mirror of https://github.com/mgba-emu/mgba.git
Qt: Add GamepadButtonEvent and remove signal associated; use this for button controls in emulator
This commit is contained in:
parent
53c586044d
commit
33c4b17941
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@ -44,6 +44,7 @@ set(SOURCE_FILES
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GIFView.cpp
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GIFView.cpp
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GameController.cpp
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GameController.cpp
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GamePakView.cpp
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GamePakView.cpp
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GamepadButtonEvent.cpp
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InputController.cpp
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InputController.cpp
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KeyEditor.cpp
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KeyEditor.cpp
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LoadSaveState.cpp
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LoadSaveState.cpp
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@ -112,7 +112,6 @@ GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, QWidget* paren
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#ifdef BUILD_SDL
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#ifdef BUILD_SDL
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if (type == SDL_BINDING_BUTTON) {
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if (type == SDL_BINDING_BUTTON) {
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connect(m_controller, SIGNAL(buttonPressed(int)), this, SLOT(setButton(int)));
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connect(m_controller, SIGNAL(axisChanged(int, int32_t)), this, SLOT(setAxisValue(int, int32_t)));
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connect(m_controller, SIGNAL(axisChanged(int, int32_t)), this, SLOT(setAxisValue(int, int32_t)));
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}
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}
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#endif
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#endif
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@ -237,14 +236,6 @@ void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
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KeyEditor* focused = *m_currentKey;
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KeyEditor* focused = *m_currentKey;
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focused->setValueAxis(axis, value);
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focused->setValueAxis(axis, value);
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}
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}
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void GBAKeyEditor::setButton(int button) {
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if (!findFocus()) {
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return;
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}
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KeyEditor* focused = *m_currentKey;
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focused->setValueButton(button);
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}
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#endif
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#endif
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KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
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KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
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@ -40,7 +40,6 @@ private slots:
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void save();
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void save();
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#ifdef BUILD_SDL
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#ifdef BUILD_SDL
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void setAxisValue(int axis, int32_t value);
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void setAxisValue(int axis, int32_t value);
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void setButton(int button);
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#endif
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#endif
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private:
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private:
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@ -0,0 +1,41 @@
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/* Copyright (c) 2013-2015 Jeffrey Pfau
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GamepadButtonEvent.h"
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#include "InputController.h"
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using namespace QGBA;
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QEvent::Type GamepadButtonEvent::s_downType = QEvent::None;
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QEvent::Type GamepadButtonEvent::s_upType = QEvent::None;
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GamepadButtonEvent::GamepadButtonEvent(QEvent::Type type, int button, InputController* controller)
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: QEvent(type)
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, m_button(button)
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, m_controller(controller)
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, m_key(GBA_KEY_NONE)
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{
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ignore();
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#ifdef BUILD_SDL
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if (controller) {
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m_key = GBAInputMapKey(controller->map(), SDL_BINDING_BUTTON, button);
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}
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#endif
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}
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QEvent::Type GamepadButtonEvent::Down() {
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if (s_downType == None) {
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s_downType = static_cast<Type>(registerEventType());
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}
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return s_downType;
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}
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QEvent::Type GamepadButtonEvent::Up() {
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if (s_upType == None) {
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s_upType = static_cast<Type>(registerEventType());
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}
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return s_upType;
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}
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@ -0,0 +1,40 @@
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/* Copyright (c) 2013-2015 Jeffrey Pfau
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef QGBA_GAMEPAD_BUTTON_EVENT
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#define QGBA_GAMEPAD_BUTTON_EVENT
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#include <QEvent>
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extern "C" {
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#include "gba-input.h"
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}
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namespace QGBA {
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class InputController;
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class GamepadButtonEvent : public QEvent {
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public:
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GamepadButtonEvent(Type type, int button, InputController* controller = nullptr);
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int value() const { return m_button; }
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GBAKey gbaKey() const { return m_key; }
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static Type Down();
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static Type Up();
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private:
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static Type s_downType;
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static Type s_upType;
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int m_button;
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InputController* m_controller;
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GBAKey m_key;
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};
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}
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#endif
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@ -6,8 +6,11 @@
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#include "InputController.h"
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#include "InputController.h"
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#include "ConfigController.h"
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#include "ConfigController.h"
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#include "GamepadButtonEvent.h"
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#include <QApplication>
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#include <QTimer>
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#include <QTimer>
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#include <QWidget>
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extern "C" {
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extern "C" {
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#include "util/configuration.h"
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#include "util/configuration.h"
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@ -91,6 +94,9 @@ int InputController::testSDLEvents() {
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if (key == GBA_KEY_NONE) {
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if (key == GBA_KEY_NONE) {
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continue;
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continue;
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}
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}
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if (hasPendingEvent(key)) {
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continue;
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}
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if (SDL_JoystickGetButton(joystick, i)) {
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if (SDL_JoystickGetButton(joystick, i)) {
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activeButtons |= 1 << key;
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activeButtons |= 1 << key;
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}
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}
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@ -191,10 +197,29 @@ void InputController::testGamepad() {
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activeButtons.subtract(oldButtons);
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activeButtons.subtract(oldButtons);
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oldButtons.subtract(m_activeButtons);
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oldButtons.subtract(m_activeButtons);
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for (int button : activeButtons) {
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for (int button : activeButtons) {
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emit buttonPressed(button);
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GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Down(), button, this);
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postPendingEvent(event->gbaKey());
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QApplication::sendEvent(QApplication::focusWidget(), event);
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if (!event->isAccepted()) {
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clearPendingEvent(event->gbaKey());
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}
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}
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}
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for (int button : oldButtons) {
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for (int button : oldButtons) {
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emit buttonReleased(button);
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GamepadButtonEvent* event = new GamepadButtonEvent(GamepadButtonEvent::Up(), button, this);
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clearPendingEvent(event->gbaKey());
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QApplication::sendEvent(QApplication::focusWidget(), event);
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}
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}
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#endif
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#endif
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}
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}
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void InputController::postPendingEvent(GBAKey key) {
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m_pendingEvents.insert(key);
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}
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void InputController::clearPendingEvent(GBAKey key) {
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m_pendingEvents.remove(key);
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}
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bool InputController::hasPendingEvent(GBAKey key) const {
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return m_pendingEvents.contains(key);
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}
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@ -59,13 +59,15 @@ public:
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signals:
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signals:
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void axisChanged(int axis, int32_t value);
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void axisChanged(int axis, int32_t value);
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void buttonPressed(int button);
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void buttonReleased(int button);
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public slots:
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public slots:
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void testGamepad();
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void testGamepad();
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private:
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private:
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void postPendingEvent(GBAKey);
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void clearPendingEvent(GBAKey);
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bool hasPendingEvent(GBAKey) const;
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GBAInputMap m_inputMap;
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GBAInputMap m_inputMap;
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ConfigController* m_config;
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ConfigController* m_config;
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@ -76,6 +78,8 @@ private:
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QSet<int> m_activeButtons;
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QSet<int> m_activeButtons;
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QSet<QPair<int, int32_t>> m_activeAxes;
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QSet<QPair<int, int32_t>> m_activeAxes;
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QTimer* m_gamepadTimer;
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QTimer* m_gamepadTimer;
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QSet<GBAKey> m_pendingEvents;
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};
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};
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}
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}
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@ -5,6 +5,8 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "KeyEditor.h"
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#include "KeyEditor.h"
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#include "GamepadButtonEvent.h"
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#include <QKeyEvent>
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#include <QKeyEvent>
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using namespace QGBA;
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using namespace QGBA;
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@ -56,3 +58,15 @@ void KeyEditor::keyPressEvent(QKeyEvent* event) {
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}
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}
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event->accept();
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event->accept();
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}
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}
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bool KeyEditor::event(QEvent* event) {
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if (!m_button) {
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return QWidget::event(event);
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}
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if (event->type() == GamepadButtonEvent::Down()) {
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setValueButton(static_cast<GamepadButtonEvent*>(event)->value());
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event->accept();
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return true;
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}
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return QWidget::event(event);
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}
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protected:
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protected:
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virtual void keyPressEvent(QKeyEvent* event) override;
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virtual void keyPressEvent(QKeyEvent* event) override;
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virtual bool event(QEvent* event) override;
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private:
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private:
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int m_key;
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int m_key;
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#include "LoadSaveState.h"
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#include "LoadSaveState.h"
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#include "GameController.h"
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#include "GameController.h"
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#include "GamepadButtonEvent.h"
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#include "VFileDevice.h"
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#include "VFileDevice.h"
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#include <QKeyEvent>
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#include <QKeyEvent>
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@ -104,6 +105,40 @@ bool LoadSaveState::eventFilter(QObject* object, QEvent* event) {
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}
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}
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}
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}
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}
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}
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if (event->type() == GamepadButtonEvent::Down()) {
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int column = m_currentFocus % 3;
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int row = m_currentFocus - column;
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switch (static_cast<GamepadButtonEvent*>(event)->gbaKey()) {
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case GBA_KEY_UP:
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row += 6;
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break;
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case GBA_KEY_DOWN:
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row += 3;
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break;
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case GBA_KEY_LEFT:
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column += 2;
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break;
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case GBA_KEY_RIGHT:
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column += 1;
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break;
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case GBA_KEY_B:
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close();
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break;
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case GBA_KEY_A:
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case GBA_KEY_START:
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event->accept();
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triggerState(m_currentFocus + 1);
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return true;
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default:
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return false;
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}
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column %= 3;
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row %= 9;
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m_currentFocus = column + row;
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m_slots[m_currentFocus]->setFocus();
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event->accept();
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return true;
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}
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return false;
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return false;
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}
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}
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@ -13,6 +13,7 @@
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namespace QGBA {
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namespace QGBA {
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class GameController;
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class GameController;
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class InputController;
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class SavestateButton;
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class SavestateButton;
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enum class LoadSave {
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enum class LoadSave {
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LoadSaveState(GameController* controller, QWidget* parent = nullptr);
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LoadSaveState(GameController* controller, QWidget* parent = nullptr);
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void setInputController(InputController* controller);
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void setMode(LoadSave mode);
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void setMode(LoadSave mode);
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signals:
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signals:
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Ui::LoadSaveState m_ui;
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Ui::LoadSaveState m_ui;
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GameController* m_controller;
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GameController* m_controller;
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InputController* m_inputController;
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SavestateButton* m_slots[NUM_SLOTS];
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SavestateButton* m_slots[NUM_SLOTS];
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LoadSave m_mode;
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LoadSave m_mode;
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@ -5,6 +5,8 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ShortcutController.h"
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#include "ShortcutController.h"
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#include "GamepadButtonEvent.h"
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#include <QAction>
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#include <QAction>
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#include <QMenu>
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#include <QMenu>
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@ -166,16 +168,20 @@ void ShortcutController::updateButton(const QModelIndex& index, int button) {
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emit dataChanged(createIndex(index.row(), 0, index.internalId()), createIndex(index.row(), 2, index.internalId()));
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emit dataChanged(createIndex(index.row(), 0, index.internalId()), createIndex(index.row(), 2, index.internalId()));
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}
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}
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void ShortcutController::pressButton(int button) {
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bool ShortcutController::eventFilter(QObject*, QEvent* event) {
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auto item = m_buttons.find(button);
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if (event->type() == GamepadButtonEvent::Down()) {
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auto item = m_buttons.find(static_cast<GamepadButtonEvent*>(event)->value());
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if (item == m_buttons.end()) {
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if (item == m_buttons.end()) {
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return;
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return false;
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}
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}
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QAction* action = item.value()->action();
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QAction* action = item.value()->action();
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if (!action->isEnabled()) {
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if (action->isEnabled()) {
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return;
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}
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action->trigger();
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action->trigger();
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}
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event->accept();
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return true;
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}
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return false;
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}
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}
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ShortcutController::ShortcutItem::ShortcutItem(QAction* action, const QString& name)
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ShortcutController::ShortcutItem::ShortcutItem(QAction* action, const QString& name)
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@ -36,8 +36,8 @@ public:
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void updateKey(const QModelIndex& index, const QKeySequence& keySequence);
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void updateKey(const QModelIndex& index, const QKeySequence& keySequence);
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void updateButton(const QModelIndex& index, int button);
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void updateButton(const QModelIndex& index, int button);
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private slots:
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protected:
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void pressButton(int button);
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bool eventFilter(QObject*, QEvent*) override;
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private:
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private:
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class ShortcutItem {
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class ShortcutItem {
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@ -5,6 +5,7 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "ShortcutView.h"
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#include "ShortcutView.h"
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#include "GamepadButtonEvent.h"
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#include "ShortcutController.h"
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#include "ShortcutController.h"
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using namespace QGBA;
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using namespace QGBA;
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@ -15,10 +16,11 @@ ShortcutView::ShortcutView(QWidget* parent)
|
||||||
, m_inputController(nullptr)
|
, m_inputController(nullptr)
|
||||||
{
|
{
|
||||||
m_ui.setupUi(this);
|
m_ui.setupUi(this);
|
||||||
|
m_ui.keyEdit->setValueButton(-1);
|
||||||
|
|
||||||
connect(m_ui.keySequenceEdit, SIGNAL(editingFinished()), this, SLOT(updateKey()));
|
connect(m_ui.keySequenceEdit, SIGNAL(editingFinished()), this, SLOT(updateKey()));
|
||||||
connect(m_ui.keyEdit, SIGNAL(valueChanged(int)), this, SLOT(updateButton(int)));
|
connect(m_ui.keyEdit, SIGNAL(valueChanged(int)), this, SLOT(updateButton(int)));
|
||||||
connect(m_ui.shortcutTable, SIGNAL(doubleClicked(const QModelIndex&)), this, SLOT(loadKey(const QModelIndex&)));
|
connect(m_ui.shortcutTable, SIGNAL(doubleClicked(const QModelIndex&)), this, SLOT(load(const QModelIndex&)));
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShortcutView::setController(ShortcutController* controller) {
|
void ShortcutView::setController(ShortcutController* controller) {
|
||||||
|
@ -28,11 +30,19 @@ void ShortcutView::setController(ShortcutController* controller) {
|
||||||
|
|
||||||
void ShortcutView::setInputController(InputController* controller) {
|
void ShortcutView::setInputController(InputController* controller) {
|
||||||
m_inputController = controller;
|
m_inputController = controller;
|
||||||
connect(controller, SIGNAL(buttonPressed(int)), m_ui.keyEdit, SLOT(setValueButton(int)));
|
|
||||||
connect(controller, SIGNAL(axisChanged(int, int32_t)), m_ui.keyEdit, SLOT(setValueAxis(int, int32_t)));
|
connect(controller, SIGNAL(axisChanged(int, int32_t)), m_ui.keyEdit, SLOT(setValueAxis(int, int32_t)));
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShortcutView::loadKey(const QModelIndex& index) {
|
bool ShortcutView::event(QEvent* event) {
|
||||||
|
if (event->type() == GamepadButtonEvent::Down()) {
|
||||||
|
updateButton(static_cast<GamepadButtonEvent*>(event)->value());
|
||||||
|
event->accept();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return QWidget::event(event);
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShortcutView::load(const QModelIndex& index) {
|
||||||
if (!m_controller) {
|
if (!m_controller) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -40,8 +50,11 @@ void ShortcutView::loadKey(const QModelIndex& index) {
|
||||||
if (!action) {
|
if (!action) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
m_ui.keySequenceEdit->setFocus();
|
if (m_ui.gamepadButton->isChecked()) {
|
||||||
m_ui.keySequenceEdit->setKeySequence(action->shortcut());
|
loadButton();
|
||||||
|
} else {
|
||||||
|
loadKey(action);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ShortcutView::updateKey() {
|
void ShortcutView::updateKey() {
|
||||||
|
@ -59,3 +72,12 @@ void ShortcutView::updateButton(int button) {
|
||||||
m_controller->updateButton(m_ui.shortcutTable->selectionModel()->currentIndex(), button);
|
m_controller->updateButton(m_ui.shortcutTable->selectionModel()->currentIndex(), button);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
void ShortcutView::loadKey(const QAction* action) {
|
||||||
|
m_ui.keySequenceEdit->setFocus();
|
||||||
|
m_ui.keySequenceEdit->setKeySequence(action->shortcut());
|
||||||
|
}
|
||||||
|
|
||||||
|
void ShortcutView::loadButton() {
|
||||||
|
m_ui.keyEdit->setFocus();
|
||||||
|
m_ui.keyEdit->setValueButton(-1); // TODO: Real value
|
||||||
|
}
|
||||||
|
|
|
@ -25,12 +25,18 @@ public:
|
||||||
void setController(ShortcutController* controller);
|
void setController(ShortcutController* controller);
|
||||||
void setInputController(InputController* controller);
|
void setInputController(InputController* controller);
|
||||||
|
|
||||||
|
protected:
|
||||||
|
virtual bool event(QEvent* event) override;
|
||||||
|
|
||||||
private slots:
|
private slots:
|
||||||
void loadKey(const QModelIndex&);
|
void load(const QModelIndex&);
|
||||||
void updateKey();
|
void updateKey();
|
||||||
void updateButton(int button);
|
void updateButton(int button);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
void loadKey(const QAction*);
|
||||||
|
void loadButton();
|
||||||
|
|
||||||
Ui::ShortcutView m_ui;
|
Ui::ShortcutView m_ui;
|
||||||
|
|
||||||
ShortcutController* m_controller;
|
ShortcutController* m_controller;
|
||||||
|
|
|
@ -93,8 +93,6 @@ Window::Window(ConfigController* config, QWidget* parent)
|
||||||
connect(this, SIGNAL(fpsTargetChanged(float)), m_controller, SLOT(setFPSTarget(float)));
|
connect(this, SIGNAL(fpsTargetChanged(float)), m_controller, SLOT(setFPSTarget(float)));
|
||||||
connect(&m_fpsTimer, SIGNAL(timeout()), this, SLOT(showFPS()));
|
connect(&m_fpsTimer, SIGNAL(timeout()), this, SLOT(showFPS()));
|
||||||
|
|
||||||
connect(&m_inputController, SIGNAL(buttonPressed(int)), m_shortcutController, SLOT(pressButton(int)));
|
|
||||||
|
|
||||||
m_logView->setLevels(GBA_LOG_WARN | GBA_LOG_ERROR | GBA_LOG_FATAL);
|
m_logView->setLevels(GBA_LOG_WARN | GBA_LOG_ERROR | GBA_LOG_FATAL);
|
||||||
m_fpsTimer.setInterval(FPS_TIMER_INTERVAL);
|
m_fpsTimer.setInterval(FPS_TIMER_INTERVAL);
|
||||||
|
|
||||||
|
@ -431,6 +429,7 @@ void Window::setupMenu(QMenuBar* menubar) {
|
||||||
menubar->clear();
|
menubar->clear();
|
||||||
QMenu* fileMenu = menubar->addMenu(tr("&File"));
|
QMenu* fileMenu = menubar->addMenu(tr("&File"));
|
||||||
m_shortcutController->addMenu(fileMenu);
|
m_shortcutController->addMenu(fileMenu);
|
||||||
|
installEventFilter(m_shortcutController);
|
||||||
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &ROM..."), this, SLOT(selectROM()), QKeySequence::Open), "loadROM");
|
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &ROM..."), this, SLOT(selectROM()), QKeySequence::Open), "loadROM");
|
||||||
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &BIOS..."), this, SLOT(selectBIOS())), "loadBIOS");
|
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &BIOS..."), this, SLOT(selectBIOS())), "loadBIOS");
|
||||||
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &patch..."), this, SLOT(selectPatch())), "loadPatch");
|
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &patch..."), this, SLOT(selectPatch())), "loadPatch");
|
||||||
|
|
Loading…
Reference in New Issue