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
18using namespace QGBA;
19
20const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
21const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
22const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
23const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
24
25GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
26 : QWidget(parent)
27 , m_profileSelect(nullptr)
28 , m_clear(nullptr)
29 , m_type(type)
30 , m_profile(profile)
31 , m_controller(controller)
32{
33 setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
34 setMinimumSize(300, 300);
35
36 const GBAInputMap* map = controller->map();
37 controller->stealFocus(this);
38
39 m_keyDU = new KeyEditor(this);
40 m_keyDD = new KeyEditor(this);
41 m_keyDL = new KeyEditor(this);
42 m_keyDR = new KeyEditor(this);
43 m_keySelect = new KeyEditor(this);
44 m_keyStart = new KeyEditor(this);
45 m_keyA = new KeyEditor(this);
46 m_keyB = new KeyEditor(this);
47 m_keyL = new KeyEditor(this);
48 m_keyR = new KeyEditor(this);
49
50 refresh();
51
52#ifdef BUILD_SDL
53 if (type == SDL_BINDING_BUTTON) {
54 controller->recalibrateAxes();
55 lookupAxes(map);
56
57 m_profileSelect = new QComboBox(this);
58 m_profileSelect->addItems(controller->connectedGamepads(type));
59 int activeGamepad = controller->gamepad(type);
60 if (activeGamepad > 0) {
61 m_profileSelect->setCurrentIndex(activeGamepad);
62 }
63
64 connect(m_profileSelect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), [this] (int i) {
65 m_controller->setGamepad(m_type, i);
66 m_profile = m_profileSelect->currentText();
67 m_controller->loadProfile(m_type, m_profile);
68 refresh();
69 });
70
71 m_clear = new QWidget(this);
72 QHBoxLayout* layout = new QHBoxLayout;
73 m_clear->setLayout(layout);
74 layout->setSpacing(6);
75
76 QPushButton* clearButton = new QPushButton(tr("Clear Button"));
77 layout->addWidget(clearButton);
78 connect(clearButton, &QAbstractButton::pressed, [this]() {
79 if (!findFocus()) {
80 return;
81 }
82 bool signalsBlocked = (*m_currentKey)->blockSignals(true);
83 (*m_currentKey)->clearButton();
84 (*m_currentKey)->blockSignals(signalsBlocked);
85 });
86
87 QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
88 layout->addWidget(clearAxis);
89 connect(clearAxis, &QAbstractButton::pressed, [this]() {
90 if (!findFocus()) {
91 return;
92 }
93 bool signalsBlocked = (*m_currentKey)->blockSignals(true);
94 (*m_currentKey)->clearAxis();
95 (*m_currentKey)->blockSignals(signalsBlocked);
96 });
97 }
98#endif
99
100 m_buttons = new QWidget(this);
101 QVBoxLayout* layout = new QVBoxLayout;
102 m_buttons->setLayout(layout);
103
104 QPushButton* setAll = new QPushButton(tr("Set all"));
105 connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
106 layout->addWidget(setAll);
107
108 QPushButton* save = new QPushButton(tr("Save"));
109 connect(save, SIGNAL(pressed()), this, SLOT(save()));
110 layout->addWidget(save);
111 layout->setSpacing(6);
112
113 m_keyOrder = QList<KeyEditor*>{
114 m_keyDU,
115 m_keyDR,
116 m_keyDD,
117 m_keyDL,
118 m_keyA,
119 m_keyB,
120 m_keySelect,
121 m_keyStart,
122 m_keyL,
123 m_keyR
124 };
125
126 for (auto& key : m_keyOrder) {
127 connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
128 connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
129 }
130
131 m_currentKey = m_keyOrder.end();
132
133 m_background.load(":/res/keymap.qpic");
134
135 setAll->setFocus();
136}
137
138void GBAKeyEditor::setAll() {
139 m_currentKey = m_keyOrder.begin();
140 (*m_currentKey)->setFocus();
141}
142
143void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
144 setLocation(m_buttons, 0.5, 0.2);
145 setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
146 setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
147 setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
148 setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
149 setLocation(m_keySelect, 0.415, 0.93);
150 setLocation(m_keyStart, 0.585, 0.93);
151 setLocation(m_keyA, 0.826, 0.451);
152 setLocation(m_keyB, 0.667, 0.490);
153 setLocation(m_keyL, 0.1, 0.1);
154 setLocation(m_keyR, 0.9, 0.1);
155
156 if (m_profileSelect) {
157 setLocation(m_profileSelect, 0.5, 0.67);
158 }
159
160 if (m_clear) {
161 setLocation(m_clear, 0.5, 0.77);
162 }
163}
164
165void GBAKeyEditor::paintEvent(QPaintEvent* event) {
166 QPainter painter(this);
167 painter.scale(width() / 480.0, height() / 480.0);
168 painter.drawPicture(0, 0, m_background);
169}
170
171void GBAKeyEditor::closeEvent(QCloseEvent*) {
172 m_controller->releaseFocus(this);
173}
174
175bool GBAKeyEditor::event(QEvent* event) {
176 if (event->type() == QEvent::WindowActivate) {
177 m_controller->stealFocus(this);
178 } else if (event->type() == QEvent::WindowDeactivate) {
179 m_controller->releaseFocus(this);
180 }
181 return QWidget::event(event);
182}
183
184void GBAKeyEditor::setNext() {
185 findFocus();
186
187 if (m_currentKey == m_keyOrder.end()) {
188 return;
189 }
190
191 ++m_currentKey;
192 if (m_currentKey != m_keyOrder.end()) {
193 (*m_currentKey)->setFocus();
194 } else {
195 (*(m_currentKey - 1))->clearFocus();
196 }
197}
198
199void GBAKeyEditor::save() {
200#ifdef BUILD_SDL
201 m_controller->unbindAllAxes(m_type);
202#endif
203
204 bindKey(m_keyDU, GBA_KEY_UP);
205 bindKey(m_keyDD, GBA_KEY_DOWN);
206 bindKey(m_keyDL, GBA_KEY_LEFT);
207 bindKey(m_keyDR, GBA_KEY_RIGHT);
208 bindKey(m_keySelect, GBA_KEY_SELECT);
209 bindKey(m_keyStart, GBA_KEY_START);
210 bindKey(m_keyA, GBA_KEY_A);
211 bindKey(m_keyB, GBA_KEY_B);
212 bindKey(m_keyL, GBA_KEY_L);
213 bindKey(m_keyR, GBA_KEY_R);
214 m_controller->saveConfiguration(m_type);
215
216#ifdef BUILD_SDL
217 if (m_profileSelect) {
218 m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
219 }
220#endif
221
222 if (!m_profile.isNull()) {
223 m_controller->saveProfile(m_type, m_profile);
224 }
225}
226
227void GBAKeyEditor::refresh() {
228 const GBAInputMap* map = m_controller->map();
229 lookupBinding(map, m_keyDU, GBA_KEY_UP);
230 lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
231 lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
232 lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
233 lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
234 lookupBinding(map, m_keyStart, GBA_KEY_START);
235 lookupBinding(map, m_keyA, GBA_KEY_A);
236 lookupBinding(map, m_keyB, GBA_KEY_B);
237 lookupBinding(map, m_keyL, GBA_KEY_L);
238 lookupBinding(map, m_keyR, GBA_KEY_R);
239}
240
241void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
242#ifdef BUILD_SDL
243 if (m_type == SDL_BINDING_BUTTON) {
244 int value = GBAInputQueryBinding(map, m_type, key);
245 if (value != GBA_NO_MAPPING) {
246 keyEditor->setValueButton(value);
247 }
248 return;
249 }
250#endif
251 keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
252}
253
254#ifdef BUILD_SDL
255void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
256 GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
257 GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
258 if (description->highDirection != GBA_KEY_NONE) {
259 KeyEditor* key = self->keyById(description->highDirection);
260 if (key) {
261 key->setValueAxis(axis, description->deadHigh);
262 }
263 }
264 if (description->lowDirection != GBA_KEY_NONE) {
265 KeyEditor* key = self->keyById(description->lowDirection);
266 if (key) {
267 key->setValueAxis(axis, description->deadLow);
268 }
269 }
270 }, this);
271}
272#endif
273
274void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
275#ifdef BUILD_SDL
276 if (m_type == SDL_BINDING_BUTTON) {
277 m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
278 }
279#endif
280 m_controller->bindKey(m_type, keyEditor->value(), key);
281}
282
283bool GBAKeyEditor::findFocus() {
284 if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
285 return true;
286 }
287
288 for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
289 if ((*key)->hasFocus()) {
290 m_currentKey = key;
291 return true;
292 }
293 }
294 return false;
295}
296
297#ifdef BUILD_SDL
298void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
299 if (!findFocus()) {
300 return;
301 }
302 KeyEditor* focused = *m_currentKey;
303 focused->setValueAxis(axis, value);
304}
305#endif
306
307KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
308 switch (key) {
309 case GBA_KEY_UP:
310 return m_keyDU;
311 case GBA_KEY_DOWN:
312 return m_keyDD;
313 case GBA_KEY_LEFT:
314 return m_keyDL;
315 case GBA_KEY_RIGHT:
316 return m_keyDR;
317 case GBA_KEY_A:
318 return m_keyA;
319 case GBA_KEY_B:
320 return m_keyB;
321 case GBA_KEY_L:
322 return m_keyL;
323 case GBA_KEY_R:
324 return m_keyR;
325 case GBA_KEY_SELECT:
326 return m_keySelect;
327 case GBA_KEY_START:
328 return m_keyStart;
329 default:
330 break;
331 }
332 return nullptr;
333}
334
335void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
336 QSize s = size();
337 QSize hint = widget->sizeHint();
338 widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
339 hint.height());
340}