStart, GBA_KEY_START);
201 lookupBinding(map, m_keyA, GBA_KEY_A);
202 lookupBinding(map, m_keyB, GBA_KEY_B);
203 lookupBinding(map, m_keyL, GBA_KEY_L);
204 lookupBinding(map, m_keyR, GBA_KEY_R);
205}
206
207void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
208 #ifdef BUILD_SDL
209 if (m_type == SDL_BINDING_BUTTON) {
210 int value = GBAInputQueryBinding(map, m_type, key);
211 if (value != GBA_NO_MAPPING) {
212 keyEditor->setValueButton(value);
213 }
214 return;
215 }
216 #endif
217 keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
218}
219
220#ifdef BUILD_SDL
221void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
222 GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
223 GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
224 if (description->highDirection != GBA_KEY_NONE) {
225 KeyEditor* key = self->keyById(description->highDirection);
226 if (key) {
227 key->setValueAxis(axis, description->deadHigh);
228 }
229 }
230 if (description->lowDirection != GBA_KEY_NONE) {
231 KeyEditor* key = self->keyById(description->lowDirection);
232 if (key) {
233 key->setValueAxis(axis, description->deadLow);
234 }
235 }
236 }, this);
237}
238#endif
239
240void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
241#ifdef BUILD_SDL
242 if (keyEditor->direction() != GamepadAxisEvent::NEUTRAL) {
243 m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
244 } else {
245#endif
246 m_controller->bindKey(m_type, keyEditor->value(), key);
247#ifdef BUILD_SDL
248 }
249#endif
250}
251
252bool GBAKeyEditor::findFocus() {
253 if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
254 return true;
255 }
256
257 for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
258 if ((*key)->hasFocus()) {
259 m_currentKey = key;
260 return true;
261 }
262 }
263 return false;
264}
265
266#ifdef BUILD_SDL
267void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
268 if (!findFocus()) {
269 return;
270 }
271 KeyEditor* focused = *m_currentKey;
272 focused->setValueAxis(axis, value);
273}
274#endif
275
276KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
277 switch (key) {
278 case GBA_KEY_UP:
279 return m_keyDU;
280 case GBA_KEY_DOWN:
281 return m_keyDD;
282 case GBA_KEY_LEFT:
283 return m_keyDL;
284 case GBA_KEY_RIGHT:
285 return m_keyDR;
286 case GBA_KEY_A:
287 return m_keyA;
288 case GBA_KEY_B:
289 return m_keyB;
290 case GBA_KEY_L:
291 return m_keyL;
292 case GBA_KEY_R:
293 return m_keyR;
294 case GBA_KEY_SELECT:
295 return m_keySelect;
296 case GBA_KEY_START:
297 return m_keyStart;
298 default:
299 break;
300 }
301 return nullptr;
302}
303
304void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
305 QSize s = size();
306 QSize hint = widget->sizeHint();
307 widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(), hint.height());
308}