all repos — mgba @ d8687d32c49e75c5f665df10a92d1b0a9e10687f

mGBA Game Boy Advance Emulator

src/platform/qt/InputController.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_INPUT_CONTROLLER_H
  7#define QGBA_INPUT_CONTROLLER_H
  8
  9#include "GamepadAxisEvent.h"
 10
 11#include <QObject>
 12#include <QSet>
 13#include <QVector>
 14
 15class QTimer;
 16
 17#include <mgba/internal/gba/input.h>
 18
 19#ifdef BUILD_SDL
 20#include "platform/sdl/sdl-events.h"
 21#endif
 22
 23struct mRotationSource;
 24struct mRumble;
 25
 26namespace QGBA {
 27
 28class ConfigController;
 29
 30class InputController : public QObject {
 31Q_OBJECT
 32
 33public:
 34	static const uint32_t KEYBOARD = 0x51545F4B;
 35
 36	InputController(int playerId = 0, QWidget* topLevel = nullptr, QObject* parent = nullptr);
 37	~InputController();
 38
 39	void setConfiguration(ConfigController* config);
 40	void saveConfiguration();
 41	void loadConfiguration(uint32_t type);
 42	void loadProfile(uint32_t type, const QString& profile);
 43	void saveConfiguration(uint32_t type);
 44	void saveProfile(uint32_t type, const QString& profile);
 45	const char* profileForType(uint32_t type);
 46
 47	bool allowOpposing() const { return m_allowOpposing; }
 48	void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
 49
 50	GBAKey mapKeyboard(int key) const;
 51
 52	void bindKey(uint32_t type, int key, GBAKey);
 53
 54	const mInputMap* map() const { return &m_inputMap; }
 55
 56	void updateJoysticks();
 57	int pollEvents();
 58
 59	static const int32_t AXIS_THRESHOLD = 0x3000;
 60	QSet<int> activeGamepadButtons(int type);
 61	QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
 62	void recalibrateAxes();
 63
 64	void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
 65	void unbindAllAxes(uint32_t type);
 66
 67	QStringList connectedGamepads(uint32_t type) const;
 68	int gamepad(uint32_t type) const;
 69	void setGamepad(uint32_t type, int index);
 70	void setPreferredGamepad(uint32_t type, const QString& device);
 71
 72	void registerTiltAxisX(int axis);
 73	void registerTiltAxisY(int axis);
 74	void registerGyroAxisX(int axis);
 75	void registerGyroAxisY(int axis);
 76
 77	float gyroSensitivity() const;
 78	void setGyroSensitivity(float sensitivity);
 79
 80	void stealFocus(QWidget* focus);
 81	void releaseFocus(QWidget* focus);
 82
 83	mRumble* rumble();
 84	mRotationSource* rotationSource();
 85
 86signals:
 87	void profileLoaded(const QString& profile);
 88
 89public slots:
 90	void testGamepad(int type);
 91
 92	// TODO: Move these to somewhere that makes sense
 93	void suspendScreensaver();
 94	void resumeScreensaver();
 95	void setScreensaverSuspendable(bool);
 96
 97private:
 98	void postPendingEvent(GBAKey);
 99	void clearPendingEvent(GBAKey);
100	bool hasPendingEvent(GBAKey) const;
101	void sendGamepadEvent(QEvent*);
102
103	mInputMap m_inputMap;
104	ConfigController* m_config;
105	int m_playerId;
106	bool m_allowOpposing;
107	QWidget* m_topLevel;
108	QWidget* m_focusParent;
109
110#ifdef BUILD_SDL
111	static int s_sdlInited;
112	static mSDLEvents s_sdlEvents;
113	mSDLPlayer m_sdlPlayer;
114	bool m_playerAttached;
115#endif
116
117	QVector<int> m_deadzones;
118
119	QSet<int> m_activeButtons;
120	QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
121	QTimer* m_gamepadTimer;
122
123	QSet<GBAKey> m_pendingEvents;
124};
125
126}
127
128#endif