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
12#include <QApplication>
13#include <QTimer>
14#include <QWidget>
15
16extern "C" {
17#include "util/configuration.h"
18}
19
20using namespace QGBA;
21
22#ifdef BUILD_SDL
23int InputController::s_sdlInited = 0;
24GBASDLEvents InputController::s_sdlEvents;
25#endif
26
27InputController::InputController(int playerId, QObject* parent)
28 : QObject(parent)
29 , m_playerId(playerId)
30 , m_config(nullptr)
31 , m_gamepadTimer(nullptr)
32#ifdef BUILD_SDL
33 , m_playerAttached(false)
34#endif
35 , m_allowOpposing(false)
36{
37 GBAInputMapInit(&m_inputMap);
38
39#ifdef BUILD_SDL
40 if (s_sdlInited == 0) {
41 GBASDLInitEvents(&s_sdlEvents);
42 }
43 ++s_sdlInited;
44 m_sdlPlayer.bindings = &m_inputMap;
45 GBASDLInitBindings(&m_inputMap);
46
47 m_gamepadTimer = new QTimer(this);
48 connect(m_gamepadTimer, SIGNAL(timeout()), this, SLOT(testGamepad()));
49 m_gamepadTimer->setInterval(50);
50 m_gamepadTimer->start();
51#endif
52
53 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
54 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
55 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
56 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
57 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
58 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
59 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
60 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
61 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
62 GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
63}
64
65InputController::~InputController() {
66 GBAInputMapDeinit(&m_inputMap);
67
68#ifdef BUILD_SDL
69 --s_sdlInited;
70 if (s_sdlInited == 0) {
71 GBASDLDeinitEvents(&s_sdlEvents);
72 }
73#endif
74}
75
76void InputController::setConfiguration(ConfigController* config) {
77 m_config = config;
78 setAllowOpposing(config->getOption("allowOpposingDirections").toInt());
79 loadConfiguration(KEYBOARD);
80#ifdef BUILD_SDL
81 GBASDLEventsLoadConfig(&s_sdlEvents, config->input());
82 if (!m_playerAttached) {
83 GBASDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
84 m_playerAttached = true;
85 }
86 loadConfiguration(SDL_BINDING_BUTTON);
87 loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
88#endif
89}
90
91void InputController::loadConfiguration(uint32_t type) {
92 GBAInputMapLoad(&m_inputMap, type, m_config->input());
93#ifdef BUILD_SDL
94 if (m_playerAttached) {
95 GBASDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
96 }
97#endif
98}
99
100void InputController::loadProfile(uint32_t type, const QString& profile) {
101 GBAInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toLocal8Bit().constData());
102}
103
104void InputController::saveConfiguration(uint32_t type) {
105 GBAInputMapSave(&m_inputMap, type, m_config->input());
106 m_config->write();
107}
108
109void InputController::saveProfile(uint32_t type, const QString& profile) {
110 GBAInputProfileSave(&m_inputMap, type, m_config->input(), profile.toLocal8Bit().constData());
111 m_config->write();
112}
113
114const char* InputController::profileForType(uint32_t type) {
115 UNUSED(type);
116#ifdef BUILD_SDL
117 if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
118#if SDL_VERSION_ATLEAST(2, 0, 0)
119 return SDL_JoystickName(m_sdlPlayer.joystick);
120#else
121 return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick));
122#endif
123 }
124#endif
125 return 0;
126}
127
128#ifdef BUILD_SDL
129QStringList InputController::connectedGamepads(uint32_t type) const {
130 UNUSED(type);
131 if (type != SDL_BINDING_BUTTON) {
132 return QStringList();
133 }
134
135 QStringList pads;
136 for (size_t i = 0; i < s_sdlEvents.nJoysticks; ++i) {
137 const char* name;
138#if SDL_VERSION_ATLEAST(2, 0, 0)
139 name = SDL_JoystickName(s_sdlEvents.joysticks[i]);
140#else
141 name = SDL_JoystickName(SDL_JoystickIndex(s_sdlEvents.joysticks[i]));
142#endif
143 if (name) {
144 pads.append(QString(name));
145 } else {
146 pads.append(QString());
147 }
148 }
149 return pads;
150}
151
152void InputController::setPreferredGamepad(uint32_t type, const QString& device) {
153 if (!m_config) {
154 return;
155 }
156 GBAInputSetPreferredDevice(m_config->input(), type, m_sdlPlayer.playerId, device.toLocal8Bit().constData());
157}
158#endif
159
160GBAKey InputController::mapKeyboard(int key) const {
161 return GBAInputMapKey(&m_inputMap, KEYBOARD, key);
162}
163
164void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
165 return GBAInputBindKey(&m_inputMap, type, key, gbaKey);
166}
167
168#ifdef BUILD_SDL
169int InputController::testSDLEvents() {
170 SDL_Joystick* joystick = m_sdlPlayer.joystick;
171 SDL_JoystickUpdate();
172 int numButtons = SDL_JoystickNumButtons(joystick);
173 int activeButtons = 0;
174 int i;
175 for (i = 0; i < numButtons; ++i) {
176 GBAKey key = GBAInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i);
177 if (key == GBA_KEY_NONE) {
178 continue;
179 }
180 if (hasPendingEvent(key)) {
181 continue;
182 }
183 if (SDL_JoystickGetButton(joystick, i)) {
184 activeButtons |= 1 << key;
185 }
186 }
187 int numHats = SDL_JoystickNumHats(joystick);
188 for (i = 0; i < numHats; ++i) {
189 int hat = SDL_JoystickGetHat(joystick, i);
190 if (hat & SDL_HAT_UP) {
191 activeButtons |= 1 << GBA_KEY_UP;
192 }
193 if (hat & SDL_HAT_LEFT) {
194 activeButtons |= 1 << GBA_KEY_LEFT;
195 }
196 if (hat & SDL_HAT_DOWN) {
197 activeButtons |= 1 << GBA_KEY_DOWN;
198 }
199 if (hat & SDL_HAT_RIGHT) {
200 activeButtons |= 1 << GBA_KEY_RIGHT;
201 }
202 }
203
204 int numAxes = SDL_JoystickNumAxes(joystick);
205 for (i = 0; i < numAxes; ++i) {
206 int value = SDL_JoystickGetAxis(joystick, i);
207
208 enum GBAKey key = GBAInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value);
209 if (key != GBA_KEY_NONE) {
210 activeButtons |= 1 << key;
211 }
212 }
213 return activeButtons;
214}
215
216QSet<int> InputController::activeGamepadButtons() {
217 SDL_Joystick* joystick = m_sdlPlayer.joystick;
218 SDL_JoystickUpdate();
219 int numButtons = SDL_JoystickNumButtons(joystick);
220 QSet<int> activeButtons;
221 int i;
222 for (i = 0; i < numButtons; ++i) {
223 if (SDL_JoystickGetButton(joystick, i)) {
224 activeButtons.insert(i);
225 }
226 }
227 return activeButtons;
228}
229
230QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes() {
231 SDL_Joystick* joystick = m_sdlPlayer.joystick;
232 SDL_JoystickUpdate();
233 int numButtons = SDL_JoystickNumAxes(joystick);
234 QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
235 int i;
236 for (i = 0; i < numButtons; ++i) {
237 int32_t axis = SDL_JoystickGetAxis(joystick, i);
238 if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
239 activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
240 }
241 }
242 return activeAxes;
243}
244
245void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
246 const GBAAxis* old = GBAInputQueryAxis(&m_inputMap, SDL_BINDING_BUTTON, axis);
247 GBAAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
248 if (old) {
249 description = *old;
250 }
251 switch (direction) {
252 case GamepadAxisEvent::NEGATIVE:
253 description.lowDirection = key;
254 description.deadLow = -AXIS_THRESHOLD;
255 break;
256 case GamepadAxisEvent::POSITIVE:
257 description.highDirection = key;
258 description.deadHigh = AXIS_THRESHOLD;
259 break;
260 default:
261 return;
262 }
263 GBAInputBindAxis(&m_inputMap, SDL_BINDING_BUTTON, axis, &description);
264}
265#endif
266
267void InputController::testGamepad() {
268#ifdef BUILD_SDL
269 auto activeAxes = activeGamepadAxes();
270 auto oldAxes = m_activeAxes;
271 m_activeAxes = activeAxes;
272
273 auto activeButtons = activeGamepadButtons();
274 auto oldButtons = m_activeButtons;
275 m_activeButtons = activeButtons;
276
277 if (!QApplication::focusWidget()) {
278 return;
279 }
280
281 activeAxes.subtract(oldAxes);
282 oldAxes.subtract(m_activeAxes);
283
284 for (auto& axis : m_activeAxes) {
285 bool newlyAboveThreshold = activeAxes.contains(axis);
286 GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, this);
287 if (newlyAboveThreshold) {
288 postPendingEvent(event->gbaKey());
289 QApplication::sendEvent(QApplication::focusWidget(), event);
290 if (!event->isAccepted()) {
291 clearPendingEvent(event->gbaKey());
292 }
293 } else if (oldAxes.contains(axis)) {
294 clearPendingEvent(event->gbaKey());
295 QApplication::sendEvent(QApplication::focusWidget(), event);
296 }
297 }
298
299 if (!QApplication::focusWidget()) {
300 return;
301 }
302
303 activeButtons.subtract(oldButtons);
304 oldButtons.subtract(m_activeButtons);
305
306 for (int button : activeButtons) {
307 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, this);
308 postPendingEvent(event->gbaKey());
309 QApplication::sendEvent(QApplication::focusWidget(), event);
310 if (!event->isAccepted()) {
311 clearPendingEvent(event->gbaKey());
312 }
313 }
314 for (int button : oldButtons) {
315 GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, this);
316 clearPendingEvent(event->gbaKey());
317 QApplication::sendEvent(QApplication::focusWidget(), event);
318 }
319#endif
320}
321
322void InputController::postPendingEvent(GBAKey key) {
323 m_pendingEvents.insert(key);
324}
325
326void InputController::clearPendingEvent(GBAKey key) {
327 m_pendingEvents.remove(key);
328}
329
330bool InputController::hasPendingEvent(GBAKey key) const {
331 return m_pendingEvents.contains(key);
332}