all repos — mgba @ 74c4cbe33e5bc67ef2b0eb1cb6bd518270735e63

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(controller->stateSlot() - 1)
 27	, m_mode(LoadSave::LOAD)
 28{
 29	m_ui.setupUi(this);
 30
 31	m_slots[0] = m_ui.state1;
 32	m_slots[1] = m_ui.state2;
 33	m_slots[2] = m_ui.state3;
 34	m_slots[3] = m_ui.state4;
 35	m_slots[4] = m_ui.state5;
 36	m_slots[5] = m_ui.state6;
 37	m_slots[6] = m_ui.state7;
 38	m_slots[7] = m_ui.state8;
 39	m_slots[8] = m_ui.state9;
 40
 41	int i;
 42	for (i = 0; i < NUM_SLOTS; ++i) {
 43		loadState(i + 1);
 44		m_slots[i]->installEventFilter(this);
 45		connect(m_slots[i], &QAbstractButton::clicked, this, [this, i]() { triggerState(i + 1); });
 46	}
 47
 48	if (m_currentFocus >= 9) {
 49		m_currentFocus = 0;
 50	}
 51	if (m_currentFocus < 0) {
 52		m_currentFocus = 0;
 53	}
 54
 55	QAction* escape = new QAction(this);
 56	escape->connect(escape, SIGNAL(triggered()), this, SLOT(close()));
 57	escape->setShortcut(QKeySequence("Esc"));
 58	escape->setShortcutContext(Qt::WidgetWithChildrenShortcut);
 59	addAction(escape);
 60}
 61
 62void LoadSaveState::setMode(LoadSave mode) {
 63	m_mode = mode;
 64	QString text = mode == LoadSave::LOAD ? tr("Load State") : tr("Save State");
 65	setWindowTitle(text);
 66	m_ui.lsLabel->setText(text);
 67}
 68
 69bool LoadSaveState::eventFilter(QObject* object, QEvent* event) {
 70	if (event->type() == QEvent::KeyPress) {
 71		int column = m_currentFocus % 3;
 72		int row = m_currentFocus / 3;
 73		switch (static_cast<QKeyEvent*>(event)->key()) {
 74		case Qt::Key_Up:
 75			row += 2;
 76			break;
 77		case Qt::Key_Down:
 78			row += 1;
 79			break;
 80		case Qt::Key_Left:
 81			column += 2;
 82			break;
 83		case Qt::Key_Right:
 84			column += 1;
 85			break;
 86		case Qt::Key_1:
 87		case Qt::Key_2:
 88		case Qt::Key_3:
 89		case Qt::Key_4:
 90		case Qt::Key_5:
 91		case Qt::Key_6:
 92		case Qt::Key_7:
 93		case Qt::Key_8:
 94		case Qt::Key_9:
 95			triggerState(static_cast<QKeyEvent*>(event)->key() - Qt::Key_1 + 1);
 96			break;
 97		case Qt::Key_Enter:
 98		case Qt::Key_Return:
 99			triggerState(m_currentFocus + 1);
100			break;
101		default:
102			return false;
103		}
104		column %= 3;
105		row %= 3;
106		m_currentFocus = column + row * 3;
107		m_slots[m_currentFocus]->setFocus();
108		return true;
109	}
110	if (event->type() == QEvent::Enter) {
111		int i;
112		for (i = 0; i < 9; ++i) {
113			if (m_slots[i] == object) {
114				m_currentFocus = i;
115				m_slots[m_currentFocus]->setFocus();
116				return true;
117			}
118		}
119	}
120	if (event->type() == GamepadButtonEvent::Down() || event->type() == GamepadAxisEvent::Type()) {
121		int column = m_currentFocus % 3;
122		int row = m_currentFocus - column;
123		GBAKey key = GBA_KEY_NONE;
124		if (event->type() == GamepadButtonEvent::Down()) {
125			key = static_cast<GamepadButtonEvent*>(event)->gbaKey();
126		} else if (event->type() == GamepadAxisEvent::Type()) {
127			GamepadAxisEvent* gae = static_cast<GamepadAxisEvent*>(event);
128			if (gae->isNew()) {
129				key = gae->gbaKey();
130			} else {
131				return false;
132			}
133		}
134		switch (key) {
135		case GBA_KEY_UP:
136			row += 6;
137			break;
138		case GBA_KEY_DOWN:
139			row += 3;
140			break;
141		case GBA_KEY_LEFT:
142			column += 2;
143			break;
144		case GBA_KEY_RIGHT:
145			column += 1;
146			break;
147		case GBA_KEY_B:
148			event->accept();
149			close();
150			return true;
151		case GBA_KEY_A:
152		case GBA_KEY_START:
153			event->accept();
154			triggerState(m_currentFocus + 1);
155			return true;
156		default:
157			return false;
158		}
159		column %= 3;
160		row %= 9;
161		m_currentFocus = column + row;
162		m_slots[m_currentFocus]->setFocus();
163		event->accept();
164		return true;
165	}
166	return false;
167}
168
169void LoadSaveState::loadState(int slot) {
170	GBAThread* thread = m_controller->thread();
171	VFile* vf = GBAGetState(thread->gba, thread->stateDir, slot, false);
172	if (!vf) {
173		m_slots[slot - 1]->setText(tr("Empty"));
174		return;
175	}
176	VFileDevice vdev(vf);
177	QImage stateImage;
178	stateImage.load(&vdev, "PNG");
179	if (!stateImage.isNull()) {
180		QPixmap statePixmap;
181		statePixmap.convertFromImage(stateImage);
182		m_slots[slot - 1]->setIcon(statePixmap);
183		m_slots[slot - 1]->setText(QString());
184	} else {
185		m_slots[slot - 1]->setText(tr("Slot %1").arg(slot));
186	}
187}
188
189void LoadSaveState::triggerState(int slot) {
190	if (m_mode == LoadSave::SAVE) {
191		m_controller->saveState(slot);
192	} else {
193		m_controller->loadState(slot);
194	}
195	close();
196}
197
198void LoadSaveState::closeEvent(QCloseEvent* event) {
199	emit closed();
200	QWidget::closeEvent(event);
201}
202
203void LoadSaveState::showEvent(QShowEvent* event) {
204	m_slots[m_currentFocus]->setFocus();
205	QWidget::showEvent(event);
206}
207
208void LoadSaveState::paintEvent(QPaintEvent*) {
209	QPainter painter(this);
210	QRect full(QPoint(), size());
211	painter.drawPixmap(full, m_currentImage);
212	painter.fillRect(full, QColor(0, 0, 0, 128));
213}