all repos — mgba @ e9c82df5187212025d930d862beb523f373c74ed

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 <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	connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 72	connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 73	connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 74	connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 75	connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 76	connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 77	connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 78	connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 79	connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 80	connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
 81
 82	connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 83	connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 84	connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 85	connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 86	connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 87	connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 88	connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 89	connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 90	connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 91	connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
 92
 93	m_buttons = new QWidget(this);
 94	QVBoxLayout* layout = new QVBoxLayout;
 95	m_buttons->setLayout(layout);
 96
 97	QPushButton* setAll = new QPushButton(tr("Set all"));
 98	connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
 99	layout->addWidget(setAll);
100
101	QPushButton* save = new QPushButton(tr("Save"));
102	connect(save, SIGNAL(pressed()), this, SLOT(save()));
103	layout->addWidget(save);
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	m_currentKey = m_keyOrder.end();
120
121	m_background.load(":/res/keymap.qpic");
122
123	setAll->setFocus();
124}
125
126void GBAKeyEditor::setAll() {
127	m_currentKey = m_keyOrder.begin();
128	(*m_currentKey)->setFocus();
129}
130
131void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
132	setLocation(m_buttons, 0.5, 0.2);
133	setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
134	setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
135	setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
136	setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
137	setLocation(m_keySelect, 0.415, 0.93);
138	setLocation(m_keyStart, 0.585, 0.93);
139	setLocation(m_keyA, 0.826, 0.451);
140	setLocation(m_keyB, 0.667, 0.490);
141	setLocation(m_keyL, 0.1, 0.1);
142	setLocation(m_keyR, 0.9, 0.1);
143
144	if (m_profileSelect) {
145		setLocation(m_profileSelect, 0.5, 0.7);
146	}
147}
148
149void GBAKeyEditor::paintEvent(QPaintEvent* event) {
150	QPainter painter(this);
151	painter.scale(width() / 480.0, height() / 480.0);
152	painter.drawPicture(0, 0, m_background);
153}
154
155void GBAKeyEditor::closeEvent(QCloseEvent*) {
156	m_controller->releaseFocus(this);
157}
158
159bool GBAKeyEditor::event(QEvent* event) {
160	if (event->type() == QEvent::WindowActivate) {
161		m_controller->stealFocus(this);
162	} else if (event->type() == QEvent::WindowDeactivate) {
163		m_controller->releaseFocus(this);
164	}
165	return QWidget::event(event);
166}
167
168void GBAKeyEditor::setNext() {
169	findFocus();
170
171	if (m_currentKey == m_keyOrder.end()) {
172		return;
173	}
174
175	++m_currentKey;
176	if (m_currentKey != m_keyOrder.end()) {
177		(*m_currentKey)->setFocus();
178	} else {
179		(*(m_currentKey - 1))->clearFocus();
180	}
181}
182
183void GBAKeyEditor::save() {
184	bindKey(m_keyDU, GBA_KEY_UP);
185	bindKey(m_keyDD, GBA_KEY_DOWN);
186	bindKey(m_keyDL, GBA_KEY_LEFT);
187	bindKey(m_keyDR, GBA_KEY_RIGHT);
188	bindKey(m_keySelect, GBA_KEY_SELECT);
189	bindKey(m_keyStart, GBA_KEY_START);
190	bindKey(m_keyA, GBA_KEY_A);
191	bindKey(m_keyB, GBA_KEY_B);
192	bindKey(m_keyL, GBA_KEY_L);
193	bindKey(m_keyR, GBA_KEY_R);
194	m_controller->saveConfiguration(m_type);
195
196#ifdef BUILD_SDL
197	if (m_profileSelect) {
198		m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
199	}
200#endif
201
202	if (!m_profile.isNull()) {
203		m_controller->saveProfile(m_type, m_profile);
204	}
205}
206
207void GBAKeyEditor::refresh() {
208	const GBAInputMap* map = m_controller->map();
209	lookupBinding(map, m_keyDU, GBA_KEY_UP);
210	lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
211	lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
212	lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
213	lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
214	lookupBinding(map, m_keyStart, GBA_KEY_START);
215	lookupBinding(map, m_keyA, GBA_KEY_A);
216	lookupBinding(map, m_keyB, GBA_KEY_B);
217	lookupBinding(map, m_keyL, GBA_KEY_L);
218	lookupBinding(map, m_keyR, GBA_KEY_R);
219}
220
221void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
222#ifdef BUILD_SDL
223	if (m_type == SDL_BINDING_BUTTON) {
224		int value = GBAInputQueryBinding(map, m_type, key);
225		if (value != GBA_NO_MAPPING) {
226			keyEditor->setValueButton(value);
227		}
228		return;
229	}
230#endif
231	keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
232}
233
234#ifdef BUILD_SDL
235void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
236	GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
237		GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
238		if (description->highDirection != GBA_KEY_NONE) {
239			KeyEditor* key = self->keyById(description->highDirection);
240			if (key) {
241				key->setValueAxis(axis, description->deadHigh);
242			}
243		}
244		if (description->lowDirection != GBA_KEY_NONE) {
245			KeyEditor* key = self->keyById(description->lowDirection);
246			if (key) {
247				key->setValueAxis(axis, description->deadLow);
248			}
249		}
250	}, this);
251}
252#endif
253
254void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
255#ifdef BUILD_SDL
256	if (keyEditor->direction() != GamepadAxisEvent::NEUTRAL) {
257		m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
258	} else {
259#endif
260		m_controller->bindKey(m_type, keyEditor->value(), key);
261#ifdef BUILD_SDL
262	}
263#endif
264}
265
266bool GBAKeyEditor::findFocus() {
267	if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
268		return true;
269	}
270
271	for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
272		if ((*key)->hasFocus()) {
273			m_currentKey = key;
274			return true;
275		}
276	}
277	return false;
278}
279
280#ifdef BUILD_SDL
281void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
282	if (!findFocus()) {
283		return;
284	}
285	KeyEditor* focused = *m_currentKey;
286	focused->setValueAxis(axis, value);
287}
288#endif
289
290KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
291	switch (key) {
292	case GBA_KEY_UP:
293		return m_keyDU;
294	case GBA_KEY_DOWN:
295		return m_keyDD;
296	case GBA_KEY_LEFT:
297		return m_keyDL;
298	case GBA_KEY_RIGHT:
299		return m_keyDR;
300	case GBA_KEY_A:
301		return m_keyA;
302	case GBA_KEY_B:
303		return m_keyB;
304	case GBA_KEY_L:
305		return m_keyL;
306	case GBA_KEY_R:
307		return m_keyR;
308	case GBA_KEY_SELECT:
309		return m_keySelect;
310	case GBA_KEY_START:
311		return m_keyStart;
312	default:
313		break;
314	}
315	return nullptr;
316}
317
318void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
319	QSize s = size();
320	QSize hint = widget->sizeHint();
321	widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
322	                    hint.height());
323}