all repos — mgba @ 686380b6c4d8acf219a704a8932668b11efc47c2

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 <QComboBox>
  9#include <QHBoxLayout>
 10#include <QPaintEvent>
 11#include <QPainter>
 12#include <QPushButton>
 13#include <QVBoxLayout>
 14
 15#include "InputController.h"
 16#include "KeyEditor.h"
 17
 18#ifdef BUILD_SDL
 19#include "platform/sdl/sdl-events.h"
 20#endif
 21
 22using namespace QGBA;
 23
 24const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
 25const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.432;
 26const qreal GBAKeyEditor::DPAD_WIDTH = 0.12;
 27const qreal GBAKeyEditor::DPAD_HEIGHT = 0.12;
 28
 29GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
 30	: QWidget(parent)
 31	, m_profileSelect(nullptr)
 32	, m_clear(nullptr)
 33	, m_type(type)
 34	, m_profile(profile)
 35	, m_controller(controller)
 36{
 37	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 38	setMinimumSize(300, 300);
 39
 40	const mInputMap* map = controller->map();
 41	controller->stealFocus(this);
 42
 43	m_keyDU = new KeyEditor(this);
 44	m_keyDD = new KeyEditor(this);
 45	m_keyDL = new KeyEditor(this);
 46	m_keyDR = new KeyEditor(this);
 47	m_keySelect = new KeyEditor(this);
 48	m_keyStart = new KeyEditor(this);
 49	m_keyA = new KeyEditor(this);
 50	m_keyB = new KeyEditor(this);
 51	m_keyL = new KeyEditor(this);
 52	m_keyR = new KeyEditor(this);
 53
 54	refresh();
 55
 56#ifdef BUILD_SDL
 57	if (type == SDL_BINDING_BUTTON) {
 58		m_profileSelect = new QComboBox(this);
 59		connect(m_profileSelect, static_cast<void(QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
 60		        this, &GBAKeyEditor::selectGamepad);
 61
 62		updateJoysticks();
 63
 64		m_clear = new QWidget(this);
 65		QHBoxLayout* layout = new QHBoxLayout;
 66		m_clear->setLayout(layout);
 67		layout->setSpacing(6);
 68
 69		QPushButton* clearButton = new QPushButton(tr("Clear Button"));
 70		layout->addWidget(clearButton);
 71		connect(clearButton, &QAbstractButton::pressed, [this]() {
 72			if (!findFocus()) {
 73				return;
 74			}
 75			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 76			(*m_currentKey)->clearButton();
 77			(*m_currentKey)->clearHat();
 78			(*m_currentKey)->blockSignals(signalsBlocked);
 79		});
 80
 81		QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
 82		layout->addWidget(clearAxis);
 83		connect(clearAxis, &QAbstractButton::pressed, [this]() {
 84			if (!findFocus()) {
 85				return;
 86			}
 87			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 88			(*m_currentKey)->clearAxis();
 89			(*m_currentKey)->blockSignals(signalsBlocked);
 90		});
 91
 92		QPushButton* updateJoysticksButton = new QPushButton(tr("Refresh"));
 93		layout->addWidget(updateJoysticksButton);
 94		connect(updateJoysticksButton, &QAbstractButton::pressed, this, &GBAKeyEditor::updateJoysticks);
 95	}
 96#endif
 97
 98	m_buttons = new QWidget(this);
 99	QVBoxLayout* layout = new QVBoxLayout;
100	m_buttons->setLayout(layout);
101
102	QPushButton* setAll = new QPushButton(tr("Set all"));
103	connect(setAll, &QAbstractButton::pressed, this, &GBAKeyEditor::setAll);
104	layout->addWidget(setAll);
105
106	layout->setSpacing(6);
107
108	m_keyOrder = QList<KeyEditor*>{
109		m_keyDU,
110		m_keyDR,
111		m_keyDD,
112		m_keyDL,
113		m_keyA,
114		m_keyB,
115		m_keySelect,
116		m_keyStart,
117		m_keyL,
118		m_keyR
119	};
120
121	for (auto& key : m_keyOrder) {
122		connect(key, &KeyEditor::valueChanged, this, &GBAKeyEditor::setNext);
123		connect(key, &KeyEditor::axisChanged, this, &GBAKeyEditor::setNext);
124		connect(key, &KeyEditor::hatChanged, this, &GBAKeyEditor::setNext);
125		key->installEventFilter(this);
126	}
127
128	m_currentKey = m_keyOrder.end();
129
130	m_background.load(":/res/keymap.qpic");
131
132	setAll->setFocus();
133}
134
135GBAKeyEditor::~GBAKeyEditor() {
136	m_controller->releaseFocus(this);
137}
138
139void GBAKeyEditor::setAll() {
140	m_currentKey = m_keyOrder.begin();
141	(*m_currentKey)->setFocus();
142}
143
144void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
145	setLocation(m_buttons, 0.5, 0.2);
146	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
147	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
148	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
149	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
150	setLocation(m_keySelect, 0.415, 0.93);
151	setLocation(m_keyStart, 0.585, 0.93);
152	setLocation(m_keyA, 0.826, 0.475);
153	setLocation(m_keyB, 0.667, 0.514);
154	setLocation(m_keyL, 0.1, 0.1);
155	setLocation(m_keyR, 0.9, 0.1);
156
157	if (m_profileSelect) {
158		setLocation(m_profileSelect, 0.5, 0.67);
159	}
160
161	if (m_clear) {
162		setLocation(m_clear, 0.5, 0.77);
163	}
164}
165
166void GBAKeyEditor::paintEvent(QPaintEvent* event) {
167	QPainter painter(this);
168	painter.scale(width() / 480.0, height() / 480.0);
169	painter.drawPicture(0, 0, m_background);
170}
171
172void GBAKeyEditor::closeEvent(QCloseEvent*) {
173	m_controller->releaseFocus(this);
174}
175
176bool GBAKeyEditor::event(QEvent* event) {
177	QEvent::Type type = event->type();
178	if (type == QEvent::WindowActivate || type == QEvent::Show) {
179		m_controller->stealFocus(this);
180	} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
181		m_controller->releaseFocus(this);
182	}
183	return QWidget::event(event);
184}
185
186bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
187	if (event->type() != QEvent::FocusIn) {
188		return false;
189	}
190	findFocus(static_cast<KeyEditor*>(obj));
191	return true;
192}
193
194void GBAKeyEditor::setNext() {
195	if (m_currentKey == m_keyOrder.end()) {
196		return;
197	}
198
199	++m_currentKey;
200	if (m_currentKey != m_keyOrder.end()) {
201		(*m_currentKey)->setFocus();
202	} else {
203		(*(m_currentKey - 1))->clearFocus();
204	}
205}
206
207void GBAKeyEditor::save() {
208#ifdef BUILD_SDL
209	m_controller->unbindAllAxes(m_type);
210#endif
211
212	bindKey(m_keyDU, GBA_KEY_UP);
213	bindKey(m_keyDD, GBA_KEY_DOWN);
214	bindKey(m_keyDL, GBA_KEY_LEFT);
215	bindKey(m_keyDR, GBA_KEY_RIGHT);
216	bindKey(m_keySelect, GBA_KEY_SELECT);
217	bindKey(m_keyStart, GBA_KEY_START);
218	bindKey(m_keyA, GBA_KEY_A);
219	bindKey(m_keyB, GBA_KEY_B);
220	bindKey(m_keyL, GBA_KEY_L);
221	bindKey(m_keyR, GBA_KEY_R);
222	m_controller->saveConfiguration(m_type);
223
224#ifdef BUILD_SDL
225	if (m_profileSelect) {
226		m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
227	}
228#endif
229
230	if (!m_profile.isNull()) {
231		m_controller->saveProfile(m_type, m_profile);
232	}
233}
234
235void GBAKeyEditor::refresh() {
236	const mInputMap* map = m_controller->map();
237	lookupBinding(map, m_keyDU, GBA_KEY_UP);
238	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
239	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
240	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
241	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
242	lookupBinding(map, m_keyStart, GBA_KEY_START);
243	lookupBinding(map, m_keyA, GBA_KEY_A);
244	lookupBinding(map, m_keyB, GBA_KEY_B);
245	lookupBinding(map, m_keyL, GBA_KEY_L);
246	lookupBinding(map, m_keyR, GBA_KEY_R);
247
248#ifdef BUILD_SDL
249	lookupAxes(map);
250	lookupHats(map);
251#endif
252}
253
254void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
255#ifdef BUILD_SDL
256	if (m_type == SDL_BINDING_BUTTON) {
257		int value = mInputQueryBinding(map, m_type, key);
258		keyEditor->setValueButton(value);
259		return;
260	}
261#endif
262	keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
263}
264
265#ifdef BUILD_SDL
266void GBAKeyEditor::lookupAxes(const mInputMap* map) {
267	mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
268		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
269		if (description->highDirection != GBA_KEY_NONE) {
270			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
271			if (key) {
272				key->setValueAxis(axis, description->deadHigh);
273			}
274		}
275		if (description->lowDirection != GBA_KEY_NONE) {
276			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
277			if (key) {
278				key->setValueAxis(axis, description->deadLow);
279			}
280		}
281	}, this);
282}
283
284void GBAKeyEditor::lookupHats(const mInputMap* map) {
285	struct mInputHatBindings bindings;
286	int i = 0;
287	while (mInputQueryHat(map, m_type, i, &bindings)) {
288		if (bindings.up >= 0) {
289			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.up));
290			if (key) {
291				key->setValueHat(i, GamepadHatEvent::UP);
292			}
293		}
294		if (bindings.right >= 0) {
295			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.right));
296			if (key) {
297				key->setValueHat(i, GamepadHatEvent::RIGHT);
298			}
299		}
300		if (bindings.down >= 0) {
301			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.down));
302			if (key) {
303				key->setValueHat(i, GamepadHatEvent::DOWN);
304			}
305		}
306		if (bindings.left >= 0) {
307			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.left));
308			if (key) {
309				key->setValueHat(i, GamepadHatEvent::LEFT);
310			}
311		}
312		++i;
313	}
314}
315#endif
316
317void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
318#ifdef BUILD_SDL
319	if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
320		m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
321	}
322	if (m_type == SDL_BINDING_BUTTON && keyEditor->hat() >= 0) {
323		m_controller->bindHat(m_type, keyEditor->hat(), keyEditor->hatDirection(), key);
324	}
325#endif
326	m_controller->bindKey(m_type, keyEditor->value(), key);
327}
328
329bool GBAKeyEditor::findFocus(KeyEditor* needle) {
330	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
331		return true;
332	}
333
334	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
335		if ((*key)->hasFocus() || needle == *key) {
336			m_currentKey = key;
337			return true;
338		}
339	}
340	return m_currentKey != m_keyOrder.end();
341}
342
343#ifdef BUILD_SDL
344void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
345	if (!findFocus()) {
346		return;
347	}
348	KeyEditor* focused = *m_currentKey;
349	focused->setValueAxis(axis, value);
350}
351
352void GBAKeyEditor::selectGamepad(int index) {
353	m_controller->setGamepad(m_type, index);
354	m_profile = m_profileSelect->currentText();
355	m_controller->loadProfile(m_type, m_profile);
356	refresh();
357}
358#endif
359
360KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
361	switch (key) {
362	case GBA_KEY_UP:
363		return m_keyDU;
364	case GBA_KEY_DOWN:
365		return m_keyDD;
366	case GBA_KEY_LEFT:
367		return m_keyDL;
368	case GBA_KEY_RIGHT:
369		return m_keyDR;
370	case GBA_KEY_A:
371		return m_keyA;
372	case GBA_KEY_B:
373		return m_keyB;
374	case GBA_KEY_L:
375		return m_keyL;
376	case GBA_KEY_R:
377		return m_keyR;
378	case GBA_KEY_SELECT:
379		return m_keySelect;
380	case GBA_KEY_START:
381		return m_keyStart;
382	default:
383		break;
384	}
385	return nullptr;
386}
387
388void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
389	QSize s = size();
390	QSize hint = widget->sizeHint();
391	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
392	                    hint.height());
393}
394
395#ifdef BUILD_SDL
396void GBAKeyEditor::updateJoysticks() {
397	m_controller->updateJoysticks();
398	m_controller->recalibrateAxes();
399
400	// Block the currentIndexChanged signal while rearranging the combo box
401	auto wasBlocked = m_profileSelect->blockSignals(true);
402	m_profileSelect->clear();
403	m_profileSelect->addItems(m_controller->connectedGamepads(m_type));
404	int activeGamepad = m_controller->gamepad(m_type);
405	m_profileSelect->setCurrentIndex(activeGamepad);
406	m_profileSelect->blockSignals(wasBlocked);
407
408	selectGamepad(activeGamepad);
409}
410#endif