all repos — mgba @ 97a5a240007a7f9986c0a810699a80e4638ec422

mGBA Game Boy Advance Emulator

src/platform/qt/ShortcutController.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_SHORTCUT_MODEL
  7#define QGBA_SHORTCUT_MODEL
  8
  9#include "GamepadAxisEvent.h"
 10
 11#include <QAbstractItemModel>
 12#include <QKeySequence>
 13
 14#include <functional>
 15
 16class QAction;
 17class QKeyEvent;
 18class QMenu;
 19class QString;
 20
 21namespace QGBA {
 22
 23class ConfigController;
 24
 25class ShortcutController : public QAbstractItemModel {
 26Q_OBJECT
 27
 28private:
 29	constexpr static const char* const KEY_SECTION = "shortcutKey";
 30	constexpr static const char* const BUTTON_SECTION = "shortcutButton";
 31	constexpr static const char* const AXIS_SECTION = "shortcutAxis";
 32	constexpr static const char* const BUTTON_PROFILE_SECTION = "shortcutProfileButton.";
 33	constexpr static const char* const AXIS_PROFILE_SECTION = "shortcutProfileAxis.";
 34
 35	class ShortcutItem {
 36	public:
 37		typedef QPair<std::function<void ()>, std::function<void ()>> Functions;
 38
 39		ShortcutItem(QAction* action, const QString& name, ShortcutItem* parent = nullptr);
 40		ShortcutItem(Functions functions, const QKeySequence& shortcut, const QString& visibleName, const QString& name,
 41		             ShortcutItem* parent = nullptr);
 42		ShortcutItem(QMenu* action, ShortcutItem* parent = nullptr);
 43
 44		QAction* action() { return m_action; }
 45		const QAction* action() const { return m_action; }
 46		const QKeySequence& shortcut() const { return m_shortcut; }
 47		Functions functions() const { return m_functions; }
 48		QMenu* menu() { return m_menu; }
 49		const QMenu* menu() const { return m_menu; }
 50		const QString& visibleName() const { return m_visibleName; }
 51		const QString& name() const { return m_name; }
 52		QList<ShortcutItem>& items() { return m_items; }
 53		const QList<ShortcutItem>& items() const { return m_items; }
 54		ShortcutItem* parent() { return m_parent; }
 55		const ShortcutItem* parent() const { return m_parent; }
 56		void addAction(QAction* action, const QString& name);
 57		void addFunctions(Functions functions, const QKeySequence& shortcut, const QString& visibleName,
 58		                  const QString& name);
 59		void addSubmenu(QMenu* menu);
 60		int button() const { return m_button; }
 61		void setShortcut(const QKeySequence& sequence);
 62		void setButton(int button) { m_button = button; }
 63		int axis() const { return m_axis; }
 64		GamepadAxisEvent::Direction direction() const { return m_direction; }
 65		void setAxis(int axis, GamepadAxisEvent::Direction direction);
 66
 67		bool operator==(const ShortcutItem& other) const {
 68			return m_menu == other.m_menu && m_action == other.m_action;
 69		}
 70
 71	private:
 72		QAction* m_action;
 73		QKeySequence m_shortcut;
 74		QMenu* m_menu;
 75		Functions m_functions;
 76		QString m_name;
 77		QString m_visibleName;
 78		int m_button;
 79		int m_axis;
 80		GamepadAxisEvent::Direction m_direction;
 81		QList<ShortcutItem> m_items;
 82		ShortcutItem* m_parent;
 83	};
 84
 85public:
 86	ShortcutController(QObject* parent = nullptr);
 87
 88	void setConfigController(ConfigController* controller);
 89	void setProfile(const QString& profile);
 90
 91	virtual QVariant data(const QModelIndex& index, int role = Qt::DisplayRole) const override;
 92	virtual QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const override;
 93
 94	virtual QModelIndex index(int row, int column, const QModelIndex& parent) const override;
 95	virtual QModelIndex parent(const QModelIndex& index) const override;
 96
 97	virtual int columnCount(const QModelIndex& parent = QModelIndex()) const override;
 98	virtual int rowCount(const QModelIndex& parent = QModelIndex()) const override;
 99
100	void addAction(QMenu* menu, QAction* action, const QString& name);
101	void addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
102	                  const QKeySequence& shortcut, const QString& visibleName, const QString& name);
103	void addMenu(QMenu* menu, QMenu* parent = nullptr);
104
105	QKeySequence shortcutAt(const QModelIndex& index) const;
106	bool isMenuAt(const QModelIndex& index) const;
107
108	void updateKey(const QModelIndex& index, const QKeySequence& keySequence);
109	void updateButton(const QModelIndex& index, int button);
110	void updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction direction);
111
112	void clearKey(const QModelIndex& index);
113	void clearButton(const QModelIndex& index);
114
115	static QKeySequence keyEventToSequence(const QKeyEvent*);
116
117public slots:
118	void loadProfile(const QString& profile);
119
120protected:
121	bool eventFilter(QObject*, QEvent*) override;
122
123private:
124	ShortcutItem* itemAt(const QModelIndex& index);
125	const ShortcutItem* itemAt(const QModelIndex& index) const;
126	void loadShortcuts(ShortcutItem*);
127	void loadGamepadShortcuts(ShortcutItem*);
128	void onSubitems(ShortcutItem*, std::function<void(ShortcutItem*)> func);
129
130	ShortcutItem m_rootMenu;
131	QMap<QMenu*, ShortcutItem*> m_menuMap;
132	QMap<int, ShortcutItem*> m_buttons;
133	QMap<QPair<int, GamepadAxisEvent::Direction>, ShortcutItem*> m_axes;
134	QMap<QKeySequence, ShortcutItem*> m_heldKeys;
135	ConfigController* m_config;
136	QString m_profile;
137};
138
139}
140
141#endif