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 <QComboBox>
9#include <QPaintEvent>
10#include <QPainter>
11#include <QPushButton>
12#include <QVBoxLayout>
13
14#include "InputController.h"
15#include "KeyEditor.h"
16
17using namespace QGBA;
18
19const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
20const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
21const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
22const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
23
24GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
25 : QWidget(parent)
26 , m_profileSelect(nullptr)
27 , m_type(type)
28 , m_profile(profile)
29 , m_controller(controller)
30{
31 setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
32 setMinimumSize(300, 300);
33
34 const GBAInputMap* map = controller->map();
35 controller->stealFocus(this);
36
37 m_keyDU = new KeyEditor(this);
38 m_keyDD = new KeyEditor(this);
39 m_keyDL = new KeyEditor(this);
40 m_keyDR = new KeyEditor(this);
41 m_keySelect = new KeyEditor(this);
42 m_keyStart = new KeyEditor(this);
43 m_keyA = new KeyEditor(this);
44 m_keyB = new KeyEditor(this);
45 m_keyL = new KeyEditor(this);
46 m_keyR = new KeyEditor(this);
47
48 refresh();
49
50#ifdef BUILD_SDL
51 if (type == SDL_BINDING_BUTTON) {
52 controller->recalibrateAxes();
53 lookupAxes(map);
54
55 m_profileSelect = new QComboBox(this);
56 m_profileSelect->addItems(controller->connectedGamepads(type));
57 int activeGamepad = controller->gamepad(type);
58 if (activeGamepad > 0) {
59 m_profileSelect->setCurrentIndex(activeGamepad);
60 }
61
62 connect(m_profileSelect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), [this] (int i) {
63 m_controller->setGamepad(m_type, i);
64 m_profile = m_profileSelect->currentText();
65 m_controller->loadProfile(m_type, m_profile);
66 refresh();
67 });
68 }
69#endif
70
71 m_buttons = new QWidget(this);
72 QVBoxLayout* layout = new QVBoxLayout;
73 m_buttons->setLayout(layout);
74
75 QPushButton* setAll = new QPushButton(tr("Set all"));
76 connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
77 layout->addWidget(setAll);
78
79 QPushButton* save = new QPushButton(tr("Save"));
80 connect(save, SIGNAL(pressed()), this, SLOT(save()));
81 layout->addWidget(save);
82 layout->setSpacing(6);
83
84 m_keyOrder = QList<KeyEditor*>{
85 m_keyDU,
86 m_keyDR,
87 m_keyDD,
88 m_keyDL,
89 m_keyA,
90 m_keyB,
91 m_keySelect,
92 m_keyStart,
93 m_keyL,
94 m_keyR
95 };
96
97 for (auto& key : m_keyOrder) {
98 connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
99 connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
100 }
101
102 m_currentKey = m_keyOrder.end();
103
104 m_background.load(":/res/keymap.qpic");
105
106 setAll->setFocus();
107}
108
109void GBAKeyEditor::setAll() {
110 m_currentKey = m_keyOrder.begin();
111 (*m_currentKey)->setFocus();
112}
113
114void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
115 setLocation(m_buttons, 0.5, 0.2);
116 setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
117 setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
118 setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
119 setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
120 setLocation(m_keySelect, 0.415, 0.93);
121 setLocation(m_keyStart, 0.585, 0.93);
122 setLocation(m_keyA, 0.826, 0.451);
123 setLocation(m_keyB, 0.667, 0.490);
124 setLocation(m_keyL, 0.1, 0.1);
125 setLocation(m_keyR, 0.9, 0.1);
126
127 if (m_profileSelect) {
128 setLocation(m_profileSelect, 0.5, 0.7);
129 }
130}
131
132void GBAKeyEditor::paintEvent(QPaintEvent* event) {
133 QPainter painter(this);
134 painter.scale(width() / 480.0, height() / 480.0);
135 painter.drawPicture(0, 0, m_background);
136}
137
138void GBAKeyEditor::closeEvent(QCloseEvent*) {
139 m_controller->releaseFocus(this);
140}
141
142bool GBAKeyEditor::event(QEvent* event) {
143 if (event->type() == QEvent::WindowActivate) {
144 m_controller->stealFocus(this);
145 } else if (event->type() == QEvent::WindowDeactivate) {
146 m_controller->releaseFocus(this);
147 }
148 return QWidget::event(event);
149}
150
151void GBAKeyEditor::setNext() {
152 findFocus();
153
154 if (m_currentKey == m_keyOrder.end()) {
155 return;
156 }
157
158 ++m_currentKey;
159 if (m_currentKey != m_keyOrder.end()) {
160 (*m_currentKey)->setFocus();
161 } else {
162 (*(m_currentKey - 1))->clearFocus();
163 }
164}
165
166void GBAKeyEditor::save() {
167 bindKey(m_keyDU, GBA_KEY_UP);
168 bindKey(m_keyDD, GBA_KEY_DOWN);
169 bindKey(m_keyDL, GBA_KEY_LEFT);
170 bindKey(m_keyDR, GBA_KEY_RIGHT);
171 bindKey(m_keySelect, GBA_KEY_SELECT);
172 bindKey(m_keyStart, GBA_KEY_START);
173 bindKey(m_keyA, GBA_KEY_A);
174 bindKey(m_keyB, GBA_KEY_B);
175 bindKey(m_keyL, GBA_KEY_L);
176 bindKey(m_keyR, GBA_KEY_R);
177 m_controller->saveConfiguration(m_type);
178
179#ifdef BUILD_SDL
180 if (m_profileSelect) {
181 m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
182 }
183#endif
184
185 if (!m_profile.isNull()) {
186 m_controller->saveProfile(m_type, m_profile);
187 }
188}
189
190void GBAKeyEditor::refresh() {
191 const GBAInputMap* map = m_controller->map();
192 lookupBinding(map, m_keyDU, GBA_KEY_UP);
193 lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
194 lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
195 lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
196 lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
197 lookupBinding(map, m_keyStart, GBA_KEY_START);
198 lookupBinding(map, m_keyA, GBA_KEY_A);
199 lookupBinding(map, m_keyB, GBA_KEY_B);
200 lookupBinding(map, m_keyL, GBA_KEY_L);
201 lookupBinding(map, m_keyR, GBA_KEY_R);
202}
203
204void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
205#ifdef BUILD_SDL
206 if (m_type == SDL_BINDING_BUTTON) {
207 int value = GBAInputQueryBinding(map, m_type, key);
208 if (value != GBA_NO_MAPPING) {
209 keyEditor->setValueButton(value);
210 }
211 return;
212 }
213#endif
214 keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
215}
216
217#ifdef BUILD_SDL
218void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
219 GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
220 GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
221 if (description->highDirection != GBA_KEY_NONE) {
222 KeyEditor* key = self->keyById(description->highDirection);
223 if (key) {
224 key->setValueAxis(axis, description->deadHigh);
225 }
226 }
227 if (description->lowDirection != GBA_KEY_NONE) {
228 KeyEditor* key = self->keyById(description->lowDirection);
229 if (key) {
230 key->setValueAxis(axis, description->deadLow);
231 }
232 }
233 }, this);
234}
235#endif
236
237void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
238#ifdef BUILD_SDL
239 if (m_type == SDL_BINDING_BUTTON) {
240 m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
241 }
242#endif
243 m_controller->bindKey(m_type, keyEditor->value(), key);
244}
245
246bool GBAKeyEditor::findFocus() {
247 if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
248 return true;
249 }
250
251 for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
252 if ((*key)->hasFocus()) {
253 m_currentKey = key;
254 return true;
255 }
256 }
257 return false;
258}
259
260#ifdef BUILD_SDL
261void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
262 if (!findFocus()) {
263 return;
264 }
265 KeyEditor* focused = *m_currentKey;
266 focused->setValueAxis(axis, value);
267}
268#endif
269
270KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
271 switch (key) {
272 case GBA_KEY_UP:
273 return m_keyDU;
274 case GBA_KEY_DOWN:
275 return m_keyDD;
276 case GBA_KEY_LEFT:
277 return m_keyDL;
278 case GBA_KEY_RIGHT:
279 return m_keyDR;
280 case GBA_KEY_A:
281 return m_keyA;
282 case GBA_KEY_B:
283 return m_keyB;
284 case GBA_KEY_L:
285 return m_keyL;
286 case GBA_KEY_R:
287 return m_keyR;
288 case GBA_KEY_SELECT:
289 return m_keySelect;
290 case GBA_KEY_START:
291 return m_keyStart;
292 default:
293 break;
294 }
295 return nullptr;
296}
297
298void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
299 QSize s = size();
300 QSize hint = widget->sizeHint();
301 widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
302 hint.height());
303}