all repos — mgba @ ce2fe95814765702fd5bed1f1596ebbd7f766c11

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 <QApplication>
  9#include <QComboBox>
 10#include <QHBoxLayout>
 11#include <QPaintEvent>
 12#include <QPainter>
 13#include <QPushButton>
 14#include <QVBoxLayout>
 15
 16#include "InputController.h"
 17#include "KeyEditor.h"
 18
 19#ifdef BUILD_SDL
 20#include "platform/sdl/sdl-events.h"
 21#endif
 22
 23using namespace QGBA;
 24
 25const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
 26const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.432;
 27const qreal GBAKeyEditor::DPAD_WIDTH = 0.12;
 28const qreal GBAKeyEditor::DPAD_HEIGHT = 0.12;
 29
 30GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
 31	: QWidget(parent)
 32	, m_type(type)
 33	, m_profile(profile)
 34	, m_controller(controller)
 35{
 36	setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
 37	setMinimumSize(300, 300);
 38
 39	controller->stealFocus(this);
 40
 41	m_keyDU = new KeyEditor(this);
 42	m_keyDD = new KeyEditor(this);
 43	m_keyDL = new KeyEditor(this);
 44	m_keyDR = new KeyEditor(this);
 45	m_keySelect = new KeyEditor(this);
 46	m_keyStart = new KeyEditor(this);
 47	m_keyA = new KeyEditor(this);
 48	m_keyB = new KeyEditor(this);
 49	m_keyL = new KeyEditor(this);
 50	m_keyR = new KeyEditor(this);
 51
 52	refresh();
 53
 54#ifdef BUILD_SDL
 55	if (type == SDL_BINDING_BUTTON) {
 56		m_profileSelect = new QComboBox(this);
 57		connect(m_profileSelect, static_cast<void(QComboBox::*)(int)>(&QComboBox::currentIndexChanged),
 58		        this, &GBAKeyEditor::selectGamepad);
 59
 60		updateJoysticks();
 61
 62		m_clear = new QWidget(this);
 63		QHBoxLayout* layout = new QHBoxLayout;
 64		m_clear->setLayout(layout);
 65		layout->setSpacing(6);
 66
 67		QPushButton* clearButton = new QPushButton(tr("Clear Button"));
 68		layout->addWidget(clearButton);
 69		connect(clearButton, &QAbstractButton::pressed, [this]() {
 70			if (!findFocus()) {
 71				return;
 72			}
 73			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 74			(*m_currentKey)->clearButton();
 75			(*m_currentKey)->clearHat();
 76			(*m_currentKey)->blockSignals(signalsBlocked);
 77		});
 78
 79		QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
 80		layout->addWidget(clearAxis);
 81		connect(clearAxis, &QAbstractButton::pressed, [this]() {
 82			if (!findFocus()) {
 83				return;
 84			}
 85			bool signalsBlocked = (*m_currentKey)->blockSignals(true);
 86			(*m_currentKey)->clearAxis();
 87			(*m_currentKey)->blockSignals(signalsBlocked);
 88		});
 89
 90		QPushButton* updateJoysticksButton = new QPushButton(tr("Refresh"));
 91		layout->addWidget(updateJoysticksButton);
 92		connect(updateJoysticksButton, &QAbstractButton::pressed, this, &GBAKeyEditor::updateJoysticks);
 93	}
 94#endif
 95
 96	m_buttons = new QWidget(this);
 97	QVBoxLayout* layout = new QVBoxLayout;
 98	m_buttons->setLayout(layout);
 99
100	QPushButton* setAll = new QPushButton(tr("Set all"));
101	connect(setAll, &QAbstractButton::pressed, this, &GBAKeyEditor::setAll);
102	layout->addWidget(setAll);
103
104	layout->setSpacing(6);
105
106	m_keyOrder = QList<KeyEditor*>{
107		m_keyDU,
108		m_keyDR,
109		m_keyDD,
110		m_keyDL,
111		m_keyA,
112		m_keyB,
113		m_keySelect,
114		m_keyStart,
115		m_keyL,
116		m_keyR
117	};
118
119	for (auto& key : m_keyOrder) {
120		connect(key, &KeyEditor::valueChanged, this, &GBAKeyEditor::setNext);
121		connect(key, &KeyEditor::axisChanged, this, &GBAKeyEditor::setNext);
122		connect(key, &KeyEditor::hatChanged, this, &GBAKeyEditor::setNext);
123		key->installEventFilter(this);
124	}
125
126	m_currentKey = m_keyOrder.end();
127
128	m_background.load(":/res/keymap.qpic");
129
130	setAll->setFocus();
131}
132
133GBAKeyEditor::~GBAKeyEditor() {
134	m_controller->releaseFocus(this);
135}
136
137void GBAKeyEditor::setAll() {
138	m_currentKey = m_keyOrder.begin();
139	(*m_currentKey)->setFocus();
140}
141
142void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
143	setLocation(m_buttons, 0.5, 0.2);
144	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
145	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
146	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
147	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
148	setLocation(m_keySelect, 0.415, 0.93);
149	setLocation(m_keyStart, 0.585, 0.93);
150	setLocation(m_keyA, 0.826, 0.475);
151	setLocation(m_keyB, 0.667, 0.514);
152	setLocation(m_keyL, 0.1, 0.1);
153	setLocation(m_keyR, 0.9, 0.1);
154
155	if (m_profileSelect) {
156		setLocation(m_profileSelect, 0.5, 0.67);
157	}
158
159	if (m_clear) {
160		setLocation(m_clear, 0.5, 0.77);
161	}
162}
163
164void GBAKeyEditor::paintEvent(QPaintEvent* event) {
165	QPainter painter(this);
166	painter.scale(width() / 480.0, height() / 480.0);
167	painter.drawPicture(0, 0, m_background);
168}
169
170void GBAKeyEditor::closeEvent(QCloseEvent*) {
171	m_controller->releaseFocus(this);
172}
173
174bool GBAKeyEditor::event(QEvent* event) {
175	QEvent::Type type = event->type();
176	if (type == QEvent::WindowActivate || type == QEvent::Show) {
177		m_controller->stealFocus(this);
178	} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
179		m_controller->releaseFocus(this);
180	}
181	return QWidget::event(event);
182}
183
184bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
185	KeyEditor* keyEditor = static_cast<KeyEditor*>(obj);
186	if (event->type() == QEvent::FocusOut) {
187		keyEditor->setPalette(QApplication::palette(keyEditor));
188	}
189	if (event->type() != QEvent::FocusIn) {
190		return false;
191	}
192
193	QPalette palette = keyEditor->palette();
194	palette.setBrush(keyEditor->backgroundRole(), palette.highlight());
195	palette.setBrush(keyEditor->foregroundRole(), palette.highlightedText());
196	keyEditor->setPalette(palette);
197
198	findFocus(keyEditor);
199	return true;
200}
201
202void GBAKeyEditor::setNext() {
203	if (m_currentKey == m_keyOrder.end()) {
204		return;
205	}
206
207	++m_currentKey;
208	if (m_currentKey != m_keyOrder.end()) {
209		(*m_currentKey)->setFocus();
210	} else {
211		(*(m_currentKey - 1))->clearFocus();
212	}
213}
214
215void GBAKeyEditor::save() {
216#ifdef BUILD_SDL
217	m_controller->unbindAllAxes(m_type);
218#endif
219
220	bindKey(m_keyDU, GBA_KEY_UP);
221	bindKey(m_keyDD, GBA_KEY_DOWN);
222	bindKey(m_keyDL, GBA_KEY_LEFT);
223	bindKey(m_keyDR, GBA_KEY_RIGHT);
224	bindKey(m_keySelect, GBA_KEY_SELECT);
225	bindKey(m_keyStart, GBA_KEY_START);
226	bindKey(m_keyA, GBA_KEY_A);
227	bindKey(m_keyB, GBA_KEY_B);
228	bindKey(m_keyL, GBA_KEY_L);
229	bindKey(m_keyR, GBA_KEY_R);
230	m_controller->saveConfiguration(m_type);
231
232#ifdef BUILD_SDL
233	if (m_profileSelect && m_profileSelect->count()) {
234		m_controller->setPreferredGamepad(m_type, m_profileSelect->currentIndex());
235	}
236#endif
237
238	if (!m_profile.isNull()) {
239		m_controller->saveProfile(m_type, m_profile);
240	}
241}
242
243void GBAKeyEditor::refresh() {
244	const mInputMap* map = m_controller->map();
245	lookupBinding(map, m_keyDU, GBA_KEY_UP);
246	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
247	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
248	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
249	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
250	lookupBinding(map, m_keyStart, GBA_KEY_START);
251	lookupBinding(map, m_keyA, GBA_KEY_A);
252	lookupBinding(map, m_keyB, GBA_KEY_B);
253	lookupBinding(map, m_keyL, GBA_KEY_L);
254	lookupBinding(map, m_keyR, GBA_KEY_R);
255
256#ifdef BUILD_SDL
257	lookupAxes(map);
258	lookupHats(map);
259#endif
260}
261
262void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
263#ifdef BUILD_SDL
264	if (m_type == SDL_BINDING_BUTTON) {
265		int value = mInputQueryBinding(map, m_type, key);
266		keyEditor->setValueButton(value);
267		return;
268	}
269#endif
270	keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
271}
272
273#ifdef BUILD_SDL
274void GBAKeyEditor::lookupAxes(const mInputMap* map) {
275	mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
276		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
277		if (description->highDirection != GBA_KEY_NONE) {
278			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
279			if (key) {
280				key->setValueAxis(axis, GamepadAxisEvent::POSITIVE);
281			}
282		}
283		if (description->lowDirection != GBA_KEY_NONE) {
284			KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
285			if (key) {
286				key->setValueAxis(axis, GamepadAxisEvent::NEGATIVE);
287			}
288		}
289	}, this);
290}
291
292void GBAKeyEditor::lookupHats(const mInputMap* map) {
293	struct mInputHatBindings bindings;
294	int i = 0;
295	while (mInputQueryHat(map, m_type, i, &bindings)) {
296		if (bindings.up >= 0) {
297			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.up));
298			if (key) {
299				key->setValueHat(i, GamepadHatEvent::UP);
300			}
301		}
302		if (bindings.right >= 0) {
303			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.right));
304			if (key) {
305				key->setValueHat(i, GamepadHatEvent::RIGHT);
306			}
307		}
308		if (bindings.down >= 0) {
309			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.down));
310			if (key) {
311				key->setValueHat(i, GamepadHatEvent::DOWN);
312			}
313		}
314		if (bindings.left >= 0) {
315			KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.left));
316			if (key) {
317				key->setValueHat(i, GamepadHatEvent::LEFT);
318			}
319		}
320		++i;
321	}
322}
323#endif
324
325void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
326#ifdef BUILD_SDL
327	if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
328		m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
329	}
330	if (m_type == SDL_BINDING_BUTTON && keyEditor->hat() >= 0) {
331		m_controller->bindHat(m_type, keyEditor->hat(), keyEditor->hatDirection(), key);
332	}
333#endif
334	m_controller->bindKey(m_type, keyEditor->value(), key);
335}
336
337bool GBAKeyEditor::findFocus(KeyEditor* needle) {
338	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
339		return true;
340	}
341
342	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
343		if ((*key)->hasFocus() || needle == *key) {
344			m_currentKey = key;
345			return true;
346		}
347	}
348	return m_currentKey != m_keyOrder.end();
349}
350
351#ifdef BUILD_SDL
352void GBAKeyEditor::selectGamepad(int index) {
353	m_controller->setGamepad(m_type, index);
354	m_profile = m_profileSelect->currentText();
355	m_controller->loadProfile(m_type, m_profile);
356	refresh();
357}
358#endif
359
360KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
361	switch (key) {
362	case GBA_KEY_UP:
363		return m_keyDU;
364	case GBA_KEY_DOWN:
365		return m_keyDD;
366	case GBA_KEY_LEFT:
367		return m_keyDL;
368	case GBA_KEY_RIGHT:
369		return m_keyDR;
370	case GBA_KEY_A:
371		return m_keyA;
372	case GBA_KEY_B:
373		return m_keyB;
374	case GBA_KEY_L:
375		return m_keyL;
376	case GBA_KEY_R:
377		return m_keyR;
378	case GBA_KEY_SELECT:
379		return m_keySelect;
380	case GBA_KEY_START:
381		return m_keyStart;
382	default:
383		break;
384	}
385	return nullptr;
386}
387
388void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
389	QSize s = size();
390	QSize hint = widget->sizeHint();
391	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
392	                    hint.height());
393}
394
395#ifdef BUILD_SDL
396void GBAKeyEditor::updateJoysticks() {
397	m_controller->updateJoysticks();
398	m_controller->recalibrateAxes();
399
400	// Block the currentIndexChanged signal while rearranging the combo box
401	auto wasBlocked = m_profileSelect->blockSignals(true);
402	m_profileSelect->clear();
403	m_profileSelect->addItems(m_controller->connectedGamepads(m_type));
404	int activeGamepad = m_controller->gamepad(m_type);
405	m_profileSelect->setCurrentIndex(activeGamepad);
406	m_profileSelect->blockSignals(wasBlocked);
407
408	selectGamepad(activeGamepad);
409}
410#endif