all repos — mgba @ bf8fde59c62cd6cec4a6d37e25f226bf5d40173e

mGBA Game Boy Advance Emulator

src/platform/qt/ShortcutView.cpp (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#include "ShortcutView.h"
  7
  8#include "GamepadButtonEvent.h"
  9#include "InputController.h"
 10#include "ShortcutController.h"
 11#include "ShortcutModel.h"
 12
 13#include <QKeyEvent>
 14
 15using namespace QGBA;
 16
 17ShortcutView::ShortcutView(QWidget* parent)
 18	: QWidget(parent)
 19{
 20	m_ui.setupUi(this);
 21	m_ui.keyEdit->setValueKey(0);
 22
 23	connect(m_ui.gamepadButton, &QAbstractButton::pressed, [this]() {
 24		bool signalsBlocked = m_ui.keyEdit->blockSignals(true);
 25		m_ui.keyEdit->setValueButton(-1);
 26		m_ui.keyEdit->blockSignals(signalsBlocked);
 27	});
 28	connect(m_ui.keyboardButton, &QAbstractButton::pressed, [this]() {
 29		bool signalsBlocked = m_ui.keyEdit->blockSignals(true);
 30		m_ui.keyEdit->setValueKey(0);
 31		m_ui.keyEdit->blockSignals(signalsBlocked);
 32	});
 33	connect(m_ui.keyEdit, &KeyEditor::valueChanged, this, &ShortcutView::updateButton);
 34	connect(m_ui.keyEdit, &KeyEditor::axisChanged, this, &ShortcutView::updateAxis);
 35	connect(m_ui.shortcutTable, &QAbstractItemView::doubleClicked, this, &ShortcutView::load);
 36	connect(m_ui.clearButton, &QAbstractButton::clicked, this, &ShortcutView::clear);
 37}
 38
 39ShortcutView::~ShortcutView() {
 40	m_input->releaseFocus(this);
 41}
 42
 43void ShortcutView::setController(ShortcutController* controller) {
 44	m_controller = controller;
 45	m_model = new ShortcutModel(this);
 46	m_model->setController(controller);
 47	m_ui.shortcutTable->setModel(m_model);
 48}
 49
 50void ShortcutView::setInputController(InputController* controller) {
 51	if (m_input) {
 52		m_input->releaseFocus(this);
 53	}
 54	m_input = controller;
 55	m_input->stealFocus(this);
 56}
 57
 58void ShortcutView::load(const QModelIndex& index) {
 59	if (!m_controller) {
 60		return;
 61	}
 62	QString name = m_model->name(index);
 63	const Shortcut* item = m_controller->shortcut(name);
 64	if (!item->action()) {
 65		return;
 66	}
 67	int shortcut = item->shortcut();
 68	if (index.column() == 1) {
 69		m_ui.keyboardButton->click();
 70	} else if (index.column() == 2) {
 71		m_ui.gamepadButton->click();
 72	}
 73	bool blockSignals = m_ui.keyEdit->blockSignals(true);
 74	m_ui.keyEdit->setFocus(Qt::MouseFocusReason);
 75	if (m_ui.gamepadButton->isChecked()) {
 76		m_ui.keyEdit->setValueButton(-1); // There are no default bindings
 77	} else {
 78		m_ui.keyEdit->setValueKey(shortcut);
 79	}
 80	m_ui.keyEdit->blockSignals(blockSignals);
 81}
 82
 83void ShortcutView::clear() {
 84	if (!m_controller) {
 85		return;
 86	}
 87	QModelIndex index = m_ui.shortcutTable->selectionModel()->currentIndex();
 88	QString name = m_model->name(index);
 89	const Shortcut* item = m_controller->shortcut(name);
 90	if (!item->action()) {
 91		return;
 92	}
 93	if (m_ui.gamepadButton->isChecked()) {
 94		m_controller->clearButton(name);
 95		m_controller->clearAxis(name);
 96		m_ui.keyEdit->setValueButton(-1);
 97	} else {
 98		m_controller->clearKey(name);
 99		m_ui.keyEdit->setValueKey(-1);
100	}
101}
102
103void ShortcutView::updateButton(int button) {
104	if (!m_controller) {
105		return;
106	}
107	QString name = m_model->name(m_ui.shortcutTable->selectionModel()->currentIndex());
108	const Shortcut* item = m_controller->shortcut(name);
109	if (!item->action()) {
110		return;
111	}
112	if (m_ui.gamepadButton->isChecked()) {
113		m_controller->updateButton(name, button);
114	} else {
115		m_controller->updateKey(name, button);
116	}
117}
118
119void ShortcutView::updateAxis(int axis, int direction) {
120	if (!m_controller) {
121		return;
122	}
123	QString name = m_model->name(m_ui.shortcutTable->selectionModel()->currentIndex());
124	const Shortcut* item = m_controller->shortcut(name);
125	if (!item->action()) {
126		return;
127	}
128	m_controller->updateAxis(name, axis, static_cast<GamepadAxisEvent::Direction>(direction));
129}
130
131void ShortcutView::closeEvent(QCloseEvent*) {
132	if (m_input) {
133		m_input->releaseFocus(this);
134	}
135}
136
137bool ShortcutView::event(QEvent* event) {
138	if (m_input) {
139		QEvent::Type type = event->type();
140		if (type == QEvent::WindowActivate || type == QEvent::Show) {
141			m_input->stealFocus(this);
142		} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
143			m_input->releaseFocus(this);
144		}
145	}
146	return QWidget::event(event);
147}