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, SIGNAL(currentIndexChanged(int)), this, SLOT(selectGamepad(int)));
60
61 updateJoysticks();
62
63 m_clear = new QWidget(this);
64 QHBoxLayout* layout = new QHBoxLayout;
65 m_clear->setLayout(layout);
66 layout->setSpacing(6);
67
68 QPushButton* clearButton = new QPushButton(tr("Clear Button"));
69 layout->addWidget(clearButton);
70 connect(clearButton, &QAbstractButton::pressed, [this]() {
71 if (!findFocus()) {
72 return;
73 }
74 bool signalsBlocked = (*m_currentKey)->blockSignals(true);
75 (*m_currentKey)->clearButton();
76 (*m_currentKey)->clearHat();
77 (*m_currentKey)->blockSignals(signalsBlocked);
78 });
79
80 QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
81 layout->addWidget(clearAxis);
82 connect(clearAxis, &QAbstractButton::pressed, [this]() {
83 if (!findFocus()) {
84 return;
85 }
86 bool signalsBlocked = (*m_currentKey)->blockSignals(true);
87 (*m_currentKey)->clearAxis();
88 (*m_currentKey)->blockSignals(signalsBlocked);
89 });
90
91 QPushButton* updateJoysticksButton = new QPushButton(tr("Refresh"));
92 layout->addWidget(updateJoysticksButton);
93 connect(updateJoysticksButton, SIGNAL(pressed()), this, SLOT(updateJoysticks()));
94 }
95#endif
96
97 m_buttons = new QWidget(this);
98 QVBoxLayout* layout = new QVBoxLayout;
99 m_buttons->setLayout(layout);
100
101 QPushButton* setAll = new QPushButton(tr("Set all"));
102 connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
103 layout->addWidget(setAll);
104
105 layout->setSpacing(6);
106
107 m_keyOrder = QList<KeyEditor*>{
108 m_keyDU,
109 m_keyDR,
110 m_keyDD,
111 m_keyDL,
112 m_keyA,
113 m_keyB,
114 m_keySelect,
115 m_keyStart,
116 m_keyL,
117 m_keyR
118 };
119
120 for (auto& key : m_keyOrder) {
121 connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
122 connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
123 connect(key, SIGNAL(hatChanged(int, int)), this, SLOT(setNext()));
124 key->installEventFilter(this);
125 }
126
127 m_currentKey = m_keyOrder.end();
128
129 m_background.load(":/res/keymap.qpic");
130
131 setAll->setFocus();
132}
133
134GBAKeyEditor::~GBAKeyEditor() {
135 m_controller->releaseFocus(this);
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, 0.475);
152 setLocation(m_keyB, 0.667, 0.514);
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 QEvent::Type type = event->type();
177 if (type == QEvent::WindowActivate || type == QEvent::Show) {
178 m_controller->stealFocus(this);
179 } else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
180 m_controller->releaseFocus(this);
181 }
182 return QWidget::event(event);
183}
184
185bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
186 if (event->type() != QEvent::FocusIn) {
187 return false;
188 }
189 findFocus(static_cast<KeyEditor*>(obj));
190 return true;
191}
192
193void GBAKeyEditor::setNext() {
194 if (m_currentKey == m_keyOrder.end()) {
195 return;
196 }
197
198 ++m_currentKey;
199 if (m_currentKey != m_keyOrder.end()) {
200 (*m_currentKey)->setFocus();
201 } else {
202 (*(m_currentKey - 1))->clearFocus();
203 }
204}
205
206void GBAKeyEditor::save() {
207#ifdef BUILD_SDL
208 m_controller->unbindAllAxes(m_type);
209#endif
210
211 bindKey(m_keyDU, GBA_KEY_UP);
212 bindKey(m_keyDD, GBA_KEY_DOWN);
213 bindKey(m_keyDL, GBA_KEY_LEFT);
214 bindKey(m_keyDR, GBA_KEY_RIGHT);
215 bindKey(m_keySelect, GBA_KEY_SELECT);
216 bindKey(m_keyStart, GBA_KEY_START);
217 bindKey(m_keyA, GBA_KEY_A);
218 bindKey(m_keyB, GBA_KEY_B);
219 bindKey(m_keyL, GBA_KEY_L);
220 bindKey(m_keyR, GBA_KEY_R);
221 m_controller->saveConfiguration(m_type);
222
223#ifdef BUILD_SDL
224 if (m_profileSelect) {
225 m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
226 }
227#endif
228
229 if (!m_profile.isNull()) {
230 m_controller->saveProfile(m_type, m_profile);
231 }
232}
233
234void GBAKeyEditor::refresh() {
235 const mInputMap* map = m_controller->map();
236 lookupBinding(map, m_keyDU, GBA_KEY_UP);
237 lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
238 lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
239 lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
240 lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
241 lookupBinding(map, m_keyStart, GBA_KEY_START);
242 lookupBinding(map, m_keyA, GBA_KEY_A);
243 lookupBinding(map, m_keyB, GBA_KEY_B);
244 lookupBinding(map, m_keyL, GBA_KEY_L);
245 lookupBinding(map, m_keyR, GBA_KEY_R);
246
247#ifdef BUILD_SDL
248 lookupAxes(map);
249 lookupHats(map);
250#endif
251}
252
253void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
254#ifdef BUILD_SDL
255 if (m_type == SDL_BINDING_BUTTON) {
256 int value = mInputQueryBinding(map, m_type, key);
257 keyEditor->setValueButton(value);
258 return;
259 }
260#endif
261 keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
262}
263
264#ifdef BUILD_SDL
265void GBAKeyEditor::lookupAxes(const mInputMap* map) {
266 mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
267 GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
268 if (description->highDirection != GBA_KEY_NONE) {
269 KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
270 if (key) {
271 key->setValueAxis(axis, description->deadHigh);
272 }
273 }
274 if (description->lowDirection != GBA_KEY_NONE) {
275 KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
276 if (key) {
277 key->setValueAxis(axis, description->deadLow);
278 }
279 }
280 }, this);
281}
282
283void GBAKeyEditor::lookupHats(const mInputMap* map) {
284 struct mInputHatBindings bindings;
285 int i = 0;
286 while (mInputQueryHat(map, m_type, i, &bindings)) {
287 if (bindings.up >= 0) {
288 KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.up));
289 if (key) {
290 key->setValueHat(i, GamepadHatEvent::UP);
291 }
292 }
293 if (bindings.right >= 0) {
294 KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.right));
295 if (key) {
296 key->setValueHat(i, GamepadHatEvent::RIGHT);
297 }
298 }
299 if (bindings.down >= 0) {
300 KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.down));
301 if (key) {
302 key->setValueHat(i, GamepadHatEvent::DOWN);
303 }
304 }
305 if (bindings.left >= 0) {
306 KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.left));
307 if (key) {
308 key->setValueHat(i, GamepadHatEvent::LEFT);
309 }
310 }
311 ++i;
312 }
313}
314#endif
315
316void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
317#ifdef BUILD_SDL
318 if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
319 m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
320 }
321 if (m_type == SDL_BINDING_BUTTON && keyEditor->hat() >= 0) {
322 m_controller->bindHat(m_type, keyEditor->hat(), keyEditor->hatDirection(), key);
323 }
324#endif
325 m_controller->bindKey(m_type, keyEditor->value(), key);
326}
327
328bool GBAKeyEditor::findFocus(KeyEditor* needle) {
329 if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
330 return true;
331 }
332
333 for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
334 if ((*key)->hasFocus() || needle == *key) {
335 m_currentKey = key;
336 return true;
337 }
338 }
339 return m_currentKey != m_keyOrder.end();
340}
341
342#ifdef BUILD_SDL
343void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
344 if (!findFocus()) {
345 return;
346 }
347 KeyEditor* focused = *m_currentKey;
348 focused->setValueAxis(axis, value);
349}
350
351void GBAKeyEditor::selectGamepad(int index) {
352 m_controller->setGamepad(m_type, index);
353 m_profile = m_profileSelect->currentText();
354 m_controller->loadProfile(m_type, m_profile);
355 refresh();
356}
357#endif
358
359KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
360 switch (key) {
361 case GBA_KEY_UP:
362 return m_keyDU;
363 case GBA_KEY_DOWN:
364 return m_keyDD;
365 case GBA_KEY_LEFT:
366 return m_keyDL;
367 case GBA_KEY_RIGHT:
368 return m_keyDR;
369 case GBA_KEY_A:
370 return m_keyA;
371 case GBA_KEY_B:
372 return m_keyB;
373 case GBA_KEY_L:
374 return m_keyL;
375 case GBA_KEY_R:
376 return m_keyR;
377 case GBA_KEY_SELECT:
378 return m_keySelect;
379 case GBA_KEY_START:
380 return m_keyStart;
381 default:
382 break;
383 }
384 return nullptr;
385}
386
387void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
388 QSize s = size();
389 QSize hint = widget->sizeHint();
390 widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
391 hint.height());
392}
393
394#ifdef BUILD_SDL
395void GBAKeyEditor::updateJoysticks() {
396 m_controller->updateJoysticks();
397 m_controller->recalibrateAxes();
398
399 // Block the currentIndexChanged signal while rearranging the combo box
400 auto wasBlocked = m_profileSelect->blockSignals(true);
401 m_profileSelect->clear();
402 m_profileSelect->addItems(m_controller->connectedGamepads(m_type));
403 int activeGamepad = m_controller->gamepad(m_type);
404 m_profileSelect->setCurrentIndex(activeGamepad);
405 m_profileSelect->blockSignals(wasBlocked);
406
407 selectGamepad(activeGamepad);
408}
409#endif