all repos — mgba @ e2a5efeaf7b87547a0f678edc1d7807425fc1543

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#pragma once
  7
  8#include "GamepadAxisEvent.h"
  9#include "GamepadHatEvent.h"
 10
 11#include <QImage>
 12#include <QMutex>
 13#include <QObject>
 14#include <QSet>
 15#include <QTimer>
 16#include <QVector>
 17
 18#include <memory>
 19
 20#include <mgba/gba/interface.h>
 21#include <mgba/internal/gba/input.h>
 22
 23#ifdef BUILD_SDL
 24#include "platform/sdl/sdl-events.h"
 25#endif
 26
 27
 28#ifdef BUILD_QT_MULTIMEDIA
 29#include "VideoDumper.h"
 30#endif
 31
 32struct mRotationSource;
 33struct mRumble;
 34
 35class QCamera;
 36
 37namespace QGBA {
 38
 39class ConfigController;
 40
 41class InputController : public QObject {
 42Q_OBJECT
 43
 44public:
 45	enum class CameraDriver : int {
 46		NONE = 0,
 47#ifdef BUILD_QT_MULTIMEDIA
 48		QT_MULTIMEDIA = 1,
 49#endif
 50	};
 51
 52	static const uint32_t KEYBOARD = 0x51545F4B;
 53
 54	InputController(int playerId = 0, QWidget* topLevel = nullptr, QObject* parent = nullptr);
 55	~InputController();
 56
 57	void setConfiguration(ConfigController* config);
 58	void saveConfiguration();
 59	void loadConfiguration(uint32_t type);
 60	void loadProfile(uint32_t type, const QString& profile);
 61	void saveConfiguration(uint32_t type);
 62	void saveProfile(uint32_t type, const QString& profile);
 63	const char* profileForType(uint32_t type);
 64
 65	GBAKey mapKeyboard(int key) const;
 66
 67	void bindKey(uint32_t type, int key, GBAKey);
 68
 69	const mInputMap* map() const { return &m_inputMap; }
 70
 71	int pollEvents();
 72
 73	static const int32_t AXIS_THRESHOLD = 0x3000;
 74	QSet<int> activeGamepadButtons(int type);
 75	QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
 76	QSet<QPair<int, GamepadHatEvent::Direction>> activeGamepadHats(int type);
 77	void recalibrateAxes();
 78
 79	void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
 80	void unbindAllAxes(uint32_t type);
 81
 82	void bindHat(uint32_t type, int hat, GamepadHatEvent::Direction, GBAKey);
 83
 84	QStringList connectedGamepads(uint32_t type) const;
 85	int gamepad(uint32_t type) const;
 86	void setGamepad(uint32_t type, int index);
 87	void setPreferredGamepad(uint32_t type, const QString& device);
 88
 89	void registerTiltAxisX(int axis);
 90	void registerTiltAxisY(int axis);
 91	void registerGyroAxisX(int axis);
 92	void registerGyroAxisY(int axis);
 93
 94	float gyroSensitivity() const;
 95	void setGyroSensitivity(float sensitivity);
 96
 97	void stealFocus(QWidget* focus);
 98	void releaseFocus(QWidget* focus);
 99
100	mRumble* rumble();
101	mRotationSource* rotationSource();
102	mImageSource* imageSource() { return &m_image; }
103	GBALuminanceSource* luminance() { return &m_lux; }
104
105signals:
106	void profileLoaded(const QString& profile);
107	void luminanceValueChanged(int value);
108
109public slots:
110	void testGamepad(int type);
111	void updateJoysticks();
112
113	// TODO: Move these to somewhere that makes sense
114	void suspendScreensaver();
115	void resumeScreensaver();
116	void setScreensaverSuspendable(bool);
117
118	void increaseLuminanceLevel();
119	void decreaseLuminanceLevel();
120	void setLuminanceLevel(int level);
121	void setLuminanceValue(uint8_t value);
122
123	void loadCamImage(const QString& path);
124	void setCamImage(const QImage& image);
125
126private slots:
127	void setupCam();
128	void teardownCam();
129
130private:
131	void postPendingEvent(GBAKey);
132	void clearPendingEvent(GBAKey);
133	bool hasPendingEvent(GBAKey) const;
134	void sendGamepadEvent(QEvent*);
135
136	struct InputControllerLux : GBALuminanceSource {
137		InputController* p;
138		uint8_t value;
139	} m_lux;
140	uint8_t m_luxValue;
141	int m_luxLevel;
142
143	struct InputControllerImage : mImageSource {
144		InputController* p;
145		QImage image;
146		QImage resizedImage;
147		bool outOfDate;
148		QMutex mutex;
149		unsigned w, h;
150	} m_image;
151
152#ifdef BUILD_QT_MULTIMEDIA
153	std::unique_ptr<QCamera> m_camera;
154	VideoDumper m_videoDumper;
155#endif
156
157	mInputMap m_inputMap;
158	ConfigController* m_config = nullptr;
159	int m_playerId;
160	QWidget* m_topLevel;
161	QWidget* m_focusParent;
162
163#ifdef BUILD_SDL
164	static int s_sdlInited;
165	static mSDLEvents s_sdlEvents;
166	mSDLPlayer m_sdlPlayer{};
167	bool m_playerAttached = false;
168#endif
169
170	QVector<int> m_deadzones;
171
172	QSet<int> m_activeButtons;
173	QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
174	QSet<QPair<int, GamepadHatEvent::Direction>> m_activeHats;
175	QTimer m_gamepadTimer{nullptr};
176
177	QSet<GBAKey> m_pendingEvents;
178};
179
180}