all repos — mgba @ 2f2e5398719f9d6a78ae84fc241945b46839b01c

mGBA Game Boy Advance Emulator

src/platform/qt/ShortcutController.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_SHORTCUT_MODEL
  7#define QGBA_SHORTCUT_MODEL
  8
  9#include "GamepadAxisEvent.h"
 10
 11#include <QAbstractItemModel>
 12#include <QKeySequence>
 13
 14#include <functional>
 15
 16class QAction;
 17class QKeyEvent;
 18class QMenu;
 19class QString;
 20
 21namespace QGBA {
 22
 23class ConfigController;
 24
 25class ShortcutController : public QAbstractItemModel {
 26Q_OBJECT
 27
 28private:
 29	constexpr static const char* const KEY_SECTION = "shortcutKey";
 30	constexpr static const char* const BUTTON_SECTION = "shortcutButton";
 31	constexpr static const char* const AXIS_SECTION = "shortcutAxis";
 32
 33	class ShortcutItem {
 34	public:
 35		typedef QPair<std::function<void ()>, std::function<void ()>> Functions;
 36
 37		ShortcutItem(QAction* action, const QString& name, ShortcutItem* parent = nullptr);
 38		ShortcutItem(Functions functions, const QKeySequence& shortcut, const QString& visibleName, const QString& name, ShortcutItem* parent = nullptr);
 39		ShortcutItem(QMenu* action, ShortcutItem* parent = nullptr);
 40
 41		QAction* action() { return m_action; }
 42		const QAction* action() const { return m_action; }
 43		const QKeySequence& shortcut() const { return m_shortcut; }
 44		Functions functions() const { return m_functions; }
 45		QMenu* menu() { return m_menu; }
 46		const QMenu* menu() const { return m_menu; }
 47		const QString& visibleName() const { return m_visibleName; }
 48		const QString& name() const { return m_name; }
 49		QList<ShortcutItem>& items() { return m_items; }
 50		const QList<ShortcutItem>& items() const { return m_items; }
 51		ShortcutItem* parent() { return m_parent; }
 52		const ShortcutItem* parent() const { return m_parent; }
 53		void addAction(QAction* action, const QString& name);
 54		void addFunctions(Functions functions, const QKeySequence& shortcut, const QString& visibleName, const QString& name);
 55		void addSubmenu(QMenu* menu);
 56		int button() const { return m_button; }
 57		void setShortcut(const QKeySequence& sequence);
 58		void setButton(int button) { m_button = button; }
 59		int axis() const { return m_axis; }
 60		GamepadAxisEvent::Direction direction() const { return m_direction; }
 61		void setAxis(int axis, GamepadAxisEvent::Direction direction);
 62
 63		bool operator==(const ShortcutItem& other) const { return m_menu == other.m_menu && m_action == other.m_action; }
 64
 65	private:
 66		QAction* m_action;
 67		QKeySequence m_shortcut;
 68		QMenu* m_menu;
 69		Functions m_functions;
 70		QString m_name;
 71		QString m_visibleName;
 72		int m_button;
 73		int m_axis;
 74		GamepadAxisEvent::Direction m_direction;
 75		QList<ShortcutItem> m_items;
 76		ShortcutItem* m_parent;
 77	};
 78
 79public:
 80	ShortcutController(QObject* parent = nullptr);
 81
 82	void setConfigController(ConfigController* controller);
 83
 84	virtual QVariant data(const QModelIndex& index, int role = Qt::DisplayRole) const override;
 85	virtual QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const override;
 86
 87	virtual QModelIndex index(int row, int column, const QModelIndex& parent) const override;
 88	virtual QModelIndex parent(const QModelIndex& index) const override;
 89
 90	virtual int columnCount(const QModelIndex& parent = QModelIndex()) const override;
 91	virtual int rowCount(const QModelIndex& parent = QModelIndex()) const override;
 92
 93	void addAction(QMenu* menu, QAction* action, const QString& name);
 94	void addFunctions(QMenu* menu, std::function<void ()> press, std::function<void()> release, const QKeySequence& shortcut, const QString& visibleName, const QString& name);
 95	void addMenu(QMenu* menu, QMenu* parent = nullptr);
 96
 97	QKeySequence shortcutAt(const QModelIndex& index) const;
 98	bool isMenuAt(const QModelIndex& index) const;
 99
100	void updateKey(const QModelIndex& index, const QKeySequence& keySequence);
101	void updateButton(const QModelIndex& index, int button);
102	void updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction direction);
103
104	void clearKey(const QModelIndex& index);
105	void clearButton(const QModelIndex& index);
106
107	static QKeySequence keyEventToSequence(const QKeyEvent*);
108
109protected:
110	bool eventFilter(QObject*, QEvent*) override;
111
112private:
113	ShortcutItem* itemAt(const QModelIndex& index);
114	const ShortcutItem* itemAt(const QModelIndex& index) const;
115	void loadShortcuts(ShortcutItem*);
116
117	ShortcutItem m_rootMenu;
118	QMap<QMenu*, ShortcutItem*> m_menuMap;
119	QMap<int, ShortcutItem*> m_buttons;
120	QMap<QPair<int, GamepadAxisEvent::Direction>, ShortcutItem*> m_axes;
121	QMap<QKeySequence, ShortcutItem*> m_heldKeys;
122	ConfigController* m_config;
123};
124
125}
126
127#endif