all repos — mgba @ ab5d40e45152948f30e72f7f11cb57a5dab56ed7

mGBA Game Boy Advance Emulator

src/platform/qt/GBAKeyEditor.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 "GBAKeyEditor.h"
  7
  8#include <QPaintEvent>
  9#include <QPainter>
 10#include <QPushButton>
 11#include <QTimer>
 12#include <QVBoxLayout>
 13
 14#include "InputController.h"
 15#include "KeyEditor.h"
 16
 17using namespace QGBA;
 18
 19const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
 20const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
 21const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
 22const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
 23
 24GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, QWidget* parent)
 25	: QWidget(parent)
 26	, m_type(type)
 27	, m_controller(controller)
 28{
 29	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 30	setMinimumSize(300, 300);
 31
 32	const GBAInputMap* map = controller->map();
 33
 34	m_keyDU = new KeyEditor(this);
 35	m_keyDD = new KeyEditor(this);
 36	m_keyDL = new KeyEditor(this);
 37	m_keyDR = new KeyEditor(this);
 38	m_keySelect = new KeyEditor(this);
 39	m_keyStart = new KeyEditor(this);
 40	m_keyA = new KeyEditor(this);
 41	m_keyB = new KeyEditor(this);
 42	m_keyL = new KeyEditor(this);
 43	m_keyR = new KeyEditor(this);
 44
 45	lookupBinding(map, m_keyDU, GBA_KEY_UP);
 46	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
 47	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
 48	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
 49	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
 50	lookupBinding(map, m_keyStart, GBA_KEY_START);
 51	lookupBinding(map, m_keyA, GBA_KEY_A);
 52	lookupBinding(map, m_keyB, GBA_KEY_B);
 53	lookupBinding(map, m_keyL, GBA_KEY_L);
 54	lookupBinding(map, m_keyR, GBA_KEY_R);
 55
 56#ifdef BUILD_SDL
 57	lookupAxes(map);
 58#endif
 59
 60	connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 61	connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 62	connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 63	connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 64	connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 65	connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 66	connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 67	connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 68	connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 69	connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 70
 71	connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 72	connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 73	connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 74	connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 75	connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 76	connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 77	connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 78	connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 79	connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 80	connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 81
 82	m_buttons = new QWidget(this);
 83	QVBoxLayout* layout = new QVBoxLayout;
 84	m_buttons->setLayout(layout);
 85
 86	QPushButton* setAll = new QPushButton(tr("Set all"));
 87	connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
 88	layout->addWidget(setAll);
 89
 90	QPushButton* save = new QPushButton(tr("Save"));
 91	connect(save, SIGNAL(pressed()), this, SLOT(save()));
 92	layout->addWidget(save);
 93	layout->setSpacing(6);
 94
 95	m_keyOrder = QList<KeyEditor*>{
 96		m_keyDU,
 97		m_keyDR,
 98		m_keyDD,
 99		m_keyDL,
100		m_keyA,
101		m_keyB,
102		m_keySelect,
103		m_keyStart,
104		m_keyL,
105		m_keyR
106	};
107
108	m_currentKey = m_keyOrder.end();
109
110	m_background.load(":/res/keymap.qpic");
111
112	setAll->setFocus();
113
114#ifdef BUILD_SDL
115	if (type == SDL_BINDING_BUTTON) {\
116		QTimer::singleShot(50, this, SLOT(testGamepad()));
117	}
118#endif
119}
120
121void GBAKeyEditor::setAll() {
122	m_currentKey = m_keyOrder.begin();
123	(*m_currentKey)->setFocus();
124}
125
126void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
127	setLocation(m_buttons, 0.5, 0.2);
128	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
129	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
130	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
131	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
132	setLocation(m_keySelect, 0.415, 0.93);
133	setLocation(m_keyStart, 0.585, 0.93);
134	setLocation(m_keyA, 0.826, 0.451);
135	setLocation(m_keyB, 0.667, 0.490);
136	setLocation(m_keyL, 0.1, 0.1);
137	setLocation(m_keyR, 0.9, 0.1);
138}
139
140void GBAKeyEditor::paintEvent(QPaintEvent* event) {
141	QPainter painter(this);
142	painter.scale(width() / 480.0, height() / 480.0);
143	painter.drawPicture(0, 0, m_background);
144}
145
146void GBAKeyEditor::setNext() {
147	if (m_currentKey == m_keyOrder.end()) {
148		return;
149	}
150
151	if (!(*m_currentKey)->hasFocus()) {
152		m_currentKey = m_keyOrder.end();
153	}
154
155	++m_currentKey;
156	if (m_currentKey != m_keyOrder.end()) {
157		(*m_currentKey)->setFocus();
158	} else {
159		(*(m_currentKey - 1))->clearFocus();
160	}
161}
162
163void GBAKeyEditor::save() {
164	bindKey(m_keyDU, GBA_KEY_UP);
165	bindKey(m_keyDD, GBA_KEY_DOWN);
166	bindKey(m_keyDL, GBA_KEY_LEFT);
167	bindKey(m_keyDR, GBA_KEY_RIGHT);
168	bindKey(m_keySelect, GBA_KEY_SELECT);
169	bindKey(m_keyStart, GBA_KEY_START);
170	bindKey(m_keyA, GBA_KEY_A);
171	bindKey(m_keyB, GBA_KEY_B);
172	bindKey(m_keyL, GBA_KEY_L);
173	bindKey(m_keyR, GBA_KEY_R);
174	m_controller->saveConfiguration(m_type);
175}
176
177void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
178	#ifdef BUILD_SDL
179	if (m_type == SDL_BINDING_BUTTON) {
180		int value = GBAInputQueryBinding(map, m_type, key);
181		if (value != GBA_NO_MAPPING) {
182			keyEditor->setValueButton(value);
183		}
184		return;
185	}
186	#endif
187	keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
188}
189
190#ifdef BUILD_SDL
191void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
192	GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
193		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
194		if (description->highDirection != GBA_KEY_NONE) {
195			KeyEditor* key = self->keyById(description->highDirection);
196			if (key) {
197				key->setValueAxis(axis, description->deadHigh);
198			}
199		}
200		if (description->lowDirection != GBA_KEY_NONE) {
201			KeyEditor* key = self->keyById(description->lowDirection);
202			if (key) {
203				key->setValueAxis(axis, description->deadLow);
204			}
205		}
206	}, this);
207}
208#endif
209
210void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
211	if (keyEditor->direction() != InputController::NEUTRAL) {
212		m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
213	} else {
214		m_controller->bindKey(m_type, keyEditor->value(), key);
215	}
216}
217
218#ifdef BUILD_SDL
219void GBAKeyEditor::testGamepad() {
220	if (m_currentKey == m_keyOrder.end() || !*m_currentKey) {
221		QTimer::singleShot(50, this, SLOT(testGamepad()));
222		return;
223	}
224	KeyEditor* focused = *m_currentKey;
225
226	QSet<QPair<int, int32_t>> activeAxes = m_controller->activeGamepadAxes();
227	if (!activeAxes.empty()) {
228		focused->setValueAxis(activeAxes.begin()->first, activeAxes.begin()->second);
229
230		QTimer::singleShot(200, this, SLOT(testGamepad()));
231		return;
232	}
233
234	QSet<int> activeKeys = m_controller->activeGamepadButtons();
235	if (!activeKeys.empty()) {
236		focused->setValueButton(*activeKeys.begin());
237
238		QTimer::singleShot(200, this, SLOT(testGamepad()));
239		return;
240	}
241
242	QTimer::singleShot(50, this, SLOT(testGamepad()));
243}
244#endif
245
246KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
247	switch (key) {
248	case GBA_KEY_UP:
249		return m_keyDU;
250	case GBA_KEY_DOWN:
251		return m_keyDD;
252	case GBA_KEY_LEFT:
253		return m_keyDL;
254	case GBA_KEY_RIGHT:
255		return m_keyDR;
256	case GBA_KEY_A:
257		return m_keyA;
258	case GBA_KEY_B:
259		return m_keyB;
260	case GBA_KEY_L:
261		return m_keyL;
262	case GBA_KEY_R:
263		return m_keyR;
264	case GBA_KEY_SELECT:
265		return m_keySelect;
266	case GBA_KEY_START:
267		return m_keyStart;
268	default:
269		break;
270	}
271	return nullptr;
272}
273
274void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
275	QSize s = size();
276	QSize hint = widget->sizeHint();
277	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(), hint.height());
278}