all repos — mgba @ 7149dd3102a6bbb7f73cae7da0c01dc784b0f601

mGBA Game Boy Advance Emulator

src/platform/qt/LoadSaveState.cpp (view raw)

  1/* Copyright (c) 2013-2015 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 "LoadSaveState.h"
  7
  8#include "GameController.h"
  9#include "GamepadAxisEvent.h"
 10#include "GamepadButtonEvent.h"
 11#include "VFileDevice.h"
 12
 13#include <QKeyEvent>
 14#include <QPainter>
 15
 16extern "C" {
 17#include "gba/serialize.h"
 18#include "gba/video.h"
 19}
 20
 21using namespace QGBA;
 22
 23LoadSaveState::LoadSaveState(GameController* controller, QWidget* parent)
 24	: QWidget(parent)
 25	, m_controller(controller)
 26	, m_currentFocus(0)
 27{
 28	m_ui.setupUi(this);
 29
 30	m_slots[0] = m_ui.state1;
 31	m_slots[1] = m_ui.state2;
 32	m_slots[2] = m_ui.state3;
 33	m_slots[3] = m_ui.state4;
 34	m_slots[4] = m_ui.state5;
 35	m_slots[5] = m_ui.state6;
 36	m_slots[6] = m_ui.state7;
 37	m_slots[7] = m_ui.state8;
 38	m_slots[8] = m_ui.state9;
 39
 40	int i;
 41	for (i = 0; i < NUM_SLOTS; ++i) {
 42		loadState(i + 1);
 43		m_slots[i]->installEventFilter(this);
 44		connect(m_slots[i], &QAbstractButton::clicked, this, [this, i]() { triggerState(i + 1); });
 45	}
 46}
 47
 48void LoadSaveState::setMode(LoadSave mode) {
 49	m_mode = mode;
 50	QString text = mode == LoadSave::LOAD ? tr("Load State") : tr("Save State");
 51	setWindowTitle(text);
 52	m_ui.lsLabel->setText(text);
 53}
 54
 55bool LoadSaveState::eventFilter(QObject* object, QEvent* event) {
 56	if (event->type() == QEvent::KeyPress) {
 57		int column = m_currentFocus % 3;
 58		int row = m_currentFocus - column;
 59		switch (static_cast<QKeyEvent*>(event)->key()) {
 60		case Qt::Key_Up:
 61			row += 6;
 62			break;
 63		case Qt::Key_Down:
 64			row += 3;
 65			break;
 66		case Qt::Key_Left:
 67			column += 2;
 68			break;
 69		case Qt::Key_Right:
 70			column += 1;
 71			break;
 72		case Qt::Key_1:
 73		case Qt::Key_2:
 74		case Qt::Key_3:
 75		case Qt::Key_4:
 76		case Qt::Key_5:
 77		case Qt::Key_6:
 78		case Qt::Key_7:
 79		case Qt::Key_8:
 80		case Qt::Key_9:
 81			triggerState(static_cast<QKeyEvent*>(event)->key() - Qt::Key_1 + 1);
 82			break;
 83		case Qt::Key_Escape:
 84			close();
 85			break;
 86		case Qt::Key_Enter:
 87		case Qt::Key_Return:
 88			triggerState(m_currentFocus + 1);
 89			break;
 90		default:
 91			return false;
 92		}
 93		column %= 3;
 94		row %= 9;
 95		m_currentFocus = column + row;
 96		m_slots[m_currentFocus]->setFocus();
 97		return true;
 98	}
 99	if (event->type() == QEvent::Enter) {
100		int i;
101		for (i = 0; i < 9; ++i) {
102			if (m_slots[i] == object) {
103				m_currentFocus = i;
104				m_slots[m_currentFocus]->setFocus();
105				return true;
106			}
107		}
108	}
109	if (event->type() == GamepadButtonEvent::Down() || event->type() == GamepadAxisEvent::Type()) {
110		int column = m_currentFocus % 3;
111		int row = m_currentFocus - column;
112		GBAKey key = GBA_KEY_NONE;
113		if (event->type() == GamepadButtonEvent::Down()) {
114			key = static_cast<GamepadButtonEvent*>(event)->gbaKey();
115		} else if (event->type() == GamepadAxisEvent::Type()) {
116			GamepadAxisEvent* gae = static_cast<GamepadAxisEvent*>(event);
117			if (gae->isNew()) {
118				key = gae->gbaKey();
119			} else {
120				return false;
121			}
122		}
123		switch (key) {
124		case GBA_KEY_UP:
125			row += 6;
126			break;
127		case GBA_KEY_DOWN:
128			row += 3;
129			break;
130		case GBA_KEY_LEFT:
131			column += 2;
132			break;
133		case GBA_KEY_RIGHT:
134			column += 1;
135			break;
136		case GBA_KEY_B:
137			event->accept();
138			close();
139			return true;
140		case GBA_KEY_A:
141		case GBA_KEY_START:
142			event->accept();
143			triggerState(m_currentFocus + 1);
144			return true;
145		default:
146			return false;
147		}
148		column %= 3;
149		row %= 9;
150		m_currentFocus = column + row;
151		m_slots[m_currentFocus]->setFocus();
152		event->accept();
153		return true;
154	}
155	return false;
156}
157
158void LoadSaveState::loadState(int slot) {
159	GBAThread* thread = m_controller->thread();
160	VFile* vf = GBAGetState(thread->gba, thread->stateDir, slot, false);
161	if (!vf) {
162		m_slots[slot - 1]->setText(tr("Empty"));
163		return;
164	}
165	VFileDevice vdev(vf);
166	QImage stateImage;
167	stateImage.load(&vdev, "PNG");
168	if (!stateImage.isNull()) {
169		QPixmap statePixmap;
170		statePixmap.convertFromImage(stateImage);
171		m_slots[slot - 1]->setIcon(statePixmap);
172		m_slots[slot - 1]->setText(QString());
173	} else {
174		m_slots[slot - 1]->setText(tr("Slot %1").arg(slot));
175	}
176}
177
178void LoadSaveState::triggerState(int slot) {
179	if (m_mode == LoadSave::SAVE) {
180		m_controller->saveState(slot);
181	} else {
182		m_controller->loadState(slot);
183	}
184	close();
185}
186
187void LoadSaveState::closeEvent(QCloseEvent* event) {
188	emit closed();
189	QWidget::closeEvent(event);
190}
191
192void LoadSaveState::showEvent(QShowEvent* event) {
193	m_slots[m_currentFocus]->setFocus();
194	QWidget::showEvent(event);
195}
196
197void LoadSaveState::paintEvent(QPaintEvent*) {
198	QPainter painter(this);
199	QRect full(QPoint(), size());
200	painter.drawPixmap(full, m_currentImage);
201	painter.fillRect(full, QColor(0, 0, 0, 128));
202}