all repos — mgba @ f6590de2cea808bc62a494203c7a8f04ced8aed0

mGBA Game Boy Advance Emulator

src/platform/qt/InputController.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 "InputController.h"
  7
  8#include "ConfigController.h"
  9#include "GamepadAxisEvent.h"
 10#include "GamepadButtonEvent.h"
 11#include "InputProfile.h"
 12
 13#include <QApplication>
 14#include <QTimer>
 15#include <QWidget>
 16
 17extern "C" {
 18#include "util/configuration.h"
 19}
 20
 21using namespace QGBA;
 22
 23#ifdef BUILD_SDL
 24int InputController::s_sdlInited = 0;
 25GBASDLEvents InputController::s_sdlEvents;
 26#endif
 27
 28InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
 29	: QObject(parent)
 30	, m_playerId(playerId)
 31	, m_config(nullptr)
 32	, m_gamepadTimer(nullptr)
 33#ifdef BUILD_SDL
 34	, m_playerAttached(false)
 35#endif
 36	, m_allowOpposing(false)
 37	, m_topLevel(topLevel)
 38	, m_focusParent(topLevel)
 39{
 40	GBAInputMapInit(&m_inputMap);
 41
 42#ifdef BUILD_SDL
 43	if (s_sdlInited == 0) {
 44		GBASDLInitEvents(&s_sdlEvents);
 45	}
 46	++s_sdlInited;
 47	m_sdlPlayer.bindings = &m_inputMap;
 48	GBASDLInitBindings(&m_inputMap);
 49#endif
 50
 51	m_gamepadTimer = new QTimer(this);
 52#ifdef BUILD_SDL
 53	connect(m_gamepadTimer, &QTimer::timeout, [this]() {
 54		testGamepad(SDL_BINDING_BUTTON);
 55	});
 56#endif
 57	m_gamepadTimer->setInterval(50);
 58	m_gamepadTimer->start();
 59
 60	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
 61	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
 62	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
 63	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
 64	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
 65	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
 66	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
 67	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
 68	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
 69	GBAInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
 70}
 71
 72InputController::~InputController() {
 73	GBAInputMapDeinit(&m_inputMap);
 74
 75#ifdef BUILD_SDL
 76	if (m_playerAttached) {
 77		GBASDLDetachPlayer(&s_sdlEvents, &m_sdlPlayer);
 78	}
 79
 80	--s_sdlInited;
 81	if (s_sdlInited == 0) {
 82		GBASDLDeinitEvents(&s_sdlEvents);
 83	}
 84#endif
 85}
 86
 87void InputController::setConfiguration(ConfigController* config) {
 88	m_config = config;
 89	setAllowOpposing(config->getOption("allowOpposingDirections").toInt());
 90	loadConfiguration(KEYBOARD);
 91#ifdef BUILD_SDL
 92	GBASDLEventsLoadConfig(&s_sdlEvents, config->input());
 93	if (!m_playerAttached) {
 94		m_playerAttached = GBASDLAttachPlayer(&s_sdlEvents, &m_sdlPlayer);
 95	}
 96	loadConfiguration(SDL_BINDING_BUTTON);
 97	loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
 98#endif
 99}
100
101void InputController::loadConfiguration(uint32_t type) {
102	GBAInputMapLoad(&m_inputMap, type, m_config->input());
103#ifdef BUILD_SDL
104	if (m_playerAttached) {
105		GBASDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
106	}
107#endif
108}
109
110void InputController::loadProfile(uint32_t type, const QString& profile) {
111	bool loaded = GBAInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
112	recalibrateAxes();
113	if (!loaded) {
114		const InputProfile* ip = InputProfile::findProfile(profile);
115		if (ip) {
116			ip->apply(this);
117		}
118	}
119	emit profileLoaded(profile);
120}
121
122void InputController::saveConfiguration() {
123	saveConfiguration(KEYBOARD);
124#ifdef BUILD_SDL
125	saveConfiguration(SDL_BINDING_BUTTON);
126	saveProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
127	if (m_playerAttached) {
128		GBASDLPlayerSaveConfig(&m_sdlPlayer, m_config->input());
129	}
130	m_config->write();
131#endif
132}
133
134void InputController::saveConfiguration(uint32_t type) {
135	GBAInputMapSave(&m_inputMap, type, m_config->input());
136	m_config->write();
137}
138
139void InputController::saveProfile(uint32_t type, const QString& profile) {
140	GBAInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
141	m_config->write();
142}
143
144const char* InputController::profileForType(uint32_t type) {
145	UNUSED(type);
146#ifdef BUILD_SDL
147	if (type == SDL_BINDING_BUTTON && m_sdlPlayer.joystick) {
148#if SDL_VERSION_ATLEAST(2, 0, 0)
149		return SDL_JoystickName(m_sdlPlayer.joystick);
150#else
151		return SDL_JoystickName(SDL_JoystickIndex(m_sdlPlayer.joystick));
152#endif
153	}
154#endif
155	return 0;
156}
157
158QStringList InputController::connectedGamepads(uint32_t type) const {
159	UNUSED(type);
160
161#ifdef BUILD_SDL
162	if (type == SDL_BINDING_BUTTON) {
163		QStringList pads;
164		for (size_t i = 0; i < s_sdlEvents.nJoysticks; ++i) {
165			const char* name;
166#if SDL_VERSION_ATLEAST(2, 0, 0)
167			name = SDL_JoystickName(s_sdlEvents.joysticks[i]);
168#else
169			name = SDL_JoystickName(SDL_JoystickIndex(s_sdlEvents.joysticks[i]));
170#endif
171			if (name) {
172				pads.append(QString(name));
173			} else {
174				pads.append(QString());
175			}
176		}
177		return pads;
178	}
179#endif
180
181	return QStringList();
182}
183
184int InputController::gamepad(uint32_t type) const {
185#ifdef BUILD_SDL
186	if (type == SDL_BINDING_BUTTON) {
187		return m_sdlPlayer.joystickIndex;
188	}
189#endif
190	return 0;
191}
192
193void InputController::setGamepad(uint32_t type, int index) {
194#ifdef BUILD_SDL
195	if (type == SDL_BINDING_BUTTON) {
196		GBASDLPlayerChangeJoystick(&s_sdlEvents, &m_sdlPlayer, index);
197	}
198#endif
199}
200
201void InputController::setPreferredGamepad(uint32_t type, const QString& device) {
202	if (!m_config) {
203		return;
204	}
205	GBAInputSetPreferredDevice(m_config->input(), type, m_playerId, device.toUtf8().constData());
206}
207
208GBARumble* InputController::rumble() {
209#ifdef BUILD_SDL
210#if SDL_VERSION_ATLEAST(2, 0, 0)
211	if (m_playerAttached) {
212		return &m_sdlPlayer.rumble.d;
213	}
214#endif
215#endif
216	return nullptr;
217}
218
219GBARotationSource* InputController::rotationSource() {
220#ifdef BUILD_SDL
221	if (m_playerAttached) {
222		return &m_sdlPlayer.rotation.d;
223	}
224#endif
225	return nullptr;
226}
227
228void InputController::registerTiltAxisX(int axis) {
229#ifdef BUILD_SDL
230	if (m_playerAttached) {
231		m_sdlPlayer.rotation.axisX = axis;
232	}
233#endif
234}
235
236void InputController::registerTiltAxisY(int axis) {
237#ifdef BUILD_SDL
238	if (m_playerAttached) {
239		m_sdlPlayer.rotation.axisY = axis;
240	}
241#endif
242}
243
244void InputController::registerGyroAxisX(int axis) {
245#ifdef BUILD_SDL
246	if (m_playerAttached) {
247		m_sdlPlayer.rotation.gyroX = axis;
248	}
249#endif
250}
251
252void InputController::registerGyroAxisY(int axis) {
253#ifdef BUILD_SDL
254	if (m_playerAttached) {
255		m_sdlPlayer.rotation.gyroY = axis;
256	}
257#endif
258}
259
260float InputController::gyroSensitivity() const {
261#ifdef BUILD_SDL
262	if (m_playerAttached) {
263		return m_sdlPlayer.rotation.gyroSensitivity;
264	}
265#endif
266	return 0;
267}
268
269void InputController::setGyroSensitivity(float sensitivity) {
270#ifdef BUILD_SDL
271	if (m_playerAttached) {
272		m_sdlPlayer.rotation.gyroSensitivity = sensitivity;
273	}
274#endif
275}
276
277GBAKey InputController::mapKeyboard(int key) const {
278	return GBAInputMapKey(&m_inputMap, KEYBOARD, key);
279}
280
281void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
282	return GBAInputBindKey(&m_inputMap, type, key, gbaKey);
283}
284
285int InputController::pollEvents() {
286	int activeButtons = 0;
287#ifdef BUILD_SDL
288	if (m_playerAttached) {
289		SDL_Joystick* joystick = m_sdlPlayer.joystick;
290		SDL_JoystickUpdate();
291		int numButtons = SDL_JoystickNumButtons(joystick);
292		int i;
293		for (i = 0; i < numButtons; ++i) {
294			GBAKey key = GBAInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i);
295			if (key == GBA_KEY_NONE) {
296				continue;
297			}
298			if (hasPendingEvent(key)) {
299				continue;
300			}
301			if (SDL_JoystickGetButton(joystick, i)) {
302				activeButtons |= 1 << key;
303			}
304		}
305		int numHats = SDL_JoystickNumHats(joystick);
306		for (i = 0; i < numHats; ++i) {
307			int hat = SDL_JoystickGetHat(joystick, i);
308			if (hat & SDL_HAT_UP) {
309				activeButtons |= 1 << GBA_KEY_UP;
310			}
311			if (hat & SDL_HAT_LEFT) {
312				activeButtons |= 1 << GBA_KEY_LEFT;
313			}
314			if (hat & SDL_HAT_DOWN) {
315				activeButtons |= 1 << GBA_KEY_DOWN;
316			}
317			if (hat & SDL_HAT_RIGHT) {
318				activeButtons |= 1 << GBA_KEY_RIGHT;
319			}
320		}
321
322		int numAxes = SDL_JoystickNumAxes(joystick);
323		for (i = 0; i < numAxes; ++i) {
324			int value = SDL_JoystickGetAxis(joystick, i);
325
326			enum GBAKey key = GBAInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value);
327			if (key != GBA_KEY_NONE) {
328				activeButtons |= 1 << key;
329			}
330		}
331	}
332#endif
333	return activeButtons;
334}
335
336QSet<int> InputController::activeGamepadButtons(int type) {
337	QSet<int> activeButtons;
338#ifdef BUILD_SDL
339	if (m_playerAttached && type == SDL_BINDING_BUTTON) {
340		SDL_Joystick* joystick = m_sdlPlayer.joystick;
341		SDL_JoystickUpdate();
342		int numButtons = SDL_JoystickNumButtons(joystick);
343		int i;
344		for (i = 0; i < numButtons; ++i) {
345			if (SDL_JoystickGetButton(joystick, i)) {
346				activeButtons.insert(i);
347			}
348		}
349	}
350#endif
351	return activeButtons;
352}
353
354void InputController::recalibrateAxes() {
355#ifdef BUILD_SDL
356	if (m_playerAttached) {
357		SDL_Joystick* joystick = m_sdlPlayer.joystick;
358		SDL_JoystickUpdate();
359		int numAxes = SDL_JoystickNumAxes(joystick);
360		if (numAxes < 1) {
361			return;
362		}
363		m_deadzones.resize(numAxes);
364		int i;
365		for (i = 0; i < numAxes; ++i) {
366			m_deadzones[i] = SDL_JoystickGetAxis(joystick, i);
367		}
368	}
369#endif
370}
371
372QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes(int type) {
373	QSet<QPair<int, GamepadAxisEvent::Direction>> activeAxes;
374#ifdef BUILD_SDL
375	if (m_playerAttached && type == SDL_BINDING_BUTTON) {
376		SDL_Joystick* joystick = m_sdlPlayer.joystick;
377		SDL_JoystickUpdate();
378		int numAxes = SDL_JoystickNumAxes(joystick);
379		if (numAxes < 1) {
380			return activeAxes;
381		}
382		m_deadzones.resize(numAxes);
383		int i;
384		for (i = 0; i < numAxes; ++i) {
385			int32_t axis = SDL_JoystickGetAxis(joystick, i);
386			axis -= m_deadzones[i];
387			if (axis >= AXIS_THRESHOLD || axis <= -AXIS_THRESHOLD) {
388				activeAxes.insert(qMakePair(i, axis > 0 ? GamepadAxisEvent::POSITIVE : GamepadAxisEvent::NEGATIVE));
389			}
390		}
391	}
392#endif
393	return activeAxes;
394}
395
396void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
397	const GBAAxis* old = GBAInputQueryAxis(&m_inputMap, type, axis);
398	GBAAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
399	if (old) {
400		description = *old;
401	}
402	int deadzone = 0;
403	if (m_deadzones.size() > axis) {
404		deadzone = m_deadzones[axis];
405	}
406	switch (direction) {
407	case GamepadAxisEvent::NEGATIVE:
408		description.lowDirection = key;
409
410		description.deadLow = deadzone - AXIS_THRESHOLD;
411		break;
412	case GamepadAxisEvent::POSITIVE:
413		description.highDirection = key;
414		description.deadHigh = deadzone + AXIS_THRESHOLD;
415		break;
416	default:
417		return;
418	}
419	GBAInputBindAxis(&m_inputMap, type, axis, &description);
420}
421
422void InputController::unbindAllAxes(uint32_t type) {
423	GBAInputUnbindAllAxes(&m_inputMap, type);
424}
425
426void InputController::testGamepad(int type) {
427	auto activeAxes = activeGamepadAxes(type);
428	auto oldAxes = m_activeAxes;
429	m_activeAxes = activeAxes;
430
431	auto activeButtons = activeGamepadButtons(type);
432	auto oldButtons = m_activeButtons;
433	m_activeButtons = activeButtons;
434
435	if (!QApplication::focusWidget()) {
436		return;
437	}
438
439	activeAxes.subtract(oldAxes);
440	oldAxes.subtract(m_activeAxes);
441
442	for (auto& axis : m_activeAxes) {
443		bool newlyAboveThreshold = activeAxes.contains(axis);
444		if (newlyAboveThreshold) {
445			GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, newlyAboveThreshold, type, this);
446			postPendingEvent(event->gbaKey());
447			sendGamepadEvent(event);
448			if (!event->isAccepted()) {
449				clearPendingEvent(event->gbaKey());
450			}
451		}
452	}
453	for (auto axis : oldAxes) {
454		GamepadAxisEvent* event = new GamepadAxisEvent(axis.first, axis.second, false, type, this);
455		clearPendingEvent(event->gbaKey());
456		sendGamepadEvent(event);
457	}
458
459	if (!QApplication::focusWidget()) {
460		return;
461	}
462
463	activeButtons.subtract(oldButtons);
464	oldButtons.subtract(m_activeButtons);
465
466	for (int button : activeButtons) {
467		GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, type, this);
468		postPendingEvent(event->gbaKey());
469		sendGamepadEvent(event);
470		if (!event->isAccepted()) {
471			clearPendingEvent(event->gbaKey());
472		}
473	}
474	for (int button : oldButtons) {
475		GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, type, this);
476		clearPendingEvent(event->gbaKey());
477		sendGamepadEvent(event);
478	}
479}
480
481void InputController::sendGamepadEvent(QEvent* event) {
482	QWidget* focusWidget = nullptr;
483	if (m_focusParent) {
484		focusWidget = m_focusParent->focusWidget();
485		if (!focusWidget) {
486			focusWidget = m_focusParent;
487		}
488	} else {
489		focusWidget = QApplication::focusWidget();
490	}
491	QApplication::sendEvent(focusWidget, event);
492}
493
494void InputController::postPendingEvent(GBAKey key) {
495	m_pendingEvents.insert(key);
496}
497
498void InputController::clearPendingEvent(GBAKey key) {
499	m_pendingEvents.remove(key);
500}
501
502bool InputController::hasPendingEvent(GBAKey key) const {
503	return m_pendingEvents.contains(key);
504}
505
506void InputController::suspendScreensaver() {
507#ifdef BUILD_SDL
508#if SDL_VERSION_ATLEAST(2, 0, 0)
509	GBASDLSuspendScreensaver(&s_sdlEvents);
510#endif
511#endif
512}
513
514void InputController::resumeScreensaver() {
515#ifdef BUILD_SDL
516#if SDL_VERSION_ATLEAST(2, 0, 0)
517	GBASDLResumeScreensaver(&s_sdlEvents);
518#endif
519#endif
520}
521
522void InputController::setScreensaverSuspendable(bool suspendable) {
523#ifdef BUILD_SDL
524#if SDL_VERSION_ATLEAST(2, 0, 0)
525	GBASDLSetScreensaverSuspendable(&s_sdlEvents, suspendable);
526#endif
527#endif
528}
529
530void InputController::stealFocus(QWidget* focus) {
531	m_focusParent = focus;
532}
533
534void InputController::releaseFocus(QWidget* focus) {
535	if (focus == m_focusParent) {
536		m_focusParent = m_topLevel;
537	}
538}