all repos — mgba @ ec5445d5ada31006cf154f5cba767b4239b7ffd3

mGBA Game Boy Advance Emulator

src/platform/qt/ShortcutView.cpp (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#include "ShortcutView.h"
  7
  8#include "GamepadButtonEvent.h"
  9#include "ShortcutController.h"
 10
 11#include <QKeyEvent>
 12
 13using namespace QGBA;
 14
 15ShortcutView::ShortcutView(QWidget* parent)
 16	: QWidget(parent)
 17	, m_controller(nullptr)
 18	, m_inputController(nullptr)
 19{
 20	m_ui.setupUi(this);
 21	m_ui.keyEdit->setValueButton(-1);
 22	m_ui.keySequenceEdit->installEventFilter(this);
 23
 24	connect(m_ui.keySequenceEdit, SIGNAL(keySequenceChanged(const QKeySequence&)), this, SLOT(updateKey(const QKeySequence&)));
 25	connect(m_ui.keyEdit, SIGNAL(valueChanged(int)), this, SLOT(updateButton(int)));
 26	connect(m_ui.shortcutTable, SIGNAL(doubleClicked(const QModelIndex&)), this, SLOT(load(const QModelIndex&)));
 27	connect(m_ui.clearButton, SIGNAL(clicked()), this, SLOT(clear()));
 28}
 29
 30void ShortcutView::setController(ShortcutController* controller) {
 31	m_controller = controller;
 32	m_ui.shortcutTable->setModel(controller);
 33}
 34
 35void ShortcutView::setInputController(InputController* controller) {
 36	m_inputController = controller;
 37	connect(controller, SIGNAL(axisChanged(int, int32_t)), m_ui.keyEdit, SLOT(setValueAxis(int, int32_t)));
 38}
 39
 40bool ShortcutView::event(QEvent* event) {
 41	if (event->type() == GamepadButtonEvent::Down()) {
 42		updateButton(static_cast<GamepadButtonEvent*>(event)->value());
 43		event->accept();
 44		return true;
 45	}
 46	return QWidget::event(event);
 47}
 48
 49bool ShortcutView::eventFilter(QObject*, QEvent* event) {
 50	if (event->type() == QEvent::KeyPress) {
 51		QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
 52		if (keyEvent->key() != Qt::Key_Tab && keyEvent->key() != Qt::Key_Backtab) {
 53			return false;
 54		}
 55		if (!(keyEvent->modifiers() & ~Qt::ShiftModifier)) {
 56			m_ui.keySequenceEdit->setKeySequence(ShortcutController::keyEventToSequence(keyEvent));
 57			keyEvent->accept();
 58			return true;
 59		}
 60	}
 61	return false;
 62}
 63
 64void ShortcutView::load(const QModelIndex& index) {
 65	if (!m_controller) {
 66		return;
 67	}
 68	if (m_controller->isMenuAt(index)) {
 69		return;
 70	}
 71	QKeySequence sequence = m_controller->shortcutAt(index);
 72	if (index.column() == 1) {
 73		m_ui.keyboardButton->click();
 74	} else if (index.column() == 2) {
 75		m_ui.gamepadButton->click();
 76	}
 77	if (m_ui.gamepadButton->isChecked()) {
 78		m_ui.keyEdit->setFocus();
 79		m_ui.keyEdit->setValueButton(-1); // There are no default bindings
 80	} else {
 81		m_ui.keySequenceEdit->setFocus();
 82		m_ui.keySequenceEdit->setKeySequence(sequence);
 83	}
 84}
 85
 86void ShortcutView::clear() {
 87	if (!m_controller) {
 88		return;
 89	}
 90	QModelIndex index = m_ui.shortcutTable->selectionModel()->currentIndex();
 91	if (m_controller->isMenuAt(index)) {
 92		return;
 93	}
 94	if (m_ui.gamepadButton->isChecked()) {
 95		m_controller->clearButton(index);
 96		m_ui.keyEdit->setValueButton(-1);
 97	} else {
 98		m_controller->clearKey(index);
 99		m_ui.keySequenceEdit->setKeySequence(QKeySequence());
100	}
101}
102
103void ShortcutView::updateKey(const QKeySequence& shortcut) {
104	if (!m_controller || m_controller->isMenuAt(m_ui.shortcutTable->selectionModel()->currentIndex())) {
105		return;
106	}
107	m_controller->updateKey(m_ui.shortcutTable->selectionModel()->currentIndex(), shortcut);
108}
109
110void ShortcutView::updateButton(int button) {
111	if (!m_controller || m_controller->isMenuAt(m_ui.shortcutTable->selectionModel()->currentIndex())) {
112		return;
113	}
114	m_controller->updateButton(m_ui.shortcutTable->selectionModel()->currentIndex(), button);
115
116}