all repos — mgba @ 65bb4b4996d2daf47550e213e76080552ce909f6

mGBA Game Boy Advance Emulator

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 <QPaintEvent>
  9#include <QPainter>
 10#include <QPushButton>
 11#include <QTimer>
 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, QWidget* parent)
 25	: QWidget(parent)
 26	, m_type(type)
 27	, m_controller(controller)
 28	, m_gamepadTimer(nullptr)
 29{
 30	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 31	setMinimumSize(300, 300);
 32
 33	const GBAInputMap* map = controller->map();
 34
 35	m_keyDU = new KeyEditor(this);
 36	m_keyDD = new KeyEditor(this);
 37	m_keyDL = new KeyEditor(this);
 38	m_keyDR = new KeyEditor(this);
 39	m_keySelect = new KeyEditor(this);
 40	m_keyStart = new KeyEditor(this);
 41	m_keyA = new KeyEditor(this);
 42	m_keyB = new KeyEditor(this);
 43	m_keyL = new KeyEditor(this);
 44	m_keyR = new KeyEditor(this);
 45
 46	lookupBinding(map, m_keyDU, GBA_KEY_UP);
 47	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
 48	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
 49	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
 50	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
 51	lookupBinding(map, m_keyStart, GBA_KEY_START);
 52	lookupBinding(map, m_keyA, GBA_KEY_A);
 53	lookupBinding(map, m_keyB, GBA_KEY_B);
 54	lookupBinding(map, m_keyL, GBA_KEY_L);
 55	lookupBinding(map, m_keyR, GBA_KEY_R);
 56
 57#ifdef BUILD_SDL
 58	lookupAxes(map);
 59#endif
 60
 61	connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 62	connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 63	connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 64	connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 65	connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 66	connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 67	connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 68	connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 69	connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 70	connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 71
 72	connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 73	connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 74	connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 75	connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 76	connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 77	connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 78	connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 79	connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 80	connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 81	connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 82
 83	m_buttons = new QWidget(this);
 84	QVBoxLayout* layout = new QVBoxLayout;
 85	m_buttons->setLayout(layout);
 86
 87	QPushButton* setAll = new QPushButton(tr("Set all"));
 88	connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
 89	layout->addWidget(setAll);
 90
 91	QPushButton* save = new QPushButton(tr("Save"));
 92	connect(save, SIGNAL(pressed()), this, SLOT(save()));
 93	layout->addWidget(save);
 94	layout->setSpacing(6);
 95
 96	m_keyOrder = QList<KeyEditor*>{
 97		m_keyDU,
 98		m_keyDR,
 99		m_keyDD,
100		m_keyDL,
101		m_keyA,
102		m_keyB,
103		m_keySelect,
104		m_keyStart,
105		m_keyL,
106		m_keyR
107	};
108
109	m_currentKey = m_keyOrder.end();
110
111	m_background.load(":/res/keymap.qpic");
112
113	setAll->setFocus();
114
115#ifdef BUILD_SDL
116	if (type == SDL_BINDING_BUTTON) {
117		m_gamepadTimer = new QTimer(this);
118		connect(m_gamepadTimer, SIGNAL(timeout()), this, SLOT(testGamepad()));
119		m_gamepadTimer->setInterval(50);
120		m_gamepadTimer->start();
121	}
122#endif
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
144void GBAKeyEditor::paintEvent(QPaintEvent* event) {
145	QPainter painter(this);
146	painter.scale(width() / 480.0, height() / 480.0);
147	painter.drawPicture(0, 0, m_background);
148}
149
150void GBAKeyEditor::setNext() {
151	if (m_currentKey == m_keyOrder.end()) {
152		return;
153	}
154
155	if (!(*m_currentKey)->hasFocus()) {
156		m_currentKey = m_keyOrder.end();
157	}
158
159	++m_currentKey;
160	if (m_currentKey != m_keyOrder.end()) {
161		(*m_currentKey)->setFocus();
162	} else {
163		(*(m_currentKey - 1))->clearFocus();
164	}
165}
166
167void GBAKeyEditor::save() {
168	bindKey(m_keyDU, GBA_KEY_UP);
169	bindKey(m_keyDD, GBA_KEY_DOWN);
170	bindKey(m_keyDL, GBA_KEY_LEFT);
171	bindKey(m_keyDR, GBA_KEY_RIGHT);
172	bindKey(m_keySelect, GBA_KEY_SELECT);
173	bindKey(m_keyStart, GBA_KEY_START);
174	bindKey(m_keyA, GBA_KEY_A);
175	bindKey(m_keyB, GBA_KEY_B);
176	bindKey(m_keyL, GBA_KEY_L);
177	bindKey(m_keyR, GBA_KEY_R);
178	m_controller->saveConfiguration(m_type);
179}
180
181void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
182	#ifdef BUILD_SDL
183	if (m_type == SDL_BINDING_BUTTON) {
184		int value = GBAInputQueryBinding(map, m_type, key);
185		if (value != GBA_NO_MAPPING) {
186			keyEditor->setValueButton(value);
187		}
188		return;
189	}
190	#endif
191	keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
192}
193
194#ifdef BUILD_SDL
195void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
196	GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
197		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
198		if (description->highDirection != GBA_KEY_NONE) {
199			KeyEditor* key = self->keyById(description->highDirection);
200			if (key) {
201				key->setValueAxis(axis, description->deadHigh);
202			}
203		}
204		if (description->lowDirection != GBA_KEY_NONE) {
205			KeyEditor* key = self->keyById(description->lowDirection);
206			if (key) {
207				key->setValueAxis(axis, description->deadLow);
208			}
209		}
210	}, this);
211}
212#endif
213
214void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
215	if (keyEditor->direction() != InputController::NEUTRAL) {
216		m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
217	} else {
218		m_controller->bindKey(m_type, keyEditor->value(), key);
219	}
220}
221
222bool GBAKeyEditor::findFocus() {
223	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
224		return true;
225	}
226
227	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
228		if ((*key)->hasFocus()) {
229			m_currentKey = key;
230			return true;
231		}
232	}
233	return false;
234}
235
236#ifdef BUILD_SDL
237void GBAKeyEditor::testGamepad() {
238	m_gamepadTimer->setInterval(50);
239	if (!findFocus()) {
240		return;
241	}
242	KeyEditor* focused = *m_currentKey;
243
244	auto activeAxes = m_controller->activeGamepadAxes();
245	auto oldAxes = m_activeAxes;
246	m_activeAxes = activeAxes;
247	activeAxes.subtract(oldAxes);
248	if (!activeAxes.empty()) {
249		focused->setValueAxis(activeAxes.begin()->first, activeAxes.begin()->second);
250		return;
251	}
252
253	auto activeButtons = m_controller->activeGamepadButtons();
254	auto oldButtons = m_activeButtons;
255	m_activeButtons = activeButtons;
256	activeButtons.subtract(oldButtons);
257	if (!activeButtons.empty()) {
258		focused->setValueButton(*activeButtons.begin());
259		return;
260	}
261}
262#endif
263
264KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
265	switch (key) {
266	case GBA_KEY_UP:
267		return m_keyDU;
268	case GBA_KEY_DOWN:
269		return m_keyDD;
270	case GBA_KEY_LEFT:
271		return m_keyDL;
272	case GBA_KEY_RIGHT:
273		return m_keyDR;
274	case GBA_KEY_A:
275		return m_keyA;
276	case GBA_KEY_B:
277		return m_keyB;
278	case GBA_KEY_L:
279		return m_keyL;
280	case GBA_KEY_R:
281		return m_keyR;
282	case GBA_KEY_SELECT:
283		return m_keySelect;
284	case GBA_KEY_START:
285		return m_keyStart;
286	default:
287		break;
288	}
289	return nullptr;
290}
291
292void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
293	QSize s = size();
294	QSize hint = widget->sizeHint();
295	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(), hint.height());
296}