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
11#include <QObject>
12#include <QSet>
13#include <QVector>
14
15class QTimer;
16
17extern "C" {
18#include "gba/input.h"
19
20#ifdef BUILD_SDL
21#include "platform/sdl/sdl-events.h"
22#endif
23}
24
25namespace QGBA {
26
27class ConfigController;
28
29class InputController : public QObject {
30Q_OBJECT
31
32public:
33 static const uint32_t KEYBOARD = 0x51545F4B;
34
35 InputController(int playerId = 0, QObject* parent = nullptr);
36 ~InputController();
37
38 void setConfiguration(ConfigController* config);
39 void loadConfiguration(uint32_t type);
40 void loadProfile(uint32_t type, const QString& profile);
41 void saveConfiguration(uint32_t type = KEYBOARD);
42 void saveProfile(uint32_t type, const QString& profile);
43 const char* profileForType(uint32_t type);
44
45 bool allowOpposing() const { return m_allowOpposing; }
46 void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
47
48 GBAKey mapKeyboard(int key) const;
49
50 void bindKey(uint32_t type, int key, GBAKey);
51
52 const GBAInputMap* map() const { return &m_inputMap; }
53
54#ifdef BUILD_SDL
55 static const int32_t AXIS_THRESHOLD = 0x3000;
56
57 int testSDLEvents();
58 QSet<int> activeGamepadButtons();
59 QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes();
60 void recalibrateAxes();
61
62 void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
63
64 QStringList connectedGamepads(uint32_t type) const;
65 int gamepad(uint32_t type) const { return m_sdlPlayer.joystickIndex; }
66 void setGamepad(uint32_t type, int index) { GBASDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index); }
67 void setPreferredGamepad(uint32_t type, const QString& device);
68#endif
69
70 GBARumble* rumble();
71 GBARotationSource* rotationSource();
72
73public slots:
74 void testGamepad();
75
76private:
77 void postPendingEvent(GBAKey);
78 void clearPendingEvent(GBAKey);
79 bool hasPendingEvent(GBAKey) const;
80
81 GBAInputMap m_inputMap;
82 ConfigController* m_config;
83 int m_playerId;
84 bool m_allowOpposing;
85
86#ifdef BUILD_SDL
87 static int s_sdlInited;
88 static GBASDLEvents s_sdlEvents;
89 GBASDLPlayer m_sdlPlayer;
90 bool m_playerAttached;
91 QVector<int> m_deadzones;
92#endif
93
94 QSet<int> m_activeButtons;
95 QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
96 QTimer* m_gamepadTimer;
97
98 QSet<GBAKey> m_pendingEvents;
99};
100
101}
102
103#endif