all repos — mgba @ 82e79db1c8c5380a23126b0a4f3b81d75b4a04b9

mGBA Game Boy Advance Emulator

src/platform/qt/InputController.h (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#ifndef QGBA_INPUT_CONTROLLER_H
  7#define QGBA_INPUT_CONTROLLER_H
  8
  9#include "GamepadAxisEvent.h"
 10
 11#include <QObject>
 12#include <QSet>
 13#include <QVector>
 14
 15class QTimer;
 16
 17extern "C" {
 18#include "gba/input.h"
 19
 20#ifdef BUILD_SDL
 21#include "platform/sdl/sdl-events.h"
 22#endif
 23}
 24
 25struct mRotationSource;
 26struct mRumble;
 27
 28namespace QGBA {
 29
 30class ConfigController;
 31
 32class InputController : public QObject {
 33Q_OBJECT
 34
 35public:
 36	static const uint32_t KEYBOARD = 0x51545F4B;
 37
 38	InputController(int playerId = 0, QWidget* topLevel = nullptr, QObject* parent = nullptr);
 39	~InputController();
 40
 41	void setConfiguration(ConfigController* config);
 42	void saveConfiguration();
 43	void loadConfiguration(uint32_t type);
 44	void loadProfile(uint32_t type, const QString& profile);
 45	void saveConfiguration(uint32_t type);
 46	void saveProfile(uint32_t type, const QString& profile);
 47	const char* profileForType(uint32_t type);
 48
 49	bool allowOpposing() const { return m_allowOpposing; }
 50	void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
 51
 52	GBAKey mapKeyboard(int key) const;
 53
 54	void bindKey(uint32_t type, int key, GBAKey);
 55
 56	const mInputMap* map() const { return &m_inputMap; }
 57
 58	void updateJoysticks();
 59	int pollEvents();
 60
 61	static const int32_t AXIS_THRESHOLD = 0x3000;
 62	QSet<int> activeGamepadButtons(int type);
 63	QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
 64	void recalibrateAxes();
 65
 66	void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
 67	void unbindAllAxes(uint32_t type);
 68
 69	QStringList connectedGamepads(uint32_t type) const;
 70	int gamepad(uint32_t type) const;
 71	void setGamepad(uint32_t type, int index);
 72	void setPreferredGamepad(uint32_t type, const QString& device);
 73
 74	void registerTiltAxisX(int axis);
 75	void registerTiltAxisY(int axis);
 76	void registerGyroAxisX(int axis);
 77	void registerGyroAxisY(int axis);
 78
 79	float gyroSensitivity() const;
 80	void setGyroSensitivity(float sensitivity);
 81
 82	void stealFocus(QWidget* focus);
 83	void releaseFocus(QWidget* focus);
 84
 85	mRumble* rumble();
 86	mRotationSource* rotationSource();
 87
 88signals:
 89	void profileLoaded(const QString& profile);
 90
 91public slots:
 92	void testGamepad(int type);
 93
 94	// TODO: Move these to somewhere that makes sense
 95	void suspendScreensaver();
 96	void resumeScreensaver();
 97	void setScreensaverSuspendable(bool);
 98
 99private:
100	void postPendingEvent(GBAKey);
101	void clearPendingEvent(GBAKey);
102	bool hasPendingEvent(GBAKey) const;
103	void sendGamepadEvent(QEvent*);
104
105	mInputMap m_inputMap;
106	ConfigController* m_config;
107	int m_playerId;
108	bool m_allowOpposing;
109	QWidget* m_topLevel;
110	QWidget* m_focusParent;
111
112#ifdef BUILD_SDL
113	static int s_sdlInited;
114	static mSDLEvents s_sdlEvents;
115	mSDLPlayer m_sdlPlayer;
116	bool m_playerAttached;
117#endif
118
119	QVector<int> m_deadzones;
120
121	QSet<int> m_activeButtons;
122	QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
123	QTimer* m_gamepadTimer;
124
125	QSet<GBAKey> m_pendingEvents;
126};
127
128}
129
130#endif