all repos — mgba @ ec97747a94171a322384dcd7858aeb1bf44ed767

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 <QReadWriteLock>
 14#include <QObject>
 15#include <QSet>
 16#include <QTimer>
 17#include <QVector>
 18
 19#include <memory>
 20
 21#include <mgba/gba/interface.h>
 22#include <mgba/internal/gba/input.h>
 23
 24#ifdef BUILD_SDL
 25#include "platform/sdl/sdl-events.h"
 26#endif
 27
 28
 29#ifdef BUILD_QT_MULTIMEDIA
 30#include "VideoDumper.h"
 31#include <QCamera>
 32#endif
 33
 34struct mRotationSource;
 35struct mRumble;
 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, int index);
 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	QList<QPair<QByteArray, QString>> listCameras() const;
101
102	mRumble* rumble();
103	mRotationSource* rotationSource();
104	mImageSource* imageSource() { return &m_image; }
105	GBALuminanceSource* luminance() { return &m_lux; }
106
107signals:
108	void profileLoaded(const QString& profile);
109	void luminanceValueChanged(int value);
110
111public slots:
112	void testGamepad(int type);
113	void updateJoysticks();
114
115	// TODO: Move these to somewhere that makes sense
116	void suspendScreensaver();
117	void resumeScreensaver();
118	void setScreensaverSuspendable(bool);
119
120	void increaseLuminanceLevel();
121	void decreaseLuminanceLevel();
122	void setLuminanceLevel(int level);
123	void setLuminanceValue(uint8_t value);
124
125	void loadCamImage(const QString& path);
126	void setCamImage(const QImage& image);
127
128	void setCamera(const QByteArray& id);
129
130private slots:
131#ifdef BUILD_QT_MULTIMEDIA
132	void prepareCamSettings(QCamera::Status);
133#endif
134	void setupCam();
135	void teardownCam();
136
137private:
138	void postPendingEvent(GBAKey);
139	void clearPendingEvent(GBAKey);
140	bool hasPendingEvent(GBAKey) const;
141	void sendGamepadEvent(QEvent*);
142
143	struct InputControllerLux : GBALuminanceSource {
144		InputController* p;
145		uint8_t value;
146	} m_lux;
147	uint8_t m_luxValue;
148	int m_luxLevel;
149
150	struct InputControllerImage : mImageSource {
151		InputController* p;
152		QImage image;
153		QImage resizedImage;
154		bool outOfDate;
155		QMutex mutex;
156		unsigned w, h;
157	} m_image;
158
159#ifdef BUILD_QT_MULTIMEDIA
160	std::unique_ptr<QCamera> m_camera;
161	VideoDumper m_videoDumper;
162#endif
163
164	mInputMap m_inputMap;
165	ConfigController* m_config = nullptr;
166	int m_playerId;
167	QWidget* m_topLevel;
168	QWidget* m_focusParent;
169
170#ifdef BUILD_SDL
171	static int s_sdlInited;
172	static mSDLEvents s_sdlEvents;
173	mSDLPlayer m_sdlPlayer{};
174	bool m_playerAttached = false;
175#endif
176
177	QVector<int> m_deadzones;
178
179	QSet<int> m_activeButtons;
180	QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
181	QSet<QPair<int, GamepadHatEvent::Direction>> m_activeHats;
182	QTimer m_gamepadTimer{nullptr};
183
184	QSet<GBAKey> m_pendingEvents;
185	QReadWriteLock m_eventsLock;
186};
187
188}