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#include "InputProfile.h"
12
13#include <QApplication>
14#include <QTimer>
15#include <QWidget>
16
17extern "C" {
18#include "core/interface.h"
19#include "util/configuration.h"
20}
21
22using namespace QGBA;
23
24#ifdef BUILD_SDL
25int InputController::s_sdlInited = 0;
26mSDLEvents InputController::s_sdlEvents;
27#endif
28
29InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
30 : QObject(parent)
31 , m_playerId(playerId)
32 , m_config(nullptr)
33 , m_gamepadTimer(nullptr)
34#ifdef BUILD_SDL
35 , m_playerAttached(false)
36#endif
37 , m_allowOpposing(false)
38 , m_topLevel(topLevel)
39 , m_focusParent(topLevel)
40{
41 mInputMapInit(&m_inputMap, &GBAInputInfo);
42
43#ifdef BUILD_SDL
44 if (s_sdlInited == 0) {
45 mSDLInitEvents(&s_sdlEvents);
46 }
47 ++s_sdlInited;
48 m_sdlPlayer.bindings = &m_inputMap;
49 mSDLInitBindingsGBA(&m_inputMap);
50 updateJoysticks();
51#endif
52
53 m_gamepadTimer = new QTimer(this);
54#ifdef BUILD_SDL
55 connect(m_gamepadTimer, &QTimer::timeout, [this]() {
56 testGamepad(SDL_BINDING_BUTTON);
57 });
58#endif
59 m_gamepadTimer->setInterval(50);
60 m_gamepadTimer->start();
61
62 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
63 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
64 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
65 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
66 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
67 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
68 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
69 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
70 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
71 mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
72}
73
74InputController::~InputController() {
75 mInputMapDeinit(&m_inputMap);
76
77#ifdef BUILD_SDL
78 if (m_playerAttached) {
79 mSDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
80 }
81
82 --s_sdlInited;
83 if (s_sdlInited == 0) {
84 mSDLDeinitEvents(&s_sdlEvents);
85 }
86#endif
87}
88
89void InputController::setConfiguration(ConfigController* config) {
90 m_config = config;
91 setAllowOpposing(config->getOption("allowOpposingDirections").toInt());
92 loadConfiguration(KEYBOARD);
93#ifdef BUILD_SDL
94 mSDLEventsLoadConfig(&s_sdlEvents, config->input());
95 if (!m_playerAttached) {
96 m_playerAttached = mSDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
97 }
98 loadConfiguration(SDL_BINDING_BUTTON);
99 loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
100#endif
101}
102
103void InputController::loadConfiguration(uint32_t type) {
104 mInputMapLoad(&m_inputMap, type, m_config->input());
105#ifdef BUILD_SDL
106 if (m_playerAttached) {
107 mSDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
108 }
109#endif
110}
111
112void InputController::loadProfile(uint32_t type, const QString& profile) {
113 bool loaded = mInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
114 recalibrateAxes();
115 if (!loaded) {
116 const InputProfile* ip = InputProfile::findProfile(profile);
117 if (ip) {
118 ip->apply(this);
119 }
120 }
121 emit profileLoaded(profile);
122}
123
124void InputController::saveConfiguration() {
125 saveConfiguration(KEYBOARD);
126#ifdef BUILD_SDL
127 saveConfiguration(SDL_BINDING_BUTTON);
128 saveProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
129 if (m_playerAttached) {
130 mSDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
131 }
132 m_config->write();
133#endif
134}
135
136void InputController::saveConfiguration(uint32_t type) {
137 mInputMapSave(&m_inputMap, type, m_config->input());
138 m_config->write();
139}
140
141void InputController::saveProfile(uint32_t type, const QString& profile) {
142 mInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
143 m_config->write();
144}
145
146const char* InputController::profileForType(uint32_t type) {
147 UNUSED(type);
148#ifdef BUILD_SDL
149 if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
150#if SDL_VERSION_ATLEAST(2, 0, 0)
151 return SDL_JoystickName(m_sdlPlayer.joystick->joystick);
152#else
153 return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick->joystick));
154#endif
155 }
156#endif
157 return 0;
158}
159
160QStringList InputController::connectedGamepads(uint32_t type) const {
161 UNUSED(type);
162
163#ifdef BUILD_SDL
164 if (type == SDL_BINDING_BUTTON) {
165 QStringList pads;
166 for (size_t i = 0; i < SDL_JoystickListSize(&s_sdlEvents.joysticks); ++i) {
167 const char* name;
168#if SDL_VERSION_ATLEAST(2, 0, 0)
169 name = SDL_JoystickName(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick);
170#else
171 name = SDL_JoystickName(SDL_JoystickIndex(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick));
172#endif
173 if (name) {
174 pads.append(QString(name));
175 } else {
176 pads.append(QString());
177 }
178 }
179 return pads;
180 }
181#endif
182
183 return QStringList();
184}
185
186int InputController::gamepad(uint32_t type) const {
187#ifdef BUILD_SDL
188 if (type == SDL_BINDING_BUTTON) {
189 return m_sdlPlayer.joystick ? m_sdlPlayer.joystick->index : 0;
190 }
191#endif
192 return 0;
193}
194
195void InputController::setGamepad(uint32_t type, int index) {
196#ifdef BUILD_SDL
197 if (type == SDL_BINDING_BUTTON) {
198 mSDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index);
199 }
200#endif
201}
202
203void InputController::setPreferredGamepad(uint32_t type, const QString& device) {
204 if (!m_config) {
205 return;
206 }
207 mInputSetPreferredDevice(m_config->input(), "gba", type, m_playerId, device.toUtf8().constData());
208}
209
210mRumble* InputController::rumble() {
211#ifdef BUILD_SDL
212#if SDL_VERSION_ATLEAST(2, 0, 0)
213 if (m_playerAttached) {
214 return &m_sdlPlayer.rumble.d;
215 }
216#endif
217#endif
218 return nullptr;
219}
220
221mRotationSource* InputController::rotationSource() {
222#ifdef BUILD_SDL
223 if (m_playerAttached) {
224 return &m_sdlPlayer.rotation.d;
225 }
226#endif
227 return nullptr;
228}
229
230void InputController::registerTiltAxisX(int axis) {
231#ifdef BUILD_SDL
232 if (m_playerAttached) {
233 m_sdlPlayer.rotation.axisX = axis;
234 }
235#endif
236}
237
238void InputController::registerTiltAxisY(int axis) {
239#ifdef BUILD_SDL
240 if (m_playerAttached) {
241 m_sdlPlayer.rotation.axisY = axis;
242 }
243#endif
244}
245
246void InputController::registerGyroAxisX(int axis) {
247#ifdef BUILD_SDL
248 if (m_playerAttached) {
249 m_sdlPlayer.rotation.gyroX = axis;
250 }
251#endif
252}
253
254void InputController::registerGyroAxisY(int axis) {
255#ifdef BUILD_SDL
256 if (m_playerAttached) {
257 m_sdlPlayer.rotation.gyroY = axis;
258 }
259#endif
260}
261
262float InputController::gyroSensitivity() const {
263#ifdef BUILD_SDL
264 if (m_playerAttached) {
265 return m_sdlPlayer.rotation.gyroSensitivity;
266 }
267#endif
268 return 0;
269}
270
271void InputController::setGyroSensitivity(float sensitivity) {
272#ifdef BUILD_SDL
273 if (m_playerAttached) {
274 m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
275 }
276#endif
277}
278
279GBAKey InputController::mapKeyboard(int key) const {
280 return static_cast<GBAKey>(mInputMapKey(&m_inputMap, KEYBOARD, key));
281}
282
283void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
284 return mInputBindKey(&m_inputMap, type, key, gbaKey);
285}
286
287void InputController::updateJoysticks() {
288#ifdef BUILD_SDL
289 mSDLUpdateJoysticks(&s_sdlEvents);
290#endif
291}
292
293int InputController::pollEvents() {
294 int activeButtons = 0;
295#ifdef BUILD_SDL
296 if (m_playerAttached && m_sdlPlayer.joystick) {
297 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
298 SDL_JoystickUpdate();
299 int numButtons = SDL_JoystickNumButtons(joystick);
300 int i;
301 for (i = 0; i < numButtons; ++i) {
302 GBAKey key = static_cast<GBAKey>(mInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i));
303 if (key == GBA_KEY_NONE) {
304 continue;
305 }
306 if (hasPendingEvent(key)) {
307 continue;
308 }
309 if (SDL_JoystickGetButton(joystick, i)) {
310 activeButtons |= 1 << key;
311 }
312 }
313 int numHats = SDL_JoystickNumHats(joystick);
314 for (i = 0; i < numHats; ++i) {
315 int hat = SDL_JoystickGetHat(joystick, i);
316 if (hat & SDL_HAT_UP) {
317 activeButtons |= 1 << GBA_KEY_UP;
318 }
319 if (hat & SDL_HAT_LEFT) {
320 activeButtons |= 1 << GBA_KEY_LEFT;
321 }
322 if (hat & SDL_HAT_DOWN) {
323 activeButtons |= 1 << GBA_KEY_DOWN;
324 }
325 if (hat & SDL_HAT_RIGHT) {
326 activeButtons |= 1 << GBA_KEY_RIGHT;
327 }
328 }
329
330 int numAxes = SDL_JoystickNumAxes(joystick);
331 for (i = 0; i < numAxes; ++i) {
332 int value = SDL_JoystickGetAxis(joystick, i);
333
334 enum GBAKey key = static_cast<GBAKey>(mInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value));
335 if (key != GBA_KEY_NONE) {
336 activeButtons |= 1 << key;
337 }
338 }
339 }
340#endif
341 return activeButtons;
342}
343
344QSet<int> InputController::activeGamepadButtons(int type) {
345 QSet<int> activeButtons;
346#ifdef BUILD_SDL
347 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
348 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
349 SDL_JoystickUpdate();
350 int numButtons = SDL_JoystickNumButtons(joystick);
351 int i;
352 for (i = 0; i < numButtons; ++i) {
353 if (SDL_JoystickGetButton(joystick, i)) {
354 activeButtons.insert(i);
355 }
356 }
357 }
358#endif
359 return activeButtons;
360}
361
362void InputController::recalibrateAxes() {
363#ifdef BUILD_SDL
364 if (m_playerAttached && m_sdlPlayer.joystick) {
365 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
366 SDL_JoystickUpdate();
367 int numAxes = SDL_JoystickNumAxes(joystick);
368 if (numAxes < 1) {
369 return;
370 }
371 m_deadzones.resize(numAxes);
372 int i;
373 for (i = 0; i < numAxes; ++i) {
374 m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
375 }
376 }
377#endif
378}
379
380QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes(int type) {
381 QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
382#ifdef BUILD_SDL
383 if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
384 SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
385 SDL_JoystickUpdate();
386 int numAxes = SDL_JoystickNumAxes(joystick);
387 if (numAxes < 1) {
388 return activeAxes;
389 }
390 m_deadzones.resize(numAxes);
391 int i;
392 for (i = 0; i < numAxes; ++i) {
393 int32_t axis = SDL_JoystickGetAxis(joystick, i);
394 axis -= m_deadzones[i];
395 if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
396 activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
397 }
398 }
399 }
400#endif
401 return activeAxes;
402}
403
404void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
405 const mInputAxis* old = mInputQueryAxis(&m_inputMap, type, axis);
406 mInputAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
407 if (old) {
408 description = *old;
409 }
410 int deadzone = 0;
411 if (m_deadzones.size() > axis) {
412 deadzone = m_deadzones[axis];
413 }
414 switch (direction) {
415 case GamepadAxisEvent::NEGATIVE:
416 description.lowDirection = key;
417
418 description.deadLow = deadzone - AXIS_THRESHOLD;
419 break;
420 case GamepadAxisEvent::POSITIVE:
421 description.highDirection = key;
422 description.deadHigh = deadzone + AXIS_THRESHOLD;
423 break;
424 default:
425 return;
426 }
427 mInputBindAxis(&m_inputMap, type, axis, &description);
428}
429
430void InputController::unbindAllAxes(uint32_t type) {
431 mInputUnbindAllAxes(&m_inputMap, type);
432}
433
434void InputController::testGamepad(int type) {
435 auto activeAxes = activeGamepadAxes(type);
436 auto oldAxes = m_activeAxes;
437 m_activeAxes = activeAxes;
438
439 auto activeButtons = activeGamepadButtons(type);
440 auto oldButtons = m_activeButtons;
441 m_activeButtons = activeButtons;
442
443 if (!QApplication::focusWidget()) {
444 return;
445 }
446
447 activeAxes.subtract(oldAxes);
448 oldAxes.subtract(m_activeAxes);
449
450 for (auto& axis : m_activeAxes) {
451 bool newlyAboveThreshold = activeAxes.contains(axis);
452 if (newlyAboveThreshold) {
453 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, type, this);
454 postPendingEvent(event->gbaKey());
455 sendGamepadEvent(event);
456 if (!event->isAccepted()) {
457 clearPendingEvent(event->gbaKey());
458 }
459 }
460 }
461 for (auto axis : oldAxes) {
462 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, type, this);
463 clearPendingEvent(event->gbaKey());
464 sendGamepadEvent(event);
465 }
466
467 if (!QApplication::focusWidget()) {
468 return;
469 }
470
471 activeButtons.subtract(oldButtons);
472 oldButtons.subtract(m_activeButtons);
473
474 for (int button : activeButtons) {
475 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, type, this);
476 postPendingEvent(event->gbaKey());
477 sendGamepadEvent(event);
478 if (!event->isAccepted()) {
479 clearPendingEvent(event->gbaKey());
480 }
481 }
482 for (int button : oldButtons) {
483 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, type, this);
484 clearPendingEvent(event->gbaKey());
485 sendGamepadEvent(event);
486 }
487}
488
489void InputController::sendGamepadEvent(QEvent* event) {
490 QWidget* focusWidget = nullptr;
491 if (m_focusParent) {
492 focusWidget = m_focusParent->focusWidget();
493 if (!focusWidget) {
494 focusWidget = m_focusParent;
495 }
496 } else {
497 focusWidget = QApplication::focusWidget();
498 }
499 QApplication::sendEvent(focusWidget, event);
500}
501
502void InputController::postPendingEvent(GBAKey key) {
503 m_pendingEvents.insert(key);
504}
505
506void InputController::clearPendingEvent(GBAKey key) {
507 m_pendingEvents.remove(key);
508}
509
510bool InputController::hasPendingEvent(GBAKey key) const {
511 return m_pendingEvents.contains(key);
512}
513
514void InputController::suspendScreensaver() {
515#ifdef BUILD_SDL
516#if SDL_VERSION_ATLEAST(2, 0, 0)
517 mSDLSuspendScreensaver(&s_sdlEvents);
518#endif
519#endif
520}
521
522void InputController::resumeScreensaver() {
523#ifdef BUILD_SDL
524#if SDL_VERSION_ATLEAST(2, 0, 0)
525 mSDLResumeScreensaver(&s_sdlEvents);
526#endif
527#endif
528}
529
530void InputController::setScreensaverSuspendable(bool suspendable) {
531#ifdef BUILD_SDL
532#if SDL_VERSION_ATLEAST(2, 0, 0)
533 mSDLSetScreensaverSuspendable(&s_sdlEvents, suspendable);
534#endif
535#endif
536}
537
538void InputController::stealFocus(QWidget* focus) {
539 m_focusParent = focus;
540}
541
542void InputController::releaseFocus(QWidget* focus) {
543 if (focus == m_focusParent) {
544 m_focusParent = m_topLevel;
545 }
546}