all repos — mgba @ d957736ed95751328f6913b1954cdeac0bf7e80d

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
 17extern "C" {
 18#include "gba/input.h"
 19
 20#ifdef BUILD_SDL
 21#include "platform/sdl/sdl-events.h"
 22#endif
 23}
 24
 25namespace QGBA {
 26
 27class ConfigController;
 28
 29class InputController : public QObject {
 30Q_OBJECT
 31
 32public:
 33	static const uint32_t KEYBOARD = 0x51545F4B;
 34
 35	InputController(int playerId = 0, QObject* parent = nullptr);
 36	~InputController();
 37
 38	void setConfiguration(ConfigController* config);
 39	void saveConfiguration();
 40	void loadConfiguration(uint32_t type);
 41	void loadProfile(uint32_t type, const QString& profile);
 42	void saveConfiguration(uint32_t type);
 43	void saveProfile(uint32_t type, const QString& profile);
 44	const char* profileForType(uint32_t type);
 45
 46	bool allowOpposing() const { return m_allowOpposing; }
 47	void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
 48
 49	GBAKey mapKeyboard(int key) const;
 50
 51	void bindKey(uint32_t type, int key, GBAKey);
 52
 53	const GBAInputMap* map() const { return &m_inputMap; }
 54
 55	int pollEvents();
 56
 57	static const int32_t AXIS_THRESHOLD = 0x3000;
 58	QSet<int> activeGamepadButtons(int type);
 59	QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
 60	void recalibrateAxes();
 61
 62	void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
 63
 64	QStringList connectedGamepads(uint32_t type) const;
 65	int gamepad(uint32_t type) const;
 66	void setGamepad(uint32_t type, int index);
 67	void setPreferredGamepad(uint32_t type, const QString& device);
 68
 69	void registerTiltAxisX(int axis);
 70	void registerTiltAxisY(int axis);
 71	void registerGyroAxisX(int axis);
 72	void registerGyroAxisY(int axis);
 73
 74	float gyroSensitivity() const;
 75	void setGyroSensitivity(float sensitivity);
 76
 77	GBARumble* rumble();
 78	GBARotationSource* rotationSource();
 79
 80public slots:
 81	void testGamepad(int type);
 82
 83#if defined(BUILD_SDL) && SDL_VERSION_ATLEAST(2, 0, 0)
 84	// TODO: Move these to somewhere that makes sense
 85	void suspendScreensaver();
 86	void resumeScreensaver();
 87	void setScreensaverSuspendable(bool);
 88#endif
 89
 90private:
 91	void postPendingEvent(GBAKey);
 92	void clearPendingEvent(GBAKey);
 93	bool hasPendingEvent(GBAKey) const;
 94
 95	GBAInputMap m_inputMap;
 96	ConfigController* m_config;
 97	int m_playerId;
 98	bool m_allowOpposing;
 99
100#ifdef BUILD_SDL
101	static int s_sdlInited;
102	static GBASDLEvents s_sdlEvents;
103	GBASDLPlayer m_sdlPlayer;
104	bool m_playerAttached;
105#endif
106
107	QVector<int> m_deadzones;
108
109	QSet<int> m_activeButtons;
110	QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
111	QTimer* m_gamepadTimer;
112
113	QSet<GBAKey> m_pendingEvents;
114};
115
116}
117
118#endif