src/platform/qt/input/InputController.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 "InputController.h"
7
8#include "ConfigController.h"
9#include "CoreController.h"
10#include "GamepadAxisEvent.h"
11#include "GamepadButtonEvent.h"
12#include "InputItem.h"
13#include "InputModel.h"
14#include "InputProfile.h"
15#include "LogController.h"
16
17#include <QApplication>
18#include <QKeyEvent>
19#include <QMenu>
20#include <QTimer>
21#include <QWidget>
22#ifdef BUILD_QT_MULTIMEDIA
23#include <QCameraInfo>
24#include <QVideoSurfaceFormat>
25#endif
26
27#include <mgba/core/interface.h>
28#include <mgba-util/configuration.h>
29
30#ifdef M_CORE_GBA
31#include <mgba/internal/gba/input.h>
32#endif
33#ifdef M_CORE_GB
34#include <mgba/internal/gb/input.h>
35#endif
36#ifdef M_CORE_DS
37#include <mgba/internal/ds/input.h>
38#endif
39#include <initializer_list>
40
41using namespace QGBA;
42
43#ifdef BUILD_SDL
44int InputController::s_sdlInited = 0;
45mSDLEvents InputController::s_sdlEvents;
46#endif
47
48InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
49 : QObject(parent)
50 , m_playerId(playerId)
51 , m_topLevel(topLevel)
52 , m_focusParent(topLevel)
53 , m_bindings(new QMenu(tr("Controls")))
54 , m_autofire(new QMenu(tr("Autofire")))
55{
56#ifdef BUILD_SDL
57 if (s_sdlInited == 0) {
58 mSDLInitEvents(&s_sdlEvents);
59 }
60 ++s_sdlInited;
61 updateJoysticks();
62#endif
63
64#ifdef BUILD_SDL
65 connect(&m_gamepadTimer, &QTimer::timeout, [this]() {
66 testGamepad(SDL_BINDING_BUTTON);
67 if (m_playerId == 0) {
68 updateJoysticks();
69 }
70 });
71#endif
72 m_gamepadTimer.setInterval(50);
73 m_gamepadTimer.start();
74
75#ifdef BUILD_QT_MULTIMEDIA
76 connect(&m_videoDumper, &VideoDumper::imageAvailable, this, &InputController::setCamImage);
77#endif
78
79 static QList<QPair<QString, int>> defaultBindings({
80 qMakePair(QLatin1String("A"), Qt::Key_Z),
81 qMakePair(QLatin1String("B"), Qt::Key_X),
82 qMakePair(QLatin1String("L"), Qt::Key_A),
83 qMakePair(QLatin1String("R"), Qt::Key_S),
84 qMakePair(QLatin1String("Start"), Qt::Key_Return),
85 qMakePair(QLatin1String("Select"), Qt::Key_Backspace),
86 qMakePair(QLatin1String("Up"), Qt::Key_Up),
87 qMakePair(QLatin1String("Down"), Qt::Key_Down),
88 qMakePair(QLatin1String("Left"), Qt::Key_Left),
89 qMakePair(QLatin1String("Right"), Qt::Key_Right)
90 });
91
92 for (auto k : defaultBindings) {
93 addKey(k.first);
94 }
95 m_keyIndex.rebuild();
96 for (auto k : defaultBindings) {
97 bindKey(KEYBOARD, k.second, k.first);
98 }
99}
100
101void InputController::addKey(const QString& name) {
102 if (itemForKey(name)) {
103 return;
104 }
105 m_keyIndex.addItem(qMakePair([this, name]() {
106 m_activeKeys |= 1 << keyId(name);
107 }, [this, name]() {
108 m_activeKeys &= ~(1 << keyId(name));
109 }), name, QString("key%0").arg(name), m_bindings.get());
110
111 m_keyIndex.addItem(qMakePair([this, name]() {
112 setAutofire(keyId(name), true);
113 }, [this, name]() {
114 setAutofire(keyId(name), false);
115 }), name, QString("autofire%1").arg(name), m_autofire.get());
116}
117
118void InputController::setAutofire(int key, bool enable) {
119 if (key >= 32 || key < 0) {
120 return;
121 }
122
123 m_autofireEnabled[key] = enable;
124 m_autofireStatus[key] = 0;
125}
126
127int InputController::updateAutofire() {
128 int active = 0;
129 for (int k = 0; k < 32; ++k) {
130 if (!m_autofireEnabled[k]) {
131 continue;
132 }
133 ++m_autofireStatus[k];
134 if (m_autofireStatus[k]) {
135 m_autofireStatus[k] = 0;
136 active |= 1 << k;
137 }
138 }
139 return active;
140}
141
142void InputController::addPlatform(mPlatform platform, const mInputPlatformInfo* info) {
143 m_keyInfo[platform] = info;
144 for (size_t i = 0; i < info->nKeys; ++i) {
145 addKey(info->keyId[i]);
146 }
147}
148
149void InputController::setPlatform(mPlatform platform) {
150 if (m_activeKeyInfo) {
151 mInputMapDeinit(&m_inputMap);
152 }
153
154 m_sdlPlayer.bindings = &m_inputMap;
155 m_activeKeyInfo = m_keyInfo[platform];
156 mInputMapInit(&m_inputMap, m_activeKeyInfo);
157
158 loadConfiguration(KEYBOARD);
159#ifdef BUILD_SDL
160 mSDLInitBindingsGBA(&m_inputMap);
161 loadConfiguration(SDL_BINDING_BUTTON);
162#endif
163
164 rebuildKeyIndex();
165 restoreModel();
166
167#ifdef M_CORE_GBA
168 m_lux.p = this;
169 m_lux.sample = [](GBALuminanceSource* context) {
170 InputControllerLux* lux = static_cast<InputControllerLux*>(context);
171 lux->value = 0xFF - lux->p->m_luxValue;
172 };
173
174 m_lux.readLuminance = [](GBALuminanceSource* context) {
175 InputControllerLux* lux = static_cast<InputControllerLux*>(context);
176 return lux->value;
177 };
178 setLuminanceLevel(0);
179#endif
180
181 m_image.p = this;
182 m_image.startRequestImage = [](mImageSource* context, unsigned w, unsigned h, int) {
183 InputControllerImage* image = static_cast<InputControllerImage*>(context);
184 image->w = w;
185 image->h = h;
186 if (image->image.isNull()) {
187 image->image.load(":/res/no-cam.png");
188 }
189#ifdef BUILD_QT_MULTIMEDIA
190 if (image->p->m_config->getQtOption("cameraDriver").toInt() == static_cast<int>(CameraDriver::QT_MULTIMEDIA)) {
191 QByteArray camera = image->p->m_config->getQtOption("camera").toByteArray();
192 if (!camera.isNull()) {
193 QMetaObject::invokeMethod(image->p, "setCamera", Q_ARG(QByteArray, camera));
194 }
195 QMetaObject::invokeMethod(image->p, "setupCam");
196 }
197#endif
198 };
199
200 m_image.stopRequestImage = [](mImageSource* context) {
201 InputControllerImage* image = static_cast<InputControllerImage*>(context);
202#ifdef BUILD_QT_MULTIMEDIA
203 QMetaObject::invokeMethod(image->p, "teardownCam");
204#endif
205 };
206
207 m_image.requestImage = [](mImageSource* context, const void** buffer, size_t* stride, mColorFormat* format) {
208 InputControllerImage* image = static_cast<InputControllerImage*>(context);
209 QSize size;
210 {
211 QMutexLocker locker(&image->mutex);
212 if (image->outOfDate) {
213 image->resizedImage = image->image.scaled(image->w, image->h, Qt::KeepAspectRatioByExpanding);
214 image->resizedImage = image->resizedImage.convertToFormat(QImage::Format_RGB16);
215 image->outOfDate = false;
216 }
217 }
218 size = image->resizedImage.size();
219 const uint16_t* bits = reinterpret_cast<const uint16_t*>(image->resizedImage.constBits());
220 if (size.width() > image->w) {
221 bits += (size.width() - image->w) / 2;
222 }
223 if (size.height() > image->h) {
224 bits += ((size.height() - image->h) / 2) * size.width();
225 }
226 *buffer = bits;
227 *stride = image->resizedImage.bytesPerLine() / sizeof(*bits);
228 *format = mCOLOR_RGB565;
229 };
230}
231
232InputController::~InputController() {
233 if (m_activeKeyInfo) {
234 mInputMapDeinit(&m_inputMap);
235 }
236
237#ifdef BUILD_SDL
238 if (m_playerAttached) {
239 mSDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
240 }
241
242 --s_sdlInited;
243 if (s_sdlInited == 0) {
244 mSDLDeinitEvents(&s_sdlEvents);
245 }
246#endif
247}
248
249void InputController::rebuildIndex(const InputIndex* index) {
250 m_inputIndex.rebuild(index);
251}
252
253void InputController::rebuildKeyIndex(const InputIndex* index) {
254 m_keyIndex.rebuild(index);
255
256 for (const InputItem* item : m_keyIndex.items()) {
257 if (!item->name().startsWith(QLatin1String("key"))) {
258 rebindKey(item->visibleName());
259 }
260 }
261}
262
263void InputController::setConfiguration(ConfigController* config) {
264 m_config = config;
265 m_inputIndex.setConfigController(config);
266 m_keyIndex.setConfigController(config);
267 loadConfiguration(KEYBOARD);
268 loadProfile(KEYBOARD, profileForType(KEYBOARD));
269#ifdef BUILD_SDL
270 mSDLEventsLoadConfig(&s_sdlEvents, config->input());
271 if (!m_playerAttached) {
272 m_playerAttached = mSDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
273 }
274 loadConfiguration(SDL_BINDING_BUTTON);
275 loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
276#endif
277 restoreModel();
278}
279
280void InputController::loadConfiguration(uint32_t type) {
281 if (!m_activeKeyInfo) {
282 return;
283 }
284 mInputMapLoad(&m_inputMap, type, m_config->input());
285#ifdef BUILD_SDL
286 if (m_playerAttached) {
287 mSDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
288 }
289#endif
290}
291
292void InputController::loadProfile(uint32_t type, const QString& profile) {
293 const InputProfile* ip = InputProfile::findProfile(profile);
294 if (ip) {
295 ip->apply(this);
296 }
297 recalibrateAxes();
298 emit profileLoaded(profile);
299}
300
301void InputController::saveConfiguration() {
302 saveConfiguration(KEYBOARD);
303#ifdef BUILD_SDL
304 saveConfiguration(SDL_BINDING_BUTTON);
305 saveProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
306 if (m_playerAttached) {
307 mSDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
308 }
309#endif
310 m_inputIndex.saveConfig();
311 m_keyIndex.saveConfig();
312 m_config->write();
313}
314
315void InputController::saveConfiguration(uint32_t type) {
316 if (m_activeKeyInfo) {
317 mInputMapSave(&m_inputMap, type, m_config->input());
318 }
319 m_config->write();
320}
321
322void InputController::saveProfile(uint32_t type, const QString& profile) {
323 if (m_activeKeyInfo) {
324 mInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
325 }
326 m_config->write();
327}
328
329const char* InputController::profileForType(uint32_t type) {
330 UNUSED(type);
331#ifdef BUILD_SDL
332 if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
333#if SDL_VERSION_ATLEAST(2, 0, 0)
334 return SDL_JoystickName(m_sdlPlayer.joystick->joystick);
335#else
336 return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick->joystick));
337#endif
338 }
339#endif
340 return 0;
341}
342
343QStringList InputController::connectedGamepads(uint32_t type) const {
344 UNUSED(type);
345
346#ifdef BUILD_SDL
347 if (type == SDL_BINDING_BUTTON) {
348 QStringList pads;
349 for (size_t i = 0; i < SDL_JoystickListSize(&s_sdlEvents.joysticks); ++i) {
350 const char* name;
351#if SDL_VERSION_ATLEAST(2, 0, 0)
352 name = SDL_JoystickName(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick);
353#else
354 name = SDL_JoystickName(SDL_JoystickIndex(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick));
355#endif
356 if (name) {
357 pads.append(QString(name));
358 } else {
359 pads.append(QString());
360 }
361 }
362 return pads;
363 }
364#endif
365
366 return QStringList();
367}
368
369int InputController::gamepad(uint32_t type) const {
370#ifdef BUILD_SDL
371 if (type == SDL_BINDING_BUTTON) {
372 return m_sdlPlayer.joystick ? m_sdlPlayer.joystick->index : 0;
373 }
374#endif
375 return 0;
376}
377
378void InputController::setGamepad(uint32_t type, int index) {
379#ifdef BUILD_SDL
380 if (type == SDL_BINDING_BUTTON) {
381 mSDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index);
382 }
383#endif
384}
385
386void InputController::setPreferredGamepad(uint32_t type, int index) {
387 if (!m_config) {
388 return;
389 }
390 char name[34] = {0};
391 SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, index)->joystick), name, sizeof(name));
392 mInputSetPreferredDevice(m_config->input(), "gba", type, m_playerId, name);
393}
394
395mRumble* InputController::rumble() {
396#ifdef BUILD_SDL
397#if SDL_VERSION_ATLEAST(2, 0, 0)
398 if (m_playerAttached) {
399 return &m_sdlPlayer.rumble.d;
400 }
401#endif
402#endif
403 return nullptr;
404}
405
406mRotationSource* InputController::rotationSource() {
407#ifdef BUILD_SDL
408 if (m_playerAttached) {
409 return &m_sdlPlayer.rotation.d;
410 }
411#endif
412 return nullptr;
413}
414
415void InputController::registerTiltAxisX(int axis) {
416#ifdef BUILD_SDL
417 if (m_playerAttached) {
418 m_sdlPlayer.rotation.axisX = axis;
419 }
420#endif
421}
422
423void InputController::registerTiltAxisY(int axis) {
424#ifdef BUILD_SDL
425 if (m_playerAttached) {
426 m_sdlPlayer.rotation.axisY = axis;
427 }
428#endif
429}
430
431void InputController::registerGyroAxisX(int axis) {
432#ifdef BUILD_SDL
433 if (m_playerAttached) {
434 m_sdlPlayer.rotation.gyroX = axis;
435 }
436#endif
437}
438
439void InputController::registerGyroAxisY(int axis) {
440#ifdef BUILD_SDL
441 if (m_playerAttached) {
442 m_sdlPlayer.rotation.gyroY = axis;
443 }
444#endif
445}
446
447float InputController::gyroSensitivity() const {
448#ifdef BUILD_SDL
449 if (m_playerAttached) {
450 return m_sdlPlayer.rotation.gyroSensitivity;
451 }
452#endif
453 return 0;
454}
455
456void InputController::setGyroSensitivity(float sensitivity) {
457#ifdef BUILD_SDL
458 if (m_playerAttached) {
459 m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
460 }
461#endif
462}
463
464void InputController::updateJoysticks() {
465#ifdef BUILD_SDL
466 QString profile = profileForType(SDL_BINDING_BUTTON);
467 mSDLUpdateJoysticks(&s_sdlEvents, m_config->input());
468 QString newProfile = profileForType(SDL_BINDING_BUTTON);
469 if (profile != newProfile) {
470 loadProfile(SDL_BINDING_BUTTON, newProfile);
471 }
472#endif
473}
474
475const mInputMap* InputController::map() {
476 if (!m_activeKeyInfo) {
477 return nullptr;
478 }
479 return &m_inputMap;
480}
481
482int InputController::pollEvents() {
483 int activeButtons = m_activeKeys;
484#ifdef BUILD_SDL
485 if (m_playerAttached && m_sdlPlayer.joystick) {
486 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
487 SDL_JoystickUpdate();
488 int numButtons = SDL_JoystickNumButtons(joystick);
489 int i;
490 for (i = 0; i < numButtons; ++i) {
491 GBAKey key = static_cast<GBAKey>(mInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i));
492 if (key == GBA_KEY_NONE) {
493 continue;
494 }
495 if (hasPendingEvent(key)) {
496 continue;
497 }
498 if (SDL_JoystickGetButton(joystick, i)) {
499 activeButtons |= 1 << key;
500 }
501 }
502 int numHats = SDL_JoystickNumHats(joystick);
503 for (i = 0; i < numHats; ++i) {
504 int hat = SDL_JoystickGetHat(joystick, i);
505 activeButtons |= mInputMapHat(&m_inputMap, SDL_BINDING_BUTTON, i, hat);
506 }
507
508 int numAxes = SDL_JoystickNumAxes(joystick);
509 for (i = 0; i < numAxes; ++i) {
510 int value = SDL_JoystickGetAxis(joystick, i);
511
512 enum GBAKey key = static_cast<GBAKey>(mInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value));
513 if (key != GBA_KEY_NONE) {
514 activeButtons |= 1 << key;
515 }
516 }
517 }
518#endif
519 return activeButtons;
520}
521
522QSet<int> InputController::activeGamepadButtons(int type) {
523 QSet<int> activeButtons;
524#ifdef BUILD_SDL
525 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
526 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
527 SDL_JoystickUpdate();
528 int numButtons = SDL_JoystickNumButtons(joystick);
529 int i;
530 for (i = 0; i < numButtons; ++i) {
531 if (SDL_JoystickGetButton(joystick, i)) {
532 activeButtons.insert(i);
533 }
534 }
535 }
536#endif
537 return activeButtons;
538}
539
540void InputController::recalibrateAxes() {
541#ifdef BUILD_SDL
542 if (m_playerAttached && m_sdlPlayer.joystick) {
543 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
544 SDL_JoystickUpdate();
545 int numAxes = SDL_JoystickNumAxes(joystick);
546 if (numAxes < 1) {
547 return;
548 }
549 m_deadzones.resize(numAxes);
550 int i;
551 for (i = 0; i < numAxes; ++i) {
552 m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
553 }
554 }
555#endif
556}
557
558QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes(int type) {
559 QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
560#ifdef BUILD_SDL
561 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
562 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
563 SDL_JoystickUpdate();
564 int numAxes = SDL_JoystickNumAxes(joystick);
565 if (numAxes < 1) {
566 return activeAxes;
567 }
568 m_deadzones.resize(numAxes);
569 int i;
570 for (i = 0; i < numAxes; ++i) {
571 int32_t axis = SDL_JoystickGetAxis(joystick, i);
572 axis -= m_deadzones[i];
573 if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
574 activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
575 }
576 }
577 }
578#endif
579 return activeAxes;
580}
581
582void InputController::bindKey(uint32_t type, int key, const QString& keyName) {
583 InputItem* item = itemForKey(keyName);
584 if (type != KEYBOARD) {
585 item->setButton(key);
586 } else {
587 item->setShortcut(key);
588 }
589 if (m_activeKeyInfo) {
590 int coreKey = keyId(keyName);
591 mInputBindKey(&m_inputMap, type, key, coreKey);
592 }
593}
594
595void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, const QString& key) {
596 InputItem* item = itemForKey(key);
597 item->setAxis(axis, direction);
598
599 if (!m_activeKeyInfo) {
600 return;
601 }
602
603 const mInputAxis* old = mInputQueryAxis(&m_inputMap, type, axis);
604 mInputAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
605 if (old) {
606 description = *old;
607 }
608 int deadzone = 0;
609 if (axis > 0 && m_deadzones.size() > axis) {
610 deadzone = m_deadzones[axis];
611 }
612 switch (direction) {
613 case GamepadAxisEvent::NEGATIVE:
614 description.lowDirection = keyId(key);
615
616 description.deadLow = deadzone - AXIS_THRESHOLD;
617 break;
618 case GamepadAxisEvent::POSITIVE:
619 description.highDirection = keyId(key);
620 description.deadHigh = deadzone + AXIS_THRESHOLD;
621 break;
622 default:
623 return;
624 }
625 mInputBindAxis(&m_inputMap, type, axis, &description);
626}
627
628QSet<QPair<int, GamepadHatEvent::Direction>> InputController::activeGamepadHats(int type) {
629 QSet<QPair<int, GamepadHatEvent::Direction>> activeHats;
630#ifdef BUILD_SDL
631 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
632 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
633 SDL_JoystickUpdate();
634 int numHats = SDL_JoystickNumHats(joystick);
635 if (numHats < 1) {
636 return activeHats;
637 }
638
639 int i;
640 for (i = 0; i < numHats; ++i) {
641 int hat = SDL_JoystickGetHat(joystick, i);
642 if (hat & GamepadHatEvent::UP) {
643 activeHats.insert(qMakePair(i, GamepadHatEvent::UP));
644 }
645 if (hat & GamepadHatEvent::RIGHT) {
646 activeHats.insert(qMakePair(i, GamepadHatEvent::RIGHT));
647 }
648 if (hat & GamepadHatEvent::DOWN) {
649 activeHats.insert(qMakePair(i, GamepadHatEvent::DOWN));
650 }
651 if (hat & GamepadHatEvent::LEFT) {
652 activeHats.insert(qMakePair(i, GamepadHatEvent::LEFT));
653 }
654 }
655 }
656#endif
657 return activeHats;
658}
659
660void InputController::bindHat(uint32_t type, int hat, GamepadHatEvent::Direction direction, const QString& key) {
661 if (!m_activeKeyInfo) {
662 return;
663 }
664
665 mInputHatBindings bindings{ -1, -1, -1, -1 };
666 mInputQueryHat(&m_inputMap, type, hat, &bindings);
667 switch (direction) {
668 case GamepadHatEvent::UP:
669 bindings.up = keyId(key);
670 break;
671 case GamepadHatEvent::RIGHT:
672 bindings.right = keyId(key);
673 break;
674 case GamepadHatEvent::DOWN:
675 bindings.down = keyId(key);
676 break;
677 case GamepadHatEvent::LEFT:
678 bindings.left = keyId(key);
679 break;
680 default:
681 return;
682 }
683 mInputBindHat(&m_inputMap, type, hat, &bindings);
684}
685
686void InputController::testGamepad(int type) {
687 auto activeAxes = activeGamepadAxes(type);
688 auto oldAxes = m_activeAxes;
689 m_activeAxes = activeAxes;
690
691 auto activeButtons = activeGamepadButtons(type);
692 auto oldButtons = m_activeButtons;
693 m_activeButtons = activeButtons;
694
695 auto activeHats = activeGamepadHats(type);
696 auto oldHats = m_activeHats;
697 m_activeHats = activeHats;
698
699 if (!QApplication::focusWidget()) {
700 return;
701 }
702
703 activeAxes.subtract(oldAxes);
704 oldAxes.subtract(m_activeAxes);
705
706 for (auto& axis : m_activeAxes) {
707 bool newlyAboveThreshold = activeAxes.contains(axis);
708 if (newlyAboveThreshold) {
709 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, type, this);
710 postPendingEvent(event->gbaKey());
711 sendGamepadEvent(event);
712 if (!event->isAccepted()) {
713 clearPendingEvent(event->gbaKey());
714 }
715 }
716 }
717 for (auto axis : oldAxes) {
718 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, type, this);
719 clearPendingEvent(event->gbaKey());
720 sendGamepadEvent(event);
721 }
722
723 if (!QApplication::focusWidget()) {
724 return;
725 }
726
727 activeButtons.subtract(oldButtons);
728 oldButtons.subtract(m_activeButtons);
729
730 for (int button : activeButtons) {
731 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, type, this);
732 postPendingEvent(event->gbaKey());
733 sendGamepadEvent(event);
734 if (!event->isAccepted()) {
735 clearPendingEvent(event->gbaKey());
736 }
737 }
738 for (int button : oldButtons) {
739 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, type, this);
740 clearPendingEvent(event->gbaKey());
741 sendGamepadEvent(event);
742 }
743
744 activeHats.subtract(oldHats);
745 oldHats.subtract(m_activeHats);
746
747 for (auto& hat : activeHats) {
748 GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Down(), hat.first, hat.second, type, this);
749 postPendingEvent(event->gbaKey());
750 sendGamepadEvent(event);
751 if (!event->isAccepted()) {
752 clearPendingEvent(event->gbaKey());
753 }
754 }
755 for (auto& hat : oldHats) {
756 GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Up(), hat.first, hat.second, type, this);
757 clearPendingEvent(event->gbaKey());
758 sendGamepadEvent(event);
759 }
760}
761
762void InputController::sendGamepadEvent(QEvent* event) {
763 QWidget* focusWidget = nullptr;
764 if (m_focusParent) {
765 focusWidget = m_focusParent->focusWidget();
766 if (!focusWidget) {
767 focusWidget = m_focusParent;
768 }
769 } else {
770 focusWidget = QApplication::focusWidget();
771 }
772 QApplication::sendEvent(focusWidget, event);
773}
774
775void InputController::postPendingEvent(int key) {
776 m_pendingEvents.insert(key);
777}
778
779void InputController::clearPendingEvent(int key) {
780 m_pendingEvents.remove(key);
781}
782
783bool InputController::hasPendingEvent(int key) const {
784 return m_pendingEvents.contains(key);
785}
786
787void InputController::suspendScreensaver() {
788#ifdef BUILD_SDL
789#if SDL_VERSION_ATLEAST(2, 0, 0)
790 mSDLSuspendScreensaver(&s_sdlEvents);
791#endif
792#endif
793}
794
795void InputController::resumeScreensaver() {
796#ifdef BUILD_SDL
797#if SDL_VERSION_ATLEAST(2, 0, 0)
798 mSDLResumeScreensaver(&s_sdlEvents);
799#endif
800#endif
801}
802
803void InputController::setScreensaverSuspendable(bool suspendable) {
804#ifdef BUILD_SDL
805#if SDL_VERSION_ATLEAST(2, 0, 0)
806 mSDLSetScreensaverSuspendable(&s_sdlEvents, suspendable);
807#endif
808#endif
809}
810
811void InputController::stealFocus(QWidget* focus) {
812 m_focusParent = focus;
813}
814
815void InputController::releaseFocus(QWidget* focus) {
816 if (focus == m_focusParent) {
817 m_focusParent = m_topLevel;
818 }
819}
820
821bool InputController::eventFilter(QObject*, QEvent* event) {
822 event->ignore();
823 if (event->type() == QEvent::KeyPress || event->type() == QEvent::KeyRelease) {
824 QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
825 int key = keyEvent->key();
826 if (!InputIndex::isModifierKey(key)) {
827 key |= (keyEvent->modifiers() & ~Qt::KeypadModifier);
828 } else {
829 key = InputIndex::toModifierKey(key | (keyEvent->modifiers() & ~Qt::KeypadModifier));
830 }
831
832 if (keyEvent->isAutoRepeat()) {
833 event->accept();
834 return true;
835 }
836
837 event->ignore();
838 InputItem* item = m_inputIndex.itemForShortcut(key);
839 if (item) {
840 item->trigger(event->type() == QEvent::KeyPress);
841 event->accept();
842 }
843 item = m_keyIndex.itemForShortcut(key);
844 if (item) {
845 item->trigger(event->type() == QEvent::KeyPress);
846 event->accept();
847 }
848 }
849
850
851 if (event->type() == GamepadButtonEvent::Down() || event->type() == GamepadButtonEvent::Up()) {
852 GamepadButtonEvent* gbe = static_cast<GamepadButtonEvent*>(event);
853 InputItem* item = m_inputIndex.itemForButton(gbe->value());
854 if (item) {
855 item->trigger(event->type() == GamepadButtonEvent::Down());
856 event->accept();
857 }
858 item = m_keyIndex.itemForButton(gbe->value());
859 if (item) {
860 item->trigger(event->type() == GamepadButtonEvent::Down());
861 event->accept();
862 }
863 }
864 if (event->type() == GamepadAxisEvent::Type()) {
865 GamepadAxisEvent* gae = static_cast<GamepadAxisEvent*>(event);
866 InputItem* item = m_inputIndex.itemForAxis(gae->axis(), gae->direction());
867 if (item) {
868 item->trigger(event->type() == gae->isNew());
869 event->accept();
870 }
871 item = m_keyIndex.itemForAxis(gae->axis(), gae->direction());
872 if (item) {
873 item->trigger(event->type() == gae->isNew());
874 event->accept();
875 }
876 }
877 return event->isAccepted();
878}
879
880InputItem* InputController::itemForKey(const QString& key) {
881 return m_keyIndex.itemAt(QString("key%0").arg(key));
882}
883
884int InputController::keyId(const QString& key) {
885 for (int i = 0; i < m_activeKeyInfo->nKeys; ++i) {
886 if (m_activeKeyInfo->keyId[i] == key) {
887 return i;
888 }
889 }
890 return -1;
891}
892
893void InputController::restoreModel() {
894 if (!m_activeKeyInfo) {
895 return;
896 }
897 int nKeys = m_inputMap.info->nKeys;
898 for (int i = 0; i < nKeys; ++i) {
899 const QString& keyName = m_inputMap.info->keyId[i];
900 InputItem* item = itemForKey(keyName);
901 if (item) {
902 int key = mInputQueryBinding(&m_inputMap, KEYBOARD, i);
903 if (key >= 0) {
904 item->setShortcut(key);
905 } else {
906 item->clearShortcut();
907 }
908#ifdef BUILD_SDL
909 key = mInputQueryBinding(&m_inputMap, SDL_BINDING_BUTTON, i);
910 if (key >= 0) {
911 item->setButton(key);
912 } else {
913 item->clearButton();
914 }
915#endif
916 }
917 }
918#ifdef BUILD_SDL
919 mInputEnumerateAxes(&m_inputMap, SDL_BINDING_BUTTON, [](int axis, const struct mInputAxis* description, void* user) {
920 InputController* controller = static_cast<InputController*>(user);
921 InputItem* item;
922 const mInputPlatformInfo* inputMap = controller->m_inputMap.info;
923 if (description->highDirection >= 0 && description->highDirection < controller->m_inputMap.info->nKeys) {
924 int id = description->lowDirection;
925 if (id >= 0 && id < inputMap->nKeys) {
926 item = controller->itemForKey(inputMap->keyId[id]);
927 if (item) {
928 item->setAxis(axis, GamepadAxisEvent::POSITIVE);
929 }
930 }
931 }
932 if (description->lowDirection >= 0 && description->lowDirection < controller->m_inputMap.info->nKeys) {
933 int id = description->highDirection;
934 if (id >= 0 && id < inputMap->nKeys) {
935 item = controller->itemForKey(inputMap->keyId[id]);
936 if (item) {
937 item->setAxis(axis, GamepadAxisEvent::NEGATIVE);
938 }
939 }
940 }
941 }, this);
942#endif
943 rebuildKeyIndex();
944}
945
946void InputController::rebindKey(const QString& key) {
947 InputItem* item = itemForKey(key);
948 bindKey(KEYBOARD, item->shortcut(), key);
949#ifdef BUILD_SDL
950 bindKey(SDL_BINDING_BUTTON, item->button(), key);
951 bindAxis(SDL_BINDING_BUTTON, item->axis(), item->direction(), key);
952#endif
953}
954
955void InputController::loadCamImage(const QString& path) {
956 setCamImage(QImage(path));
957}
958
959void InputController::setCamImage(const QImage& image) {
960 if (image.isNull()) {
961 return;
962 }
963 QMutexLocker locker(&m_image.mutex);
964 m_image.image = image;
965 m_image.resizedImage = QImage();
966 m_image.outOfDate = true;
967}
968
969QList<QPair<QByteArray, QString>> InputController::listCameras() const {
970 QList<QPair<QByteArray, QString>> out;
971#ifdef BUILD_QT_MULTIMEDIA
972 QList<QCameraInfo> cams = QCameraInfo::availableCameras();
973 for (const auto& cam : cams) {
974 out.append(qMakePair(cam.deviceName().toLatin1(), cam.description()));
975 }
976#endif
977 return out;
978}
979
980void InputController::increaseLuminanceLevel() {
981 setLuminanceLevel(m_luxLevel + 1);
982}
983
984void InputController::decreaseLuminanceLevel() {
985 setLuminanceLevel(m_luxLevel - 1);
986}
987
988void InputController::setLuminanceLevel(int level) {
989 int value = 0x16;
990 level = std::max(0, std::min(10, level));
991 if (level > 0) {
992 value += GBA_LUX_LEVELS[level - 1];
993 }
994 setLuminanceValue(value);
995}
996
997void InputController::setLuminanceValue(uint8_t value) {
998 m_luxValue = value;
999 value = std::max<int>(value - 0x16, 0);
1000 m_luxLevel = 10;
1001 for (int i = 0; i < 10; ++i) {
1002 if (value < GBA_LUX_LEVELS[i]) {
1003 m_luxLevel = i;
1004 break;
1005 }
1006 }
1007 emit luminanceValueChanged(m_luxValue);
1008}
1009
1010void InputController::setupCam() {
1011#ifdef BUILD_QT_MULTIMEDIA
1012 if (!m_camera) {
1013 m_camera = std::make_unique<QCamera>();
1014 connect(m_camera.get(), &QCamera::statusChanged, this, &InputController::prepareCamSettings, Qt::QueuedConnection);
1015 }
1016 m_camera->setCaptureMode(QCamera::CaptureVideo);
1017 m_camera->setViewfinder(&m_videoDumper);
1018 m_camera->load();
1019#endif
1020}
1021
1022#ifdef BUILD_QT_MULTIMEDIA
1023void InputController::prepareCamSettings(QCamera::Status status) {
1024 if (status != QCamera::LoadedStatus || m_camera->state() == QCamera::ActiveState) {
1025 return;
1026 }
1027#if (QT_VERSION >= QT_VERSION_CHECK(5, 5, 0))
1028 QVideoFrame::PixelFormat format(QVideoFrame::Format_RGB32);
1029 QCameraViewfinderSettings settings;
1030 QSize size(1280, 720);
1031 auto cameraRes = m_camera->supportedViewfinderResolutions(settings);
1032 for (auto& cameraSize : cameraRes) {
1033 if (cameraSize.width() < m_image.w || cameraSize.height() < m_image.h) {
1034 continue;
1035 }
1036 if (cameraSize.width() <= size.width() && cameraSize.height() <= size.height()) {
1037 size = cameraSize;
1038 }
1039 }
1040 settings.setResolution(size);
1041
1042 auto cameraFormats = m_camera->supportedViewfinderPixelFormats(settings);
1043 auto goodFormats = m_videoDumper.supportedPixelFormats();
1044 bool goodFormatFound = false;
1045 for (const auto& goodFormat : goodFormats) {
1046 if (cameraFormats.contains(goodFormat)) {
1047 settings.setPixelFormat(goodFormat);
1048 format = goodFormat;
1049 goodFormatFound = true;
1050 break;
1051 }
1052 }
1053 if (!goodFormatFound) {
1054 LOG(QT, WARN) << "Could not find a valid camera format!";
1055 for (const auto& format : cameraFormats) {
1056 LOG(QT, WARN) << "Camera supported format: " << QString::number(format);
1057 }
1058 }
1059 m_camera->setViewfinderSettings(settings);
1060#endif
1061 m_camera->start();
1062}
1063#endif
1064
1065void InputController::teardownCam() {
1066#ifdef BUILD_QT_MULTIMEDIA
1067 if (m_camera) {
1068 m_camera->stop();
1069 }
1070#endif
1071}
1072
1073void InputController::setCamera(const QByteArray& name) {
1074#ifdef BUILD_QT_MULTIMEDIA
1075 bool needsRestart = false;
1076 if (m_camera) {
1077 needsRestart = m_camera->state() == QCamera::ActiveState;
1078 }
1079 m_camera = std::make_unique<QCamera>(name);
1080 connect(m_camera.get(), &QCamera::statusChanged, this, &InputController::prepareCamSettings, Qt::QueuedConnection);
1081 if (needsRestart) {
1082 setupCam();
1083 }
1084#endif
1085}