all repos — mgba @ 85c4162ad1203c40d930f04b0b8ae550d7d2e353

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
 25namespace QGBA {
 26
 27class ConfigController;
 28
 29class InputController : public QObject {
 30Q_OBJECT
 31
 32public:
 33	static const uint32_t KEYBOARD = 0x51545F4B;
 34
 35	InputController(int playerId = 0, QObject* parent = nullptr);
 36	~InputController();
 37
 38	void setConfiguration(ConfigController* config);
 39	void saveConfiguration();
 40	void loadConfiguration(uint32_t type);
 41	void loadProfile(uint32_t type, const QString& profile);
 42	void saveConfiguration(uint32_t type);
 43	void saveProfile(uint32_t type, const QString& profile);
 44	const char* profileForType(uint32_t type);
 45
 46	bool allowOpposing() const { return m_allowOpposing; }
 47	void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
 48
 49	GBAKey mapKeyboard(int key) const;
 50
 51	void bindKey(uint32_t type, int key, GBAKey);
 52
 53	const GBAInputMap* map() const { return &m_inputMap; }
 54
 55	int pollEvents();
 56
 57	static const int32_t AXIS_THRESHOLD = 0x3000;
 58	QSet<int> activeGamepadButtons(int type);
 59	QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
 60	void recalibrateAxes();
 61
 62	void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
 63
 64	QStringList connectedGamepads(uint32_t type) const;
 65	int gamepad(uint32_t type) const;
 66	void setGamepad(uint32_t type, int index);
 67	void setPreferredGamepad(uint32_t type, const QString& device);
 68
 69	void registerTiltAxisX(int axis);
 70	void registerTiltAxisY(int axis);
 71	void registerGyroAxisX(int axis);
 72	void registerGyroAxisY(int axis);
 73
 74	float gyroSensitivity() const;
 75	void setGyroSensitivity(float sensitivity);
 76
 77	GBARumble* rumble();
 78	GBARotationSource* rotationSource();
 79
 80signals:
 81	void profileLoaded(const QString& profile);
 82
 83public slots:
 84	void testGamepad(int type);
 85
 86#if defined(BUILD_SDL) && SDL_VERSION_ATLEAST(2, 0, 0)
 87	// TODO: Move these to somewhere that makes sense
 88	void suspendScreensaver();
 89	void resumeScreensaver();
 90	void setScreensaverSuspendable(bool);
 91#endif
 92
 93private:
 94	void postPendingEvent(GBAKey);
 95	void clearPendingEvent(GBAKey);
 96	bool hasPendingEvent(GBAKey) const;
 97
 98	GBAInputMap m_inputMap;
 99	ConfigController* m_config;
100	int m_playerId;
101	bool m_allowOpposing;
102
103#ifdef BUILD_SDL
104	static int s_sdlInited;
105	static GBASDLEvents s_sdlEvents;
106	GBASDLPlayer m_sdlPlayer;
107	bool m_playerAttached;
108#endif
109
110	QVector<int> m_deadzones;
111
112	QSet<int> m_activeButtons;
113	QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
114	QTimer* m_gamepadTimer;
115
116	QSet<GBAKey> m_pendingEvents;
117};
118
119}
120
121#endif