all repos — mgba @ 6248e44e47a8156555f5b9873a24093643a8a12f

mGBA Game Boy Advance Emulator

src/platform/qt/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 "GamepadAxisEvent.h"
 10#include "GamepadButtonEvent.h"
 11
 12#include <QApplication>
 13#include <QTimer>
 14#include <QWidget>
 15
 16extern "C" {
 17#include "util/configuration.h"
 18}
 19
 20using namespace QGBA;
 21
 22#ifdef BUILD_SDL
 23int InputController::s_sdlInited = 0;
 24GBASDLEvents InputController::s_sdlEvents;
 25#endif
 26
 27InputController::InputController(int playerId, QObject* parent)
 28	: QObject(parent)
 29	, m_playerId(playerId)
 30	, m_config(nullptr)
 31	, m_gamepadTimer(nullptr)
 32#ifdef BUILD_SDL
 33	, m_playerAttached(false)
 34#endif
 35	, m_allowOpposing(false)
 36{
 37	GBAInputMapInit(&m_inputMap);
 38
 39#ifdef BUILD_SDL
 40	if (s_sdlInited == 0) {
 41		GBASDLInitEvents(&s_sdlEvents);
 42	}
 43	++s_sdlInited;
 44	m_sdlPlayer.bindings = &m_inputMap;
 45	GBASDLInitBindings(&m_inputMap);
 46
 47	m_gamepadTimer = new QTimer(this);
 48	connect(m_gamepadTimer, SIGNAL(timeout()), this, SLOT(testGamepad()));
 49	m_gamepadTimer->setInterval(50);
 50	m_gamepadTimer->start();
 51#endif
 52
 53	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
 54	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
 55	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
 56	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
 57	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
 58	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
 59	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
 60	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
 61	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
 62	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
 63}
 64
 65InputController::~InputController() {
 66	GBAInputMapDeinit(&m_inputMap);
 67
 68#ifdef BUILD_SDL
 69	if (m_playerAttached) {
 70		GBASDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
 71	}
 72
 73	--s_sdlInited;
 74	if (s_sdlInited == 0) {
 75		GBASDLDeinitEvents(&s_sdlEvents);
 76	}
 77#endif
 78}
 79
 80void InputController::setConfiguration(ConfigController* config) {
 81	m_config = config;
 82	setAllowOpposing(config->getOption("allowOpposingDirections").toInt());
 83	loadConfiguration(KEYBOARD);
 84#ifdef BUILD_SDL
 85	GBASDLEventsLoadConfig(&s_sdlEvents, config->input());
 86	if (!m_playerAttached) {
 87		GBASDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
 88		m_playerAttached = true;
 89	}
 90	loadConfiguration(SDL_BINDING_BUTTON);
 91	loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
 92#endif
 93}
 94
 95void InputController::loadConfiguration(uint32_t type) {
 96	GBAInputMapLoad(&m_inputMap, type, m_config->input());
 97#ifdef BUILD_SDL
 98	if (m_playerAttached) {
 99		GBASDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
100	}
101#endif
102}
103
104void InputController::loadProfile(uint32_t type, const QString& profile) {
105	GBAInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toLocal8Bit().constData());
106#ifdef BUILD_SDL
107	recalibrateAxes();
108#endif
109}
110
111void InputController::saveConfiguration(uint32_t type) {
112	GBAInputMapSave(&m_inputMap, type, m_config->input());
113#ifdef BUILD_SDL
114	if (m_playerAttached) {
115		GBASDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
116	}
117#endif
118	m_config->write();
119}
120
121void InputController::saveProfile(uint32_t type, const QString& profile) {
122	GBAInputProfileSave(&m_inputMap, type, m_config->input(), profile.toLocal8Bit().constData());
123	m_config->write();
124}
125
126const char* InputController::profileForType(uint32_t type) {
127	UNUSED(type);
128#ifdef BUILD_SDL
129	if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
130#if SDL_VERSION_ATLEAST(2, 0, 0)
131		return SDL_JoystickName(m_sdlPlayer.joystick);
132#else
133		return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick));
134#endif
135	}
136#endif
137	return 0;
138}
139
140#ifdef BUILD_SDL
141QStringList InputController::connectedGamepads(uint32_t type) const {
142	UNUSED(type);
143	if (type != SDL_BINDING_BUTTON) {
144		return QStringList();
145	}
146
147	QStringList pads;
148	for (size_t i = 0; i < s_sdlEvents.nJoysticks; ++i) {
149		const char* name;
150#if SDL_VERSION_ATLEAST(2, 0, 0)
151		name = SDL_JoystickName(s_sdlEvents.joysticks[i]);
152#else
153		name = SDL_JoystickName(SDL_JoystickIndex(s_sdlEvents.joysticks[i]));
154#endif
155		if (name) {
156			pads.append(QString(name));
157		} else {
158			pads.append(QString());
159		}
160	}
161	return pads;
162}
163
164void InputController::setPreferredGamepad(uint32_t type, const QString& device) {
165	if (!m_config) {
166		return;
167	}
168	GBAInputSetPreferredDevice(m_config->input(), type, m_sdlPlayer.playerId, device.toLocal8Bit().constData());
169}
170
171GBARumble* InputController::rumble() {
172	return &m_sdlPlayer.rumble.d;
173}
174
175GBARotationSource* InputController::rotationSource() {
176	return &m_sdlPlayer.rotation.d;
177}
178
179void InputController::registerTiltAxisX(int axis) {
180	m_sdlPlayer.rotation.axisX = axis;
181}
182void InputController::registerTiltAxisY(int axis) {
183	m_sdlPlayer.rotation.axisY = axis;
184}
185void InputController::registerGyroAxisX(int axis) {
186	m_sdlPlayer.rotation.gyroX = axis;
187}
188void InputController::registerGyroAxisY(int axis) {
189	m_sdlPlayer.rotation.gyroY = axis;
190}
191
192float InputController::gyroSensitivity() const {
193	return m_sdlPlayer.rotation.gyroSensitivity;
194}
195
196void InputController::setGyroSensitivity(float sensitivity) {
197	m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
198}
199#else
200GBARumble* InputController::rumble() {
201	return nullptr;
202}
203
204GBARotationSource* InputController::rotationSource() {
205	return nullptr;
206}
207#endif
208
209GBAKey InputController::mapKeyboard(int key) const {
210	return GBAInputMapKey(&m_inputMap, KEYBOARD, key);
211}
212
213void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
214	return GBAInputBindKey(&m_inputMap, type, key, gbaKey);
215}
216
217#ifdef BUILD_SDL
218int InputController::testSDLEvents() {
219	SDL_Joystick* joystick = m_sdlPlayer.joystick;
220	SDL_JoystickUpdate();
221	int numButtons = SDL_JoystickNumButtons(joystick);
222	int activeButtons = 0;
223	int i;
224	for (i = 0; i < numButtons; ++i) {
225		GBAKey key = GBAInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i);
226		if (key == GBA_KEY_NONE) {
227			continue;
228		}
229		if (hasPendingEvent(key)) {
230			continue;
231		}
232		if (SDL_JoystickGetButton(joystick, i)) {
233			activeButtons |= 1 << key;
234		}
235	}
236	int numHats = SDL_JoystickNumHats(joystick);
237	for (i = 0; i < numHats; ++i) {
238		int hat = SDL_JoystickGetHat(joystick, i);
239		if (hat & SDL_HAT_UP) {
240			activeButtons |= 1 << GBA_KEY_UP;
241		}
242		if (hat & SDL_HAT_LEFT) {
243			activeButtons |= 1 << GBA_KEY_LEFT;
244		}
245		if (hat & SDL_HAT_DOWN) {
246			activeButtons |= 1 << GBA_KEY_DOWN;
247		}
248		if (hat & SDL_HAT_RIGHT) {
249			activeButtons |= 1 << GBA_KEY_RIGHT;
250		}
251	}
252
253	int numAxes = SDL_JoystickNumAxes(joystick);
254	for (i = 0; i < numAxes; ++i) {
255		int value = SDL_JoystickGetAxis(joystick, i);
256
257		enum GBAKey key = GBAInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value);
258		if (key != GBA_KEY_NONE) {
259			activeButtons |= 1 << key;
260		}
261	}
262	return activeButtons;
263}
264
265QSet<int> InputController::activeGamepadButtons() {
266	SDL_Joystick* joystick = m_sdlPlayer.joystick;
267	SDL_JoystickUpdate();
268	int numButtons = SDL_JoystickNumButtons(joystick);
269	QSet<int> activeButtons;
270	int i;
271	for (i = 0; i < numButtons; ++i) {
272		if (SDL_JoystickGetButton(joystick, i)) {
273			activeButtons.insert(i);
274		}
275	}
276	return activeButtons;
277}
278
279void InputController::recalibrateAxes() {
280	SDL_Joystick* joystick = m_sdlPlayer.joystick;
281	SDL_JoystickUpdate();
282	int numAxes = SDL_JoystickNumAxes(joystick);
283	if (numAxes < 1) {
284		return;
285	}
286	m_deadzones.resize(numAxes);
287	int i;
288	for (i = 0; i < numAxes; ++i) {
289		m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
290	}
291}
292
293QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes() {
294	SDL_Joystick* joystick = m_sdlPlayer.joystick;
295	SDL_JoystickUpdate();
296	int numAxes = SDL_JoystickNumAxes(joystick);
297	QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
298	if (numAxes < 1) {
299		return activeAxes;
300	}
301	m_deadzones.resize(numAxes);
302	int i;
303	for (i = 0; i < numAxes; ++i) {
304		int32_t axis = SDL_JoystickGetAxis(joystick, i);
305		axis -= m_deadzones[i];
306		if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
307			activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
308		}
309	}
310	return activeAxes;
311}
312
313void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
314	const GBAAxis* old = GBAInputQueryAxis(&m_inputMap, SDL_BINDING_BUTTON, axis);
315	GBAAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
316	if (old) {
317		description = *old;
318	}
319	switch (direction) {
320	case GamepadAxisEvent::NEGATIVE:
321		description.lowDirection = key;
322		description.deadLow = m_deadzones[axis] - AXIS_THRESHOLD;
323		break;
324	case GamepadAxisEvent::POSITIVE:
325		description.highDirection = key;
326		description.deadHigh = m_deadzones[axis] + AXIS_THRESHOLD;
327		break;
328	default:
329		return;
330	}
331	GBAInputBindAxis(&m_inputMap, SDL_BINDING_BUTTON, axis, &description);
332}
333#endif
334
335void InputController::testGamepad() {
336#ifdef BUILD_SDL
337	auto activeAxes = activeGamepadAxes();
338	auto oldAxes = m_activeAxes;
339	m_activeAxes = activeAxes;
340
341	auto activeButtons = activeGamepadButtons();
342	auto oldButtons = m_activeButtons;
343	m_activeButtons = activeButtons;
344
345	if (!QApplication::focusWidget()) {
346		return;
347	}
348
349	activeAxes.subtract(oldAxes);
350	oldAxes.subtract(m_activeAxes);
351
352	for (auto& axis : m_activeAxes) {
353		bool newlyAboveThreshold = activeAxes.contains(axis);
354		if (newlyAboveThreshold) {
355			GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, this);
356			postPendingEvent(event->gbaKey());
357			QApplication::sendEvent(QApplication::focusWidget(), event);
358			if (!event->isAccepted()) {
359				clearPendingEvent(event->gbaKey());
360			}
361		}
362	}
363	for (auto axis : oldAxes) {
364		GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, this);
365		clearPendingEvent(event->gbaKey());
366		QApplication::sendEvent(QApplication::focusWidget(), event);
367	}
368
369	if (!QApplication::focusWidget()) {
370		return;
371	}
372
373	activeButtons.subtract(oldButtons);
374	oldButtons.subtract(m_activeButtons);
375
376	for (int button : activeButtons) {
377		GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, this);
378		postPendingEvent(event->gbaKey());
379		QApplication::sendEvent(QApplication::focusWidget(), event);
380		if (!event->isAccepted()) {
381			clearPendingEvent(event->gbaKey());
382		}
383	}
384	for (int button : oldButtons) {
385		GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, this);
386		clearPendingEvent(event->gbaKey());
387		QApplication::sendEvent(QApplication::focusWidget(), event);
388	}
389#endif
390}
391
392void InputController::postPendingEvent(GBAKey key) {
393	m_pendingEvents.insert(key);
394}
395
396void InputController::clearPendingEvent(GBAKey key) {
397	m_pendingEvents.remove(key);
398}
399
400bool InputController::hasPendingEvent(GBAKey key) const {
401	return m_pendingEvents.contains(key);
402}