all repos — mgba @ 83f649dc9cbc056090fe83f056f2114ba72c9857

mGBA Game Boy Advance Emulator

src/platform/qt/InputController.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 "InputController.h"
  7
  8#include "ConfigController.h"
  9#include "GamepadAxisEvent.h"
 10#include "GamepadButtonEvent.h"
 11#include "InputProfile.h"
 12#include "LogController.h"
 13
 14#include <QApplication>
 15#include <QTimer>
 16#include <QWidget>
 17#ifdef BUILD_QT_MULTIMEDIA
 18#include <QCameraInfo>
 19#include <QVideoSurfaceFormat>
 20#endif
 21
 22#include <mgba/core/interface.h>
 23#include <mgba-util/configuration.h>
 24
 25using namespace QGBA;
 26
 27#ifdef BUILD_SDL
 28int InputController::s_sdlInited = 0;
 29mSDLEvents InputController::s_sdlEvents;
 30#endif
 31
 32InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
 33	: QObject(parent)
 34	, m_playerId(playerId)
 35	, m_topLevel(topLevel)
 36	, m_focusParent(topLevel)
 37{
 38	mInputMapInit(&m_inputMap, &GBAInputInfo);
 39
 40#ifdef BUILD_SDL
 41	if (s_sdlInited == 0) {
 42		mSDLInitEvents(&s_sdlEvents);
 43	}
 44	++s_sdlInited;
 45	m_sdlPlayer.bindings = &m_inputMap;
 46	mSDLInitBindingsGBA(&m_inputMap);
 47	updateJoysticks();
 48#endif
 49
 50#ifdef BUILD_SDL
 51	connect(&m_gamepadTimer, &QTimer::timeout, [this]() {
 52		testGamepad(SDL_BINDING_BUTTON);
 53		if (m_playerId == 0) {
 54			updateJoysticks();
 55		}
 56	});
 57#endif
 58	m_gamepadTimer.setInterval(50);
 59	m_gamepadTimer.start();
 60
 61#ifdef BUILD_QT_MULTIMEDIA
 62	connect(&m_videoDumper, &VideoDumper::imageAvailable, this, &InputController::setCamImage);
 63#endif
 64
 65	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
 66	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
 67	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
 68	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
 69	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
 70	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
 71	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
 72	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
 73	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
 74	mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
 75
 76
 77#ifdef M_CORE_GBA
 78	m_lux.p = this;
 79	m_lux.sample = [](GBALuminanceSource* context) {
 80		InputControllerLux* lux = static_cast<InputControllerLux*>(context);
 81		lux->value = 0xFF - lux->p->m_luxValue;
 82	};
 83
 84	m_lux.readLuminance = [](GBALuminanceSource* context) {
 85		InputControllerLux* lux = static_cast<InputControllerLux*>(context);
 86		return lux->value;
 87	};
 88	setLuminanceLevel(0);
 89#endif
 90
 91	m_image.p = this;
 92	m_image.startRequestImage = [](mImageSource* context, unsigned w, unsigned h, int) {
 93		InputControllerImage* image = static_cast<InputControllerImage*>(context);
 94		image->w = w;
 95		image->h = h;
 96		if (image->image.isNull()) {
 97			image->image.load(":/res/no-cam.png");
 98		}
 99#ifdef BUILD_QT_MULTIMEDIA
100		if (image->p->m_config->getQtOption("cameraDriver").toInt() == static_cast<int>(CameraDriver::QT_MULTIMEDIA)) {
101			QByteArray camera = image->p->m_config->getQtOption("camera").toByteArray();
102			if (!camera.isNull()) {
103				QMetaObject::invokeMethod(image->p, "setCamera", Q_ARG(QByteArray, camera));
104			}
105			QMetaObject::invokeMethod(image->p, "setupCam");
106		}
107#endif
108	};
109
110	m_image.stopRequestImage = [](mImageSource* context) {
111		InputControllerImage* image = static_cast<InputControllerImage*>(context);
112#ifdef BUILD_QT_MULTIMEDIA
113		QMetaObject::invokeMethod(image->p, "teardownCam");
114#endif
115	};
116
117	m_image.requestImage = [](mImageSource* context, const void** buffer, size_t* stride, mColorFormat* format) {
118		InputControllerImage* image = static_cast<InputControllerImage*>(context);
119		QSize size;
120		{
121			QMutexLocker locker(&image->mutex);
122			if (image->outOfDate) {
123				image->resizedImage = image->image.scaled(image->w, image->h, Qt::KeepAspectRatioByExpanding);
124				image->resizedImage = image->resizedImage.convertToFormat(QImage::Format_RGB16);
125				image->outOfDate = false;
126			}
127		}
128		size = image->resizedImage.size();
129		const uint16_t* bits = reinterpret_cast<const uint16_t*>(image->resizedImage.constBits());
130		if (size.width() > image->w) {
131			bits += (size.width() - image->w) / 2;
132		}
133		if (size.height() > image->h) {
134			bits += ((size.height() - image->h) / 2) * size.width();
135		}
136		*buffer = bits;
137		*stride = image->resizedImage.bytesPerLine() / sizeof(*bits);
138		*format = mCOLOR_RGB565;
139	};
140}
141
142InputController::~InputController() {
143	mInputMapDeinit(&m_inputMap);
144
145#ifdef BUILD_SDL
146	if (m_playerAttached) {
147		mSDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
148	}
149
150	--s_sdlInited;
151	if (s_sdlInited == 0) {
152		mSDLDeinitEvents(&s_sdlEvents);
153	}
154#endif
155}
156
157void InputController::setConfiguration(ConfigController* config) {
158	m_config = config;
159	loadConfiguration(KEYBOARD);
160#ifdef BUILD_SDL
161	mSDLEventsLoadConfig(&s_sdlEvents, config->input());
162	if (!m_playerAttached) {
163		m_playerAttached = mSDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
164	}
165	loadConfiguration(SDL_BINDING_BUTTON);
166	loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
167#endif
168}
169
170void InputController::loadConfiguration(uint32_t type) {
171	mInputMapLoad(&m_inputMap, type, m_config->input());
172#ifdef BUILD_SDL
173	if (m_playerAttached) {
174		mSDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
175	}
176#endif
177}
178
179void InputController::loadProfile(uint32_t type, const QString& profile) {
180	bool loaded = mInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
181	recalibrateAxes();
182	if (!loaded) {
183		const InputProfile* ip = InputProfile::findProfile(profile);
184		if (ip) {
185			ip->apply(this);
186		}
187	}
188	emit profileLoaded(profile);
189}
190
191void InputController::saveConfiguration() {
192	saveConfiguration(KEYBOARD);
193#ifdef BUILD_SDL
194	saveConfiguration(SDL_BINDING_BUTTON);
195	saveProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
196	if (m_playerAttached) {
197		mSDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
198	}
199#endif
200	m_config->write();
201}
202
203void InputController::saveConfiguration(uint32_t type) {
204	mInputMapSave(&m_inputMap, type, m_config->input());
205	m_config->write();
206}
207
208void InputController::saveProfile(uint32_t type, const QString& profile) {
209	mInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
210	m_config->write();
211}
212
213const char* InputController::profileForType(uint32_t type) {
214	UNUSED(type);
215#ifdef BUILD_SDL
216	if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
217#if SDL_VERSION_ATLEAST(2, 0, 0)
218		return SDL_JoystickName(m_sdlPlayer.joystick->joystick);
219#else
220		return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick->joystick));
221#endif
222	}
223#endif
224	return 0;
225}
226
227QStringList InputController::connectedGamepads(uint32_t type) const {
228	UNUSED(type);
229
230#ifdef BUILD_SDL
231	if (type == SDL_BINDING_BUTTON) {
232		QStringList pads;
233		for (size_t i = 0; i < SDL_JoystickListSize(&s_sdlEvents.joysticks); ++i) {
234			const char* name;
235#if SDL_VERSION_ATLEAST(2, 0, 0)
236			name = SDL_JoystickName(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick);
237#else
238			name = SDL_JoystickName(SDL_JoystickIndex(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, i)->joystick));
239#endif
240			if (name) {
241				pads.append(QString(name));
242			} else {
243				pads.append(QString());
244			}
245		}
246		return pads;
247	}
248#endif
249
250	return QStringList();
251}
252
253int InputController::gamepad(uint32_t type) const {
254#ifdef BUILD_SDL
255	if (type == SDL_BINDING_BUTTON) {
256		return m_sdlPlayer.joystick ? m_sdlPlayer.joystick->index : 0;
257	}
258#endif
259	return 0;
260}
261
262void InputController::setGamepad(uint32_t type, int index) {
263#ifdef BUILD_SDL
264	if (type == SDL_BINDING_BUTTON) {
265		mSDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index);
266	}
267#endif
268}
269
270void InputController::setPreferredGamepad(uint32_t type, int index) {
271	if (!m_config) {
272		return;
273	}
274#ifdef BUILD_SDL
275#if SDL_VERSION_ATLEAST(2, 0, 0)
276	char name[34] = {0};
277	SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, index)->joystick), name, sizeof(name));
278#else
279	const char* name = SDL_JoystickName(SDL_JoystickIndex(SDL_JoystickListGetPointer(&s_sdlEvents.joysticks, index)->joystick));
280	if (!name) {
281		return;
282	}
283#endif
284	mInputSetPreferredDevice(m_config->input(), "gba", type, m_playerId, name);
285#else
286	UNUSED(type);
287	UNUSED(index);
288#endif
289}
290
291mRumble* InputController::rumble() {
292#ifdef BUILD_SDL
293#if SDL_VERSION_ATLEAST(2, 0, 0)
294	if (m_playerAttached) {
295		return &m_sdlPlayer.rumble.d;
296	}
297#endif
298#endif
299	return nullptr;
300}
301
302mRotationSource* InputController::rotationSource() {
303#ifdef BUILD_SDL
304	if (m_playerAttached) {
305		return &m_sdlPlayer.rotation.d;
306	}
307#endif
308	return nullptr;
309}
310
311void InputController::registerTiltAxisX(int axis) {
312#ifdef BUILD_SDL
313	if (m_playerAttached) {
314		m_sdlPlayer.rotation.axisX = axis;
315	}
316#endif
317}
318
319void InputController::registerTiltAxisY(int axis) {
320#ifdef BUILD_SDL
321	if (m_playerAttached) {
322		m_sdlPlayer.rotation.axisY = axis;
323	}
324#endif
325}
326
327void InputController::registerGyroAxisX(int axis) {
328#ifdef BUILD_SDL
329	if (m_playerAttached) {
330		m_sdlPlayer.rotation.gyroX = axis;
331	}
332#endif
333}
334
335void InputController::registerGyroAxisY(int axis) {
336#ifdef BUILD_SDL
337	if (m_playerAttached) {
338		m_sdlPlayer.rotation.gyroY = axis;
339	}
340#endif
341}
342
343float InputController::gyroSensitivity() const {
344#ifdef BUILD_SDL
345	if (m_playerAttached) {
346		return m_sdlPlayer.rotation.gyroSensitivity;
347	}
348#endif
349	return 0;
350}
351
352void InputController::setGyroSensitivity(float sensitivity) {
353#ifdef BUILD_SDL
354	if (m_playerAttached) {
355		m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
356	}
357#endif
358}
359
360GBAKey InputController::mapKeyboard(int key) const {
361	return static_cast<GBAKey>(mInputMapKey(&m_inputMap, KEYBOARD, key));
362}
363
364void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
365	return mInputBindKey(&m_inputMap, type, key, gbaKey);
366}
367
368void InputController::updateJoysticks() {
369#ifdef BUILD_SDL
370	QString profile = profileForType(SDL_BINDING_BUTTON);
371	mSDLUpdateJoysticks(&s_sdlEvents, m_config->input());
372	QString newProfile = profileForType(SDL_BINDING_BUTTON);
373	if (profile != newProfile) {
374		loadProfile(SDL_BINDING_BUTTON, newProfile);
375	}
376#endif
377}
378
379int InputController::pollEvents() {
380	int activeButtons = 0;
381#ifdef BUILD_SDL
382	if (m_playerAttached && m_sdlPlayer.joystick) {
383		SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
384		SDL_JoystickUpdate();
385		int numButtons = SDL_JoystickNumButtons(joystick);
386		int i;
387		for (i = 0; i < numButtons; ++i) {
388			GBAKey key = static_cast<GBAKey>(mInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i));
389			if (key == GBA_KEY_NONE) {
390				continue;
391			}
392			if (hasPendingEvent(key)) {
393				continue;
394			}
395			if (SDL_JoystickGetButton(joystick, i)) {
396				activeButtons |= 1 << key;
397			}
398		}
399		int numHats = SDL_JoystickNumHats(joystick);
400		for (i = 0; i < numHats; ++i) {
401			int hat = SDL_JoystickGetHat(joystick, i);
402			activeButtons |= mInputMapHat(&m_inputMap, SDL_BINDING_BUTTON, i, hat);
403		}
404
405		int numAxes = SDL_JoystickNumAxes(joystick);
406		for (i = 0; i < numAxes; ++i) {
407			int value = SDL_JoystickGetAxis(joystick, i);
408
409			enum GBAKey key = static_cast<GBAKey>(mInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value));
410			if (key != GBA_KEY_NONE) {
411				activeButtons |= 1 << key;
412			}
413		}
414	}
415#endif
416	return activeButtons;
417}
418
419QSet<int> InputController::activeGamepadButtons(int type) {
420	QSet<int> activeButtons;
421#ifdef BUILD_SDL
422	if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
423		SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
424		SDL_JoystickUpdate();
425		int numButtons = SDL_JoystickNumButtons(joystick);
426		int i;
427		for (i = 0; i < numButtons; ++i) {
428			if (SDL_JoystickGetButton(joystick, i)) {
429				activeButtons.insert(i);
430			}
431		}
432	}
433#endif
434	return activeButtons;
435}
436
437void InputController::recalibrateAxes() {
438#ifdef BUILD_SDL
439	if (m_playerAttached && m_sdlPlayer.joystick) {
440		SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
441		SDL_JoystickUpdate();
442		int numAxes = SDL_JoystickNumAxes(joystick);
443		if (numAxes < 1) {
444			return;
445		}
446		m_deadzones.resize(numAxes);
447		int i;
448		for (i = 0; i < numAxes; ++i) {
449			m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
450		}
451	}
452#endif
453}
454
455QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes(int type) {
456	QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
457#ifdef BUILD_SDL
458	if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
459		SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
460		SDL_JoystickUpdate();
461		int numAxes = SDL_JoystickNumAxes(joystick);
462		if (numAxes < 1) {
463			return activeAxes;
464		}
465		m_deadzones.resize(numAxes);
466		int i;
467		for (i = 0; i < numAxes; ++i) {
468			int32_t axis = SDL_JoystickGetAxis(joystick, i);
469			axis -= m_deadzones[i];
470			if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
471				activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
472			}
473		}
474	}
475#endif
476	return activeAxes;
477}
478
479void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
480	const mInputAxis* old = mInputQueryAxis(&m_inputMap, type, axis);
481	mInputAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
482	if (old) {
483		description = *old;
484	}
485	int deadzone = 0;
486	if (axis > 0 && m_deadzones.size() > axis) {
487		deadzone = m_deadzones[axis];
488	}
489	switch (direction) {
490	case GamepadAxisEvent::NEGATIVE:
491		description.lowDirection = key;
492
493		description.deadLow = deadzone - AXIS_THRESHOLD;
494		break;
495	case GamepadAxisEvent::POSITIVE:
496		description.highDirection = key;
497		description.deadHigh = deadzone + AXIS_THRESHOLD;
498		break;
499	default:
500		return;
501	}
502	mInputBindAxis(&m_inputMap, type, axis, &description);
503}
504
505void InputController::unbindAllAxes(uint32_t type) {
506	mInputUnbindAllAxes(&m_inputMap, type);
507}
508
509QSet<QPair<int, GamepadHatEvent::Direction>> InputController::activeGamepadHats(int type) {
510	QSet<QPair<int, GamepadHatEvent::Direction>> activeHats;
511#ifdef BUILD_SDL
512	if (m_playerAttached && type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
513		SDL_Joystick* joystick = m_sdlPlayer.joystick->joystick;
514		SDL_JoystickUpdate();
515		int numHats = SDL_JoystickNumHats(joystick);
516		if (numHats < 1) {
517			return activeHats;
518		}
519
520		int i;
521		for (i = 0; i < numHats; ++i) {
522			int hat = SDL_JoystickGetHat(joystick, i);
523			if (hat & GamepadHatEvent::UP) {
524				activeHats.insert(qMakePair(i, GamepadHatEvent::UP));
525			}
526			if (hat & GamepadHatEvent::RIGHT) {
527				activeHats.insert(qMakePair(i, GamepadHatEvent::RIGHT));
528			}
529			if (hat & GamepadHatEvent::DOWN) {
530				activeHats.insert(qMakePair(i, GamepadHatEvent::DOWN));
531			}
532			if (hat & GamepadHatEvent::LEFT) {
533				activeHats.insert(qMakePair(i, GamepadHatEvent::LEFT));
534			}
535		}
536	}
537#endif
538	return activeHats;
539}
540
541void InputController::bindHat(uint32_t type, int hat, GamepadHatEvent::Direction direction, GBAKey gbaKey) {
542	mInputHatBindings bindings{ -1, -1, -1, -1 };
543	mInputQueryHat(&m_inputMap, type, hat, &bindings);
544	switch (direction) {
545	case GamepadHatEvent::UP:
546		bindings.up = gbaKey;
547		break;
548	case GamepadHatEvent::RIGHT:
549		bindings.right = gbaKey;
550		break;
551	case GamepadHatEvent::DOWN:
552		bindings.down = gbaKey;
553		break;
554	case GamepadHatEvent::LEFT:
555		bindings.left = gbaKey;
556		break;
557	default:
558		return;
559	}
560	mInputBindHat(&m_inputMap, type, hat, &bindings);
561}
562
563void InputController::testGamepad(int type) {
564	auto activeAxes = activeGamepadAxes(type);
565	auto oldAxes = m_activeAxes;
566	m_activeAxes = activeAxes;
567
568	auto activeButtons = activeGamepadButtons(type);
569	auto oldButtons = m_activeButtons;
570	m_activeButtons = activeButtons;
571
572	auto activeHats = activeGamepadHats(type);
573	auto oldHats = m_activeHats;
574	m_activeHats = activeHats;
575
576	if (!QApplication::focusWidget()) {
577		return;
578	}
579
580	activeAxes.subtract(oldAxes);
581	oldAxes.subtract(m_activeAxes);
582
583	for (auto& axis : m_activeAxes) {
584		bool newlyAboveThreshold = activeAxes.contains(axis);
585		if (newlyAboveThreshold) {
586			GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, type, this);
587			postPendingEvent(event->gbaKey());
588			sendGamepadEvent(event);
589			if (!event->isAccepted()) {
590				clearPendingEvent(event->gbaKey());
591			}
592		}
593	}
594	for (auto axis : oldAxes) {
595		GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, type, this);
596		clearPendingEvent(event->gbaKey());
597		sendGamepadEvent(event);
598	}
599
600	if (!QApplication::focusWidget()) {
601		return;
602	}
603
604	activeButtons.subtract(oldButtons);
605	oldButtons.subtract(m_activeButtons);
606
607	for (int button : activeButtons) {
608		GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, type, this);
609		postPendingEvent(event->gbaKey());
610		sendGamepadEvent(event);
611		if (!event->isAccepted()) {
612			clearPendingEvent(event->gbaKey());
613		}
614	}
615	for (int button : oldButtons) {
616		GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, type, this);
617		clearPendingEvent(event->gbaKey());
618		sendGamepadEvent(event);
619	}
620
621	activeHats.subtract(oldHats);
622	oldHats.subtract(m_activeHats);
623
624	for (auto& hat : activeHats) {
625		GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Down(), hat.first, hat.second, type, this);
626		postPendingEvent(event->gbaKey());
627		sendGamepadEvent(event);
628		if (!event->isAccepted()) {
629			clearPendingEvent(event->gbaKey());
630		}
631	}
632	for (auto& hat : oldHats) {
633		GamepadHatEvent* event = new GamepadHatEvent(GamepadHatEvent::Up(), hat.first, hat.second, type, this);
634		clearPendingEvent(event->gbaKey());
635		sendGamepadEvent(event);
636	}
637}
638
639void InputController::sendGamepadEvent(QEvent* event) {
640	QWidget* focusWidget = nullptr;
641	if (m_focusParent) {
642		focusWidget = m_focusParent->focusWidget();
643		if (!focusWidget) {
644			focusWidget = m_focusParent;
645		}
646	} else {
647		focusWidget = QApplication::focusWidget();
648	}
649	QApplication::sendEvent(focusWidget, event);
650}
651
652void InputController::postPendingEvent(GBAKey key) {
653	m_pendingEvents.insert(key);
654}
655
656void InputController::clearPendingEvent(GBAKey key) {
657	m_pendingEvents.remove(key);
658}
659
660bool InputController::hasPendingEvent(GBAKey key) const {
661	return m_pendingEvents.contains(key);
662}
663
664void InputController::suspendScreensaver() {
665#ifdef BUILD_SDL
666#if SDL_VERSION_ATLEAST(2, 0, 0)
667	mSDLSuspendScreensaver(&s_sdlEvents);
668#endif
669#endif
670}
671
672void InputController::resumeScreensaver() {
673#ifdef BUILD_SDL
674#if SDL_VERSION_ATLEAST(2, 0, 0)
675	mSDLResumeScreensaver(&s_sdlEvents);
676#endif
677#endif
678}
679
680void InputController::setScreensaverSuspendable(bool suspendable) {
681#ifdef BUILD_SDL
682#if SDL_VERSION_ATLEAST(2, 0, 0)
683	mSDLSetScreensaverSuspendable(&s_sdlEvents, suspendable);
684#endif
685#endif
686}
687
688void InputController::stealFocus(QWidget* focus) {
689	m_focusParent = focus;
690}
691
692void InputController::releaseFocus(QWidget* focus) {
693	if (focus == m_focusParent) {
694		m_focusParent = m_topLevel;
695	}
696}
697
698void InputController::loadCamImage(const QString& path) {
699	setCamImage(QImage(path));
700}
701
702void InputController::setCamImage(const QImage& image) {
703	if (image.isNull()) {
704		return;
705	}
706	QMutexLocker locker(&m_image.mutex);
707	m_image.image = image;
708	m_image.resizedImage = QImage();
709	m_image.outOfDate = true;
710}
711
712QList<QPair<QByteArray, QString>> InputController::listCameras() const {
713	QList<QPair<QByteArray, QString>> out;
714#ifdef BUILD_QT_MULTIMEDIA
715	QList<QCameraInfo> cams = QCameraInfo::availableCameras();
716	for (const auto& cam : cams) {
717		out.append(qMakePair(cam.deviceName().toLatin1(), cam.description()));
718	}
719#endif
720	return out;
721}
722
723void InputController::increaseLuminanceLevel() {
724	setLuminanceLevel(m_luxLevel + 1);
725}
726
727void InputController::decreaseLuminanceLevel() {
728	setLuminanceLevel(m_luxLevel - 1);
729}
730
731void InputController::setLuminanceLevel(int level) {
732	int value = 0x16;
733	level = std::max(0, std::min(10, level));
734	if (level > 0) {
735		value += GBA_LUX_LEVELS[level - 1];
736	}
737	setLuminanceValue(value);
738}
739
740void InputController::setLuminanceValue(uint8_t value) {
741	m_luxValue = value;
742	value = std::max<int>(value - 0x16, 0);
743	m_luxLevel = 10;
744	for (int i = 0; i < 10; ++i) {
745		if (value < GBA_LUX_LEVELS[i]) {
746			m_luxLevel = i;
747			break;
748		}
749	}
750	emit luminanceValueChanged(m_luxValue);
751}
752
753void InputController::setupCam() {
754#ifdef BUILD_QT_MULTIMEDIA
755	if (!m_camera) {
756		m_camera = std::make_unique<QCamera>();
757		connect(m_camera.get(), &QCamera::statusChanged, this, &InputController::prepareCamSettings, Qt::QueuedConnection);
758	}
759	m_camera->setCaptureMode(QCamera::CaptureVideo);
760	m_camera->setViewfinder(&m_videoDumper);
761	m_camera->load();
762#endif
763}
764
765#ifdef BUILD_QT_MULTIMEDIA
766void InputController::prepareCamSettings(QCamera::Status status) {
767	if (status != QCamera::LoadedStatus || m_camera->state() == QCamera::ActiveState) {
768		return;
769	}
770#if (QT_VERSION >= QT_VERSION_CHECK(5, 5, 0))
771	QVideoFrame::PixelFormat format(QVideoFrame::Format_RGB32);
772	QCameraViewfinderSettings settings;
773	QSize size(1280, 720);
774	auto cameraRes = m_camera->supportedViewfinderResolutions(settings);
775	for (auto& cameraSize : cameraRes) {
776		if (cameraSize.width() < m_image.w || cameraSize.height() < m_image.h) {
777			continue;
778		}
779		if (cameraSize.width() <= size.width() && cameraSize.height() <= size.height()) {
780			size = cameraSize;
781		}
782	}
783	settings.setResolution(size);
784
785	auto cameraFormats = m_camera->supportedViewfinderPixelFormats(settings);
786	auto goodFormats = m_videoDumper.supportedPixelFormats();
787	bool goodFormatFound = false;
788	for (const auto& goodFormat : goodFormats) {
789		if (cameraFormats.contains(goodFormat)) {
790			settings.setPixelFormat(goodFormat);
791			format = goodFormat;
792			goodFormatFound = true;
793			break;
794		}
795	}
796	if (!goodFormatFound) {
797		LOG(QT, WARN) << "Could not find a valid camera format!";
798		for (const auto& format : cameraFormats) {
799			LOG(QT, WARN) << "Camera supported format: " << QString::number(format);
800		}
801	}
802	m_camera->setViewfinderSettings(settings);
803#endif
804	m_camera->start();
805}
806#endif
807
808void InputController::teardownCam() {
809#ifdef BUILD_QT_MULTIMEDIA
810	if (m_camera) {
811		m_camera->stop();
812	}
813#endif
814}
815
816void InputController::setCamera(const QByteArray& name) {
817#ifdef BUILD_QT_MULTIMEDIA
818	bool needsRestart = false;
819	if (m_camera) {
820		needsRestart = m_camera->state() == QCamera::ActiveState;
821	}
822	m_camera = std::make_unique<QCamera>(name);
823	connect(m_camera.get(), &QCamera::statusChanged, this, &InputController::prepareCamSettings, Qt::QueuedConnection);
824	if (needsRestart) {
825		setupCam();
826	}
827#endif
828}