mirror of https://github.com/mgba-emu/mgba.git
Qt: Revamp all input to go through InputController
This commit is contained in:
parent
5fef1b72e4
commit
34dc2ae6f5
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@ -75,7 +75,6 @@ set(SOURCE_FILES
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DisplayGL.cpp
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DisplayQt.cpp
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GBAApp.cpp
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GBAKeyEditor.cpp
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GIFView.cpp
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GameController.cpp
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GamepadAxisEvent.cpp
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@ -1,409 +0,0 @@
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/* Copyright (c) 2013-2014 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 "GBAKeyEditor.h"
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#include <QComboBox>
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#include <QHBoxLayout>
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#include <QPaintEvent>
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#include <QPainter>
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#include <QPushButton>
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#include <QVBoxLayout>
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#include "InputController.h"
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#include "KeyEditor.h"
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#ifdef BUILD_SDL
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#include "platform/sdl/sdl-events.h"
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#endif
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using namespace QGBA;
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const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
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const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.432;
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const qreal GBAKeyEditor::DPAD_WIDTH = 0.12;
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const qreal GBAKeyEditor::DPAD_HEIGHT = 0.12;
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GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
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: QWidget(parent)
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, m_profileSelect(nullptr)
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, m_clear(nullptr)
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, m_type(type)
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, m_profile(profile)
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, m_controller(controller)
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{
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setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
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setMinimumSize(300, 300);
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const mInputMap* map = controller->map();
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controller->stealFocus(this);
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m_keyDU = new KeyEditor(this);
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m_keyDD = new KeyEditor(this);
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m_keyDL = new KeyEditor(this);
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m_keyDR = new KeyEditor(this);
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m_keySelect = new KeyEditor(this);
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m_keyStart = new KeyEditor(this);
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m_keyA = new KeyEditor(this);
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m_keyB = new KeyEditor(this);
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m_keyL = new KeyEditor(this);
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m_keyR = new KeyEditor(this);
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refresh();
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#ifdef BUILD_SDL
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if (type == SDL_BINDING_BUTTON) {
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m_profileSelect = new QComboBox(this);
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connect(m_profileSelect, SIGNAL(currentIndexChanged(int)), this, SLOT(selectGamepad(int)));
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updateJoysticks();
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m_clear = new QWidget(this);
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QHBoxLayout* layout = new QHBoxLayout;
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m_clear->setLayout(layout);
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layout->setSpacing(6);
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QPushButton* clearButton = new QPushButton(tr("Clear Button"));
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layout->addWidget(clearButton);
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connect(clearButton, &QAbstractButton::pressed, [this]() {
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if (!findFocus()) {
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return;
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}
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bool signalsBlocked = (*m_currentKey)->blockSignals(true);
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(*m_currentKey)->clearButton();
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(*m_currentKey)->clearHat();
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(*m_currentKey)->blockSignals(signalsBlocked);
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});
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QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
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layout->addWidget(clearAxis);
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connect(clearAxis, &QAbstractButton::pressed, [this]() {
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if (!findFocus()) {
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return;
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}
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bool signalsBlocked = (*m_currentKey)->blockSignals(true);
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(*m_currentKey)->clearAxis();
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(*m_currentKey)->blockSignals(signalsBlocked);
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});
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QPushButton* updateJoysticksButton = new QPushButton(tr("Refresh"));
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layout->addWidget(updateJoysticksButton);
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connect(updateJoysticksButton, SIGNAL(pressed()), this, SLOT(updateJoysticks()));
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}
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#endif
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m_buttons = new QWidget(this);
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QVBoxLayout* layout = new QVBoxLayout;
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m_buttons->setLayout(layout);
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QPushButton* setAll = new QPushButton(tr("Set all"));
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connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
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layout->addWidget(setAll);
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layout->setSpacing(6);
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m_keyOrder = QList<KeyEditor*>{
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m_keyDU,
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m_keyDR,
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m_keyDD,
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m_keyDL,
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m_keyA,
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m_keyB,
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m_keySelect,
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m_keyStart,
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m_keyL,
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m_keyR
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};
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for (auto& key : m_keyOrder) {
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connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(key, SIGNAL(hatChanged(int, int)), this, SLOT(setNext()));
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key->installEventFilter(this);
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}
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m_currentKey = m_keyOrder.end();
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m_background.load(":/res/keymap.qpic");
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setAll->setFocus();
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}
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GBAKeyEditor::~GBAKeyEditor() {
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m_controller->releaseFocus(this);
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}
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void GBAKeyEditor::setAll() {
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m_currentKey = m_keyOrder.begin();
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(*m_currentKey)->setFocus();
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}
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void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
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setLocation(m_buttons, 0.5, 0.2);
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setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
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setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
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setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
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setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
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setLocation(m_keySelect, 0.415, 0.93);
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setLocation(m_keyStart, 0.585, 0.93);
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setLocation(m_keyA, 0.826, 0.475);
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setLocation(m_keyB, 0.667, 0.514);
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setLocation(m_keyL, 0.1, 0.1);
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setLocation(m_keyR, 0.9, 0.1);
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if (m_profileSelect) {
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setLocation(m_profileSelect, 0.5, 0.67);
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}
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if (m_clear) {
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setLocation(m_clear, 0.5, 0.77);
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}
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}
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void GBAKeyEditor::paintEvent(QPaintEvent* event) {
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QPainter painter(this);
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painter.scale(width() / 480.0, height() / 480.0);
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painter.drawPicture(0, 0, m_background);
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}
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void GBAKeyEditor::closeEvent(QCloseEvent*) {
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m_controller->releaseFocus(this);
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}
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bool GBAKeyEditor::event(QEvent* event) {
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QEvent::Type type = event->type();
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if (type == QEvent::WindowActivate || type == QEvent::Show) {
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m_controller->stealFocus(this);
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} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
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m_controller->releaseFocus(this);
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}
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return QWidget::event(event);
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}
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bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
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if (event->type() != QEvent::FocusIn) {
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return false;
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}
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findFocus(static_cast<KeyEditor*>(obj));
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return true;
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}
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void GBAKeyEditor::setNext() {
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if (m_currentKey == m_keyOrder.end()) {
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return;
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}
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++m_currentKey;
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if (m_currentKey != m_keyOrder.end()) {
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(*m_currentKey)->setFocus();
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} else {
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(*(m_currentKey - 1))->clearFocus();
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}
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}
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void GBAKeyEditor::save() {
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#ifdef BUILD_SDL
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m_controller->unbindAllAxes(m_type);
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#endif
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bindKey(m_keyDU, GBA_KEY_UP);
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bindKey(m_keyDD, GBA_KEY_DOWN);
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bindKey(m_keyDL, GBA_KEY_LEFT);
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bindKey(m_keyDR, GBA_KEY_RIGHT);
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bindKey(m_keySelect, GBA_KEY_SELECT);
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bindKey(m_keyStart, GBA_KEY_START);
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bindKey(m_keyA, GBA_KEY_A);
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bindKey(m_keyB, GBA_KEY_B);
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bindKey(m_keyL, GBA_KEY_L);
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bindKey(m_keyR, GBA_KEY_R);
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m_controller->saveConfiguration(m_type);
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#ifdef BUILD_SDL
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if (m_profileSelect) {
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m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
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}
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#endif
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if (!m_profile.isNull()) {
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m_controller->saveProfile(m_type, m_profile);
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}
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}
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void GBAKeyEditor::refresh() {
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const mInputMap* map = m_controller->map();
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lookupBinding(map, m_keyDU, GBA_KEY_UP);
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lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
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lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
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lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
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lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
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lookupBinding(map, m_keyStart, GBA_KEY_START);
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lookupBinding(map, m_keyA, GBA_KEY_A);
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lookupBinding(map, m_keyB, GBA_KEY_B);
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lookupBinding(map, m_keyL, GBA_KEY_L);
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lookupBinding(map, m_keyR, GBA_KEY_R);
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#ifdef BUILD_SDL
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lookupAxes(map);
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lookupHats(map);
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#endif
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}
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void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
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#ifdef BUILD_SDL
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if (m_type == SDL_BINDING_BUTTON) {
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int value = mInputQueryBinding(map, m_type, key);
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keyEditor->setValueButton(value);
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return;
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}
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#endif
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keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
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}
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#ifdef BUILD_SDL
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void GBAKeyEditor::lookupAxes(const mInputMap* map) {
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mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
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GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
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if (description->highDirection != GBA_KEY_NONE) {
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KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
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if (key) {
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key->setValueAxis(axis, description->deadHigh);
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}
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}
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if (description->lowDirection != GBA_KEY_NONE) {
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KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
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if (key) {
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key->setValueAxis(axis, description->deadLow);
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}
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}
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}, this);
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}
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void GBAKeyEditor::lookupHats(const mInputMap* map) {
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struct mInputHatBindings bindings;
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int i = 0;
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while (mInputQueryHat(map, m_type, i, &bindings)) {
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if (bindings.up >= 0) {
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KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.up));
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if (key) {
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key->setValueHat(i, GamepadHatEvent::UP);
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}
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}
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if (bindings.right >= 0) {
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KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.right));
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if (key) {
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key->setValueHat(i, GamepadHatEvent::RIGHT);
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}
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}
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if (bindings.down >= 0) {
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KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.down));
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if (key) {
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key->setValueHat(i, GamepadHatEvent::DOWN);
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}
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}
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if (bindings.left >= 0) {
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KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.left));
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if (key) {
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key->setValueHat(i, GamepadHatEvent::LEFT);
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}
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}
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++i;
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}
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}
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#endif
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void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
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#ifdef BUILD_SDL
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if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
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m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
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}
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if (m_type == SDL_BINDING_BUTTON && keyEditor->hat() >= 0) {
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m_controller->bindHat(m_type, keyEditor->hat(), keyEditor->hatDirection(), key);
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}
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#endif
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m_controller->bindKey(m_type, keyEditor->value(), key);
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}
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bool GBAKeyEditor::findFocus(KeyEditor* needle) {
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if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
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return true;
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}
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for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
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if ((*key)->hasFocus() || needle == *key) {
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m_currentKey = key;
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return true;
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}
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}
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return m_currentKey != m_keyOrder.end();
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}
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#ifdef BUILD_SDL
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void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
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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->setValueAxis(axis, value);
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}
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void GBAKeyEditor::selectGamepad(int index) {
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m_controller->setGamepad(m_type, index);
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m_profile = m_profileSelect->currentText();
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m_controller->loadProfile(m_type, m_profile);
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refresh();
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}
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#endif
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KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
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switch (key) {
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case GBA_KEY_UP:
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return m_keyDU;
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case GBA_KEY_DOWN:
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return m_keyDD;
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case GBA_KEY_LEFT:
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return m_keyDL;
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case GBA_KEY_RIGHT:
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return m_keyDR;
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case GBA_KEY_A:
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return m_keyA;
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case GBA_KEY_B:
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return m_keyB;
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case GBA_KEY_L:
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return m_keyL;
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case GBA_KEY_R:
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return m_keyR;
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case GBA_KEY_SELECT:
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return m_keySelect;
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case GBA_KEY_START:
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return m_keyStart;
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default:
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break;
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}
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return nullptr;
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}
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void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
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QSize s = size();
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QSize hint = widget->sizeHint();
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widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
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hint.height());
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}
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#ifdef BUILD_SDL
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void GBAKeyEditor::updateJoysticks() {
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m_controller->updateJoysticks();
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m_controller->recalibrateAxes();
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m_profileSelect->clear();
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m_profileSelect->addItems(m_controller->connectedGamepads(m_type));
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int activeGamepad = m_controller->gamepad(m_type);
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selectGamepad(activeGamepad);
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if (activeGamepad > 0) {
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m_profileSelect->setCurrentIndex(activeGamepad);
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}
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lookupAxes(m_controller->map());
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lookupHats(m_controller->map());
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}
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#endif
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@ -1,96 +0,0 @@
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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_GBA_KEY_EDITOR
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#define QGBA_GBA_KEY_EDITOR
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#include <QList>
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#include <QPicture>
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#include <QSet>
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#include <QWidget>
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#include <mgba/internal/gba/input.h>
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class QComboBox;
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class QTimer;
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namespace QGBA {
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class InputController;
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class KeyEditor;
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class GBAKeyEditor : public QWidget {
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Q_OBJECT
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public:
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GBAKeyEditor(InputController* controller, int type, const QString& profile = QString(), QWidget* parent = nullptr);
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virtual ~GBAKeyEditor();
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public slots:
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void setAll();
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void save();
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protected:
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virtual void resizeEvent(QResizeEvent*) override;
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virtual void paintEvent(QPaintEvent*) override;
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virtual bool event(QEvent*) override;
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virtual void closeEvent(QCloseEvent*) override;
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virtual bool eventFilter(QObject* obj, QEvent* event) override;
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private slots:
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void setNext();
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void refresh();
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#ifdef BUILD_SDL
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void setAxisValue(int axis, int32_t value);
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void selectGamepad(int index);
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void updateJoysticks();
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#endif
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private:
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static const qreal DPAD_CENTER_X;
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static const qreal DPAD_CENTER_Y;
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||||
static const qreal DPAD_WIDTH;
|
||||
static const qreal DPAD_HEIGHT;
|
||||
|
||||
void setLocation(QWidget* widget, qreal x, qreal y);
|
||||
|
||||
void lookupBinding(const mInputMap*, KeyEditor*, GBAKey);
|
||||
void bindKey(const KeyEditor*, GBAKey);
|
||||
|
||||
bool findFocus(KeyEditor* needle = nullptr);
|
||||
|
||||
#ifdef BUILD_SDL
|
||||
void lookupAxes(const mInputMap*);
|
||||
void lookupHats(const mInputMap*);
|
||||
#endif
|
||||
|
||||
KeyEditor* keyById(GBAKey);
|
||||
|
||||
QComboBox* m_profileSelect;
|
||||
QWidget* m_clear;
|
||||
QWidget* m_buttons;
|
||||
KeyEditor* m_keyDU;
|
||||
KeyEditor* m_keyDD;
|
||||
KeyEditor* m_keyDL;
|
||||
KeyEditor* m_keyDR;
|
||||
KeyEditor* m_keySelect;
|
||||
KeyEditor* m_keyStart;
|
||||
KeyEditor* m_keyA;
|
||||
KeyEditor* m_keyB;
|
||||
KeyEditor* m_keyL;
|
||||
KeyEditor* m_keyR;
|
||||
QList<KeyEditor*> m_keyOrder;
|
||||
QList<KeyEditor*>::iterator m_currentKey;
|
||||
|
||||
uint32_t m_type;
|
||||
QString m_profile;
|
||||
InputController* m_controller;
|
||||
|
||||
QPicture m_background;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -27,6 +27,7 @@ GamepadAxisEvent::GamepadAxisEvent(int axis, Direction direction, bool isNew, in
|
|||
|
||||
QEvent::Type GamepadAxisEvent::Type() {
|
||||
if (s_type == None) {
|
||||
qRegisterMetaType<Direction>("GamepadAxisEvent::Direction");
|
||||
s_type = static_cast<enum Type>(registerEventType());
|
||||
}
|
||||
return s_type;
|
||||
|
|
|
@ -27,6 +27,7 @@ GamepadHatEvent::GamepadHatEvent(QEvent::Type pressType, int hatId, Direction di
|
|||
|
||||
QEvent::Type GamepadHatEvent::Down() {
|
||||
if (s_downType == None) {
|
||||
qRegisterMetaType<Direction>("GamepadHatEvent::Direction");
|
||||
s_downType = static_cast<Type>(registerEventType());
|
||||
}
|
||||
return s_downType;
|
||||
|
|
|
@ -6,11 +6,15 @@
|
|||
#include "InputController.h"
|
||||
|
||||
#include "ConfigController.h"
|
||||
#include "GameController.h"
|
||||
#include "GamepadAxisEvent.h"
|
||||
#include "GamepadButtonEvent.h"
|
||||
#include "InputModel.h"
|
||||
#include "InputProfile.h"
|
||||
|
||||
#include <QApplication>
|
||||
#include <QKeyEvent>
|
||||
#include <QMenu>
|
||||
#include <QTimer>
|
||||
#include <QWidget>
|
||||
|
||||
|
@ -24,8 +28,10 @@ int InputController::s_sdlInited = 0;
|
|||
mSDLEvents InputController::s_sdlEvents;
|
||||
#endif
|
||||
|
||||
InputController::InputController(int playerId, QWidget* topLevel, QObject* parent)
|
||||
InputController::InputController(InputModel* model, int playerId, QWidget* topLevel, QObject* parent)
|
||||
: QObject(parent)
|
||||
, m_inputModel(model)
|
||||
, m_platform(PLATFORM_NONE)
|
||||
, m_playerId(playerId)
|
||||
, m_config(nullptr)
|
||||
, m_gamepadTimer(nullptr)
|
||||
|
@ -37,15 +43,11 @@ InputController::InputController(int playerId, QWidget* topLevel, QObject* paren
|
|||
, m_topLevel(topLevel)
|
||||
, m_focusParent(topLevel)
|
||||
{
|
||||
mInputMapInit(&m_inputMap, &GBAInputInfo);
|
||||
|
||||
#ifdef BUILD_SDL
|
||||
if (s_sdlInited == 0) {
|
||||
mSDLInitEvents(&s_sdlEvents);
|
||||
}
|
||||
++s_sdlInited;
|
||||
m_sdlPlayer.bindings = &m_inputMap;
|
||||
mSDLInitBindingsGBA(&m_inputMap);
|
||||
updateJoysticks();
|
||||
#endif
|
||||
|
||||
|
@ -60,20 +62,21 @@ InputController::InputController(int playerId, QWidget* topLevel, QObject* paren
|
|||
m_gamepadTimer.setInterval(50);
|
||||
m_gamepadTimer.start();
|
||||
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
|
||||
mInputBindKey(&m_inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
|
||||
m_autofireMenu = std::unique_ptr<QMenu>(new QMenu(tr("Autofire")));
|
||||
m_inputModel->addMenu(m_autofireMenu.get());
|
||||
|
||||
m_inputMenu = std::unique_ptr<QMenu>(new QMenu(tr("Bindings")));
|
||||
m_inputModel->addMenu(m_inputMenu.get());
|
||||
|
||||
connect(m_inputModel, SIGNAL(keyRebound(const QModelIndex&, int)), this, SLOT(bindKey(const QModelIndex&, int)));
|
||||
connect(m_inputModel, SIGNAL(buttonRebound(const QModelIndex&, int)), this, SLOT(bindButton(const QModelIndex&, int)));
|
||||
connect(m_inputModel, SIGNAL(axisRebound(const QModelIndex&, int, GamepadAxisEvent::Direction)), this, SLOT(bindAxis(const QModelIndex&, int, GamepadAxisEvent::Direction)));
|
||||
}
|
||||
|
||||
InputController::~InputController() {
|
||||
mInputMapDeinit(&m_inputMap);
|
||||
for (auto& inputMap : m_inputMaps) {
|
||||
mInputMapDeinit(&inputMap);
|
||||
}
|
||||
|
||||
#ifdef BUILD_SDL
|
||||
if (m_playerAttached) {
|
||||
|
@ -87,6 +90,42 @@ InputController::~InputController() {
|
|||
#endif
|
||||
}
|
||||
|
||||
void InputController::addPlatform(mPlatform platform, const QString& visibleName, const mInputPlatformInfo* info) {
|
||||
mInputMap* inputMap = &m_inputMaps[platform];
|
||||
mInputMapInit(inputMap, info);
|
||||
|
||||
QMenu* input = m_inputMenu->addMenu(visibleName);
|
||||
QMenu* autofire = m_autofireMenu->addMenu(visibleName);
|
||||
m_inputMenuIndices[platform] = m_inputModel->addMenu(input, m_inputMenu.get());
|
||||
m_inputModel->addMenu(autofire, m_autofireMenu.get());
|
||||
|
||||
for (size_t i = 0; i < info->nKeys; ++i) {
|
||||
m_inputModel->addKey(input, platform, i, 0, info->keyId[i], info->keyId[i]);
|
||||
m_inputModel->addKey(autofire, platform, i, 0, info->keyId[i], info->keyId[i]);
|
||||
}
|
||||
|
||||
#ifdef BUILD_SDL
|
||||
mSDLInitBindingsGBA(inputMap);
|
||||
#endif
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_X, GBA_KEY_A);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_Z, GBA_KEY_B);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_A, GBA_KEY_L);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_S, GBA_KEY_R);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_Return, GBA_KEY_START);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_Backspace, GBA_KEY_SELECT);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_Up, GBA_KEY_UP);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_Down, GBA_KEY_DOWN);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_Left, GBA_KEY_LEFT);
|
||||
mInputBindKey(inputMap, KEYBOARD, Qt::Key_Right, GBA_KEY_RIGHT);
|
||||
}
|
||||
|
||||
void InputController::setPlatform(mPlatform platform) {
|
||||
#ifdef BUILD_SDL
|
||||
m_sdlPlayer.bindings = &m_inputMaps[platform];
|
||||
#endif
|
||||
m_platform = platform;
|
||||
}
|
||||
|
||||
void InputController::setConfiguration(ConfigController* config) {
|
||||
m_config = config;
|
||||
setAllowOpposing(config->getOption("allowOpposingDirections").toInt());
|
||||
|
@ -99,26 +138,35 @@ void InputController::setConfiguration(ConfigController* config) {
|
|||
loadConfiguration(SDL_BINDING_BUTTON);
|
||||
loadProfile(SDL_BINDING_BUTTON, profileForType(SDL_BINDING_BUTTON));
|
||||
#endif
|
||||
restoreModel();
|
||||
}
|
||||
|
||||
void InputController::loadConfiguration(uint32_t type) {
|
||||
mInputMapLoad(&m_inputMap, type, m_config->input());
|
||||
for (auto& inputMap : m_inputMaps) {
|
||||
mInputMapLoad(&inputMap, type, m_config->input());
|
||||
#ifdef BUILD_SDL
|
||||
if (m_playerAttached) {
|
||||
mSDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
|
||||
}
|
||||
if (m_playerAttached) {
|
||||
mInputMap* bindings = m_sdlPlayer.bindings;
|
||||
m_sdlPlayer.bindings = &inputMap;
|
||||
mSDLPlayerLoadConfig(&m_sdlPlayer, m_config->input());
|
||||
m_sdlPlayer.bindings = bindings;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void InputController::loadProfile(uint32_t type, const QString& profile) {
|
||||
bool loaded = mInputProfileLoad(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
|
||||
recalibrateAxes();
|
||||
if (!loaded) {
|
||||
const InputProfile* ip = InputProfile::findProfile(profile);
|
||||
if (ip) {
|
||||
ip->apply(this);
|
||||
for (auto iter = m_inputMaps.begin(); iter != m_inputMaps.end(); ++iter) {
|
||||
bool loaded = mInputProfileLoad(&iter.value(), type, m_config->input(), profile.toUtf8().constData());
|
||||
if (!loaded) {
|
||||
const InputProfile* ip = InputProfile::findProfile(iter.key(), profile);
|
||||
if (ip) {
|
||||
ip->apply(iter.key(), this);
|
||||
}
|
||||
}
|
||||
}
|
||||
recalibrateAxes();
|
||||
m_inputModel->loadProfile(PLATFORM_NONE, profile); // TODO
|
||||
emit profileLoaded(profile);
|
||||
}
|
||||
|
||||
|
@ -135,12 +183,16 @@ void InputController::saveConfiguration() {
|
|||
}
|
||||
|
||||
void InputController::saveConfiguration(uint32_t type) {
|
||||
mInputMapSave(&m_inputMap, type, m_config->input());
|
||||
for (auto& inputMap : m_inputMaps) {
|
||||
mInputMapSave(&inputMap, type, m_config->input());
|
||||
}
|
||||
m_config->write();
|
||||
}
|
||||
|
||||
void InputController::saveProfile(uint32_t type, const QString& profile) {
|
||||
mInputProfileSave(&m_inputMap, type, m_config->input(), profile.toUtf8().constData());
|
||||
for (auto& inputMap : m_inputMaps) {
|
||||
mInputProfileSave(&inputMap, type, m_config->input(), profile.toUtf8().constData());
|
||||
}
|
||||
m_config->write();
|
||||
}
|
||||
|
||||
|
@ -277,14 +329,6 @@ void InputController::setGyroSensitivity(float sensitivity) {
|
|||
#endif
|
||||
}
|
||||
|
||||
GBAKey InputController::mapKeyboard(int key) const {
|
||||
return static_cast<GBAKey>(mInputMapKey(&m_inputMap, KEYBOARD, key));
|
||||
}
|
||||
|
||||
void InputController::bindKey(uint32_t type, int key, GBAKey gbaKey) {
|
||||
return mInputBindKey(&m_inputMap, type, key, gbaKey);
|
||||
}
|
||||
|
||||
void InputController::updateJoysticks() {
|
||||
#ifdef BUILD_SDL
|
||||
QString profile = profileForType(SDL_BINDING_BUTTON);
|
||||
|
@ -296,6 +340,10 @@ void InputController::updateJoysticks() {
|
|||
#endif
|
||||
}
|
||||
|
||||
const mInputMap* InputController::map() {
|
||||
return &m_inputMaps[m_platform];
|
||||
}
|
||||
|
||||
int InputController::pollEvents() {
|
||||
int activeButtons = 0;
|
||||
#ifdef BUILD_SDL
|
||||
|
@ -305,7 +353,7 @@ int InputController::pollEvents() {
|
|||
int numButtons = SDL_JoystickNumButtons(joystick);
|
||||
int i;
|
||||
for (i = 0; i < numButtons; ++i) {
|
||||
GBAKey key = static_cast<GBAKey>(mInputMapKey(&m_inputMap, SDL_BINDING_BUTTON, i));
|
||||
GBAKey key = static_cast<GBAKey>(mInputMapKey(&m_inputMaps[m_platform], SDL_BINDING_BUTTON, i));
|
||||
if (key == GBA_KEY_NONE) {
|
||||
continue;
|
||||
}
|
||||
|
@ -319,14 +367,14 @@ int InputController::pollEvents() {
|
|||
int numHats = SDL_JoystickNumHats(joystick);
|
||||
for (i = 0; i < numHats; ++i) {
|
||||
int hat = SDL_JoystickGetHat(joystick, i);
|
||||
activeButtons |= mInputMapHat(&m_inputMap, SDL_BINDING_BUTTON, i, hat);
|
||||
activeButtons |= mInputMapHat(&m_inputMaps[m_platform], SDL_BINDING_BUTTON, i, hat);
|
||||
}
|
||||
|
||||
int numAxes = SDL_JoystickNumAxes(joystick);
|
||||
for (i = 0; i < numAxes; ++i) {
|
||||
int value = SDL_JoystickGetAxis(joystick, i);
|
||||
|
||||
enum GBAKey key = static_cast<GBAKey>(mInputMapAxis(&m_inputMap, SDL_BINDING_BUTTON, i, value));
|
||||
enum GBAKey key = static_cast<GBAKey>(mInputMapAxis(&m_inputMaps[m_platform], SDL_BINDING_BUTTON, i, value));
|
||||
if (key != GBA_KEY_NONE) {
|
||||
activeButtons |= 1 << key;
|
||||
}
|
||||
|
@ -396,8 +444,25 @@ QSet<QPair<int, GamepadAxisEvent::Direction>> InputController::activeGamepadAxes
|
|||
return activeAxes;
|
||||
}
|
||||
|
||||
void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction direction, GBAKey key) {
|
||||
const mInputAxis* old = mInputQueryAxis(&m_inputMap, type, axis);
|
||||
void InputController::bindKey(mPlatform platform, uint32_t type, int key, int coreKey) {
|
||||
QModelIndex index = m_inputModel->index(coreKey, 0, m_inputMenuIndices[platform]);
|
||||
bool signalsBlocked = m_inputModel->blockSignals(true);
|
||||
if (type != KEYBOARD) {
|
||||
m_inputModel->updateButton(index, key);
|
||||
} else {
|
||||
m_inputModel->updateKey(index, key);
|
||||
}
|
||||
m_inputModel->blockSignals(signalsBlocked);
|
||||
mInputBindKey(&m_inputMaps[platform], type, key, coreKey);
|
||||
}
|
||||
|
||||
void InputController::bindAxis(mPlatform platform, uint32_t type, int axis, GamepadAxisEvent::Direction direction, int key) {
|
||||
QModelIndex index = m_inputModel->index(key, 0, m_inputMenuIndices[platform]);
|
||||
bool signalsBlocked = m_inputModel->blockSignals(true);
|
||||
m_inputModel->updateAxis(index, axis, direction);
|
||||
m_inputModel->blockSignals(signalsBlocked);
|
||||
|
||||
const mInputAxis* old = mInputQueryAxis(&m_inputMaps[platform], type, axis);
|
||||
mInputAxis description = { GBA_KEY_NONE, GBA_KEY_NONE, -AXIS_THRESHOLD, AXIS_THRESHOLD };
|
||||
if (old) {
|
||||
description = *old;
|
||||
|
@ -419,11 +484,7 @@ void InputController::bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direct
|
|||
default:
|
||||
return;
|
||||
}
|
||||
mInputBindAxis(&m_inputMap, type, axis, &description);
|
||||
}
|
||||
|
||||
void InputController::unbindAllAxes(uint32_t type) {
|
||||
mInputUnbindAllAxes(&m_inputMap, type);
|
||||
mInputBindAxis(&m_inputMaps[platform], type, axis, &description);
|
||||
}
|
||||
|
||||
QSet<QPair<int, GamepadHatEvent::Direction>> InputController::activeGamepadHats(int type) {
|
||||
|
@ -458,26 +519,29 @@ QSet<QPair<int, GamepadHatEvent::Direction>> InputController::activeGamepadHats(
|
|||
return activeHats;
|
||||
}
|
||||
|
||||
void InputController::bindHat(uint32_t type, int hat, GamepadHatEvent::Direction direction, GBAKey gbaKey) {
|
||||
void InputController::bindHat(mPlatform platform, uint32_t type, int hat, GamepadHatEvent::Direction direction, int coreKey) {
|
||||
QModelIndex index = m_inputModel->index(coreKey, 0, m_inputMenuIndices[platform]);
|
||||
//m_inputModel->updateHat(index, hat, direction);
|
||||
|
||||
mInputHatBindings bindings{ -1, -1, -1, -1 };
|
||||
mInputQueryHat(&m_inputMap, type, hat, &bindings);
|
||||
mInputQueryHat(&m_inputMaps[platform], type, hat, &bindings);
|
||||
switch (direction) {
|
||||
case GamepadHatEvent::UP:
|
||||
bindings.up = gbaKey;
|
||||
bindings.up = coreKey;
|
||||
break;
|
||||
case GamepadHatEvent::RIGHT:
|
||||
bindings.right = gbaKey;
|
||||
bindings.right = coreKey;
|
||||
break;
|
||||
case GamepadHatEvent::DOWN:
|
||||
bindings.down = gbaKey;
|
||||
bindings.down = coreKey;
|
||||
break;
|
||||
case GamepadHatEvent::LEFT:
|
||||
bindings.left = gbaKey;
|
||||
bindings.left = coreKey;
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
mInputBindHat(&m_inputMap, type, hat, &bindings);
|
||||
mInputBindHat(&m_inputMaps[platform], type, hat, &bindings);
|
||||
}
|
||||
|
||||
void InputController::testGamepad(int type) {
|
||||
|
@ -569,15 +633,15 @@ void InputController::sendGamepadEvent(QEvent* event) {
|
|||
QApplication::sendEvent(focusWidget, event);
|
||||
}
|
||||
|
||||
void InputController::postPendingEvent(GBAKey key) {
|
||||
void InputController::postPendingEvent(int key) {
|
||||
m_pendingEvents.insert(key);
|
||||
}
|
||||
|
||||
void InputController::clearPendingEvent(GBAKey key) {
|
||||
void InputController::clearPendingEvent(int key) {
|
||||
m_pendingEvents.remove(key);
|
||||
}
|
||||
|
||||
bool InputController::hasPendingEvent(GBAKey key) const {
|
||||
bool InputController::hasPendingEvent(int key) const {
|
||||
return m_pendingEvents.contains(key);
|
||||
}
|
||||
|
||||
|
@ -614,3 +678,139 @@ void InputController::releaseFocus(QWidget* focus) {
|
|||
m_focusParent = m_topLevel;
|
||||
}
|
||||
}
|
||||
|
||||
void InputController::setupCallback(GameController* controller) {
|
||||
m_inputModel->setKeyCallback([this, controller](QMenu* menu, int key, bool down) {
|
||||
if (menu == m_autofireMenu.get()) {
|
||||
controller->setAutofire(key, down);
|
||||
} else {
|
||||
if (down) {
|
||||
controller->keyPressed(key);
|
||||
} else {
|
||||
controller->keyReleased(key);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void InputController::bindKey(const QModelIndex& index, int key) {
|
||||
int coreKey = m_inputModel->keyAt(index);
|
||||
if (coreKey < 0) {
|
||||
return;
|
||||
}
|
||||
mPlatform platform = m_inputMenuIndices.key(index.parent(), PLATFORM_NONE);
|
||||
bindKey(platform, KEYBOARD, key, coreKey);
|
||||
}
|
||||
|
||||
#ifdef BUILD_SDL
|
||||
void InputController::bindButton(const QModelIndex& index, int key) {
|
||||
int coreKey = m_inputModel->keyAt(index);
|
||||
if (coreKey < 0) {
|
||||
return;
|
||||
}
|
||||
mPlatform platform = m_inputMenuIndices.key(index.parent(), PLATFORM_NONE);
|
||||
bindKey(platform, SDL_BINDING_BUTTON, key, coreKey);
|
||||
}
|
||||
|
||||
void InputController::bindAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction direction) {
|
||||
int coreKey = m_inputModel->keyAt(index);
|
||||
if (coreKey < 0) {
|
||||
return;
|
||||
}
|
||||
mPlatform platform = m_inputMenuIndices.key(index.parent(), PLATFORM_NONE);
|
||||
bindAxis(platform, SDL_BINDING_BUTTON, axis, direction, coreKey);
|
||||
}
|
||||
|
||||
void InputController::bindHat(const QModelIndex& index, int hat, GamepadHatEvent::Direction direction) {
|
||||
int coreKey = m_inputModel->keyAt(index);
|
||||
if (coreKey < 0) {
|
||||
return;
|
||||
}
|
||||
mPlatform platform = m_inputMenuIndices.key(index.parent(), PLATFORM_NONE);
|
||||
bindHat(platform, SDL_BINDING_BUTTON, hat, direction, coreKey);
|
||||
}
|
||||
#else
|
||||
void InputController::bindButton(const QModelIndex& index, int key, int) {}
|
||||
void InputController::bindAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction, int) {}
|
||||
void InputController::bindHat(const QModelIndex& index, int hat, GamepadHatEvent::Direction, int) {}
|
||||
#endif
|
||||
|
||||
bool InputController::eventFilter(QObject*, QEvent* event) {
|
||||
if (event->type() == QEvent::KeyPress || event->type() == QEvent::KeyRelease) {
|
||||
QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
|
||||
int key = keyEvent->key();
|
||||
if (!InputModel::isModifierKey(key)) {
|
||||
key |= (keyEvent->modifiers() & ~Qt::KeypadModifier);
|
||||
} else {
|
||||
key = InputModel::toModifierKey(key | (keyEvent->modifiers() & ~Qt::KeypadModifier));
|
||||
}
|
||||
|
||||
if (keyEvent->isAutoRepeat()) {
|
||||
event->accept();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (m_inputModel->triggerKey(key, event->type() == QEvent::KeyPress, m_platform)) {
|
||||
event->accept();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (event->type() == GamepadButtonEvent::Down() || event->type() == GamepadButtonEvent::Up()) {
|
||||
GamepadButtonEvent* gbe = static_cast<GamepadButtonEvent*>(event);
|
||||
if (m_inputModel->triggerButton(gbe->value(), event->type() == GamepadButtonEvent::Down())) {
|
||||
event->accept();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (event->type() == GamepadAxisEvent::Type()) {
|
||||
GamepadAxisEvent* gae = static_cast<GamepadAxisEvent*>(event);
|
||||
if (m_inputModel->triggerAxis(gae->axis(), gae->direction(), gae->isNew())) {
|
||||
event->accept();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void InputController::restoreModel() {
|
||||
bool signalsBlocked = m_inputModel->blockSignals(true);
|
||||
for (auto iter = m_inputMaps.begin(); iter != m_inputMaps.end(); ++iter) {
|
||||
mPlatform platform = iter.key();
|
||||
QModelIndex parent = m_inputMenuIndices[platform];
|
||||
int nKeys = iter->info->nKeys;
|
||||
for (int i = 0; i < nKeys; ++i) {
|
||||
int key = mInputQueryBinding(&iter.value(), KEYBOARD, i);
|
||||
if (key >= 0) {
|
||||
m_inputModel->updateKey(m_inputModel->index(i, 0, parent), key);
|
||||
} else {
|
||||
m_inputModel->clearKey(m_inputModel->index(i, 0, parent));
|
||||
}
|
||||
#ifdef BUILD_SDL
|
||||
key = mInputQueryBinding(&iter.value(), SDL_BINDING_BUTTON, i);
|
||||
if (key >= 0) {
|
||||
m_inputModel->updateButton(m_inputModel->index(i, 0, parent), key);
|
||||
} else {
|
||||
m_inputModel->clearButton(m_inputModel->index(i, 0, parent));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#ifdef BUILD_SDL
|
||||
struct Context {
|
||||
InputModel* model;
|
||||
QModelIndex parent;
|
||||
} context{ m_inputModel, parent };
|
||||
mInputEnumerateAxes(&iter.value(), SDL_BINDING_BUTTON, [](int axis, const struct mInputAxis* description, void* user) {
|
||||
Context* context = static_cast<Context*>(user);
|
||||
if (description->highDirection >= 0) {
|
||||
context->model->updateAxis(context->model->index(description->highDirection, 0, context->parent), axis, GamepadAxisEvent::POSITIVE);
|
||||
}
|
||||
if (description->lowDirection >= 0) {
|
||||
context->model->updateAxis(context->model->index(description->lowDirection, 0, context->parent), axis, GamepadAxisEvent::NEGATIVE);
|
||||
}
|
||||
}, &context);
|
||||
#endif
|
||||
}
|
||||
m_inputModel->blockSignals(signalsBlocked);
|
||||
}
|
||||
|
|
|
@ -9,23 +9,29 @@
|
|||
#include "GamepadAxisEvent.h"
|
||||
#include "GamepadHatEvent.h"
|
||||
|
||||
#include <QMap>
|
||||
#include <QObject>
|
||||
#include <QSet>
|
||||
#include <QTimer>
|
||||
#include <QVector>
|
||||
|
||||
#include <mgba/internal/gba/input.h>
|
||||
#include <mgba/core/core.h>
|
||||
#include <mgba/core/input.h>
|
||||
|
||||
#ifdef BUILD_SDL
|
||||
#include "platform/sdl/sdl-events.h"
|
||||
#endif
|
||||
|
||||
class QMenu;
|
||||
|
||||
struct mRotationSource;
|
||||
struct mRumble;
|
||||
|
||||
namespace QGBA {
|
||||
|
||||
class ConfigController;
|
||||
class GameController;
|
||||
class InputModel;
|
||||
|
||||
class InputController : public QObject {
|
||||
Q_OBJECT
|
||||
|
@ -33,9 +39,12 @@ Q_OBJECT
|
|||
public:
|
||||
static const uint32_t KEYBOARD = 0x51545F4B;
|
||||
|
||||
InputController(int playerId = 0, QWidget* topLevel = nullptr, QObject* parent = nullptr);
|
||||
InputController(InputModel* model, int playerId = 0, QWidget* topLevel = nullptr, QObject* parent = nullptr);
|
||||
~InputController();
|
||||
|
||||
void addPlatform(mPlatform, const QString& visibleName, const mInputPlatformInfo*);
|
||||
void setPlatform(mPlatform);
|
||||
|
||||
void setConfiguration(ConfigController* config);
|
||||
void saveConfiguration();
|
||||
void loadConfiguration(uint32_t type);
|
||||
|
@ -47,11 +56,7 @@ public:
|
|||
bool allowOpposing() const { return m_allowOpposing; }
|
||||
void setAllowOpposing(bool allowOpposing) { m_allowOpposing = allowOpposing; }
|
||||
|
||||
GBAKey mapKeyboard(int key) const;
|
||||
|
||||
void bindKey(uint32_t type, int key, GBAKey);
|
||||
|
||||
const mInputMap* map() const { return &m_inputMap; }
|
||||
const mInputMap* map();
|
||||
|
||||
int pollEvents();
|
||||
|
||||
|
@ -61,10 +66,9 @@ public:
|
|||
QSet<QPair<int, GamepadHatEvent::Direction>> activeGamepadHats(int type);
|
||||
void recalibrateAxes();
|
||||
|
||||
void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey);
|
||||
void unbindAllAxes(uint32_t type);
|
||||
|
||||
void bindHat(uint32_t type, int hat, GamepadHatEvent::Direction, GBAKey);
|
||||
void bindKey(mPlatform platform, uint32_t type, int key, int);
|
||||
void bindAxis(mPlatform platform, uint32_t type, int axis, GamepadAxisEvent::Direction, int);
|
||||
void bindHat(mPlatform platform, uint32_t type, int hat, GamepadHatEvent::Direction, int);
|
||||
|
||||
QStringList connectedGamepads(uint32_t type) const;
|
||||
int gamepad(uint32_t type) const;
|
||||
|
@ -85,6 +89,8 @@ public:
|
|||
mRumble* rumble();
|
||||
mRotationSource* rotationSource();
|
||||
|
||||
void setupCallback(GameController* controller);
|
||||
|
||||
signals:
|
||||
void profileLoaded(const QString& profile);
|
||||
|
||||
|
@ -97,13 +103,25 @@ public slots:
|
|||
void resumeScreensaver();
|
||||
void setScreensaverSuspendable(bool);
|
||||
|
||||
private:
|
||||
void postPendingEvent(GBAKey);
|
||||
void clearPendingEvent(GBAKey);
|
||||
bool hasPendingEvent(GBAKey) const;
|
||||
void sendGamepadEvent(QEvent*);
|
||||
private slots:
|
||||
void bindKey(const QModelIndex&, int key);
|
||||
void bindButton(const QModelIndex&, int key);
|
||||
void bindAxis(const QModelIndex&, int axis, GamepadAxisEvent::Direction);
|
||||
void bindHat(const QModelIndex&, int hat, GamepadHatEvent::Direction);
|
||||
|
||||
mInputMap m_inputMap;
|
||||
protected:
|
||||
bool eventFilter(QObject*, QEvent*) override;
|
||||
|
||||
private:
|
||||
void postPendingEvent(int key);
|
||||
void clearPendingEvent(int key);
|
||||
bool hasPendingEvent(int key) const;
|
||||
void sendGamepadEvent(QEvent*);
|
||||
void restoreModel();
|
||||
|
||||
InputModel* m_inputModel;
|
||||
mPlatform m_platform;
|
||||
QMap<mPlatform, mInputMap> m_inputMaps;
|
||||
ConfigController* m_config;
|
||||
int m_playerId;
|
||||
bool m_allowOpposing;
|
||||
|
@ -119,12 +137,16 @@ private:
|
|||
|
||||
QVector<int> m_deadzones;
|
||||
|
||||
std::unique_ptr<QMenu> m_inputMenu;
|
||||
std::unique_ptr<QMenu> m_autofireMenu;
|
||||
QMap<mPlatform, QModelIndex> m_inputMenuIndices;
|
||||
|
||||
QSet<int> m_activeButtons;
|
||||
QSet<QPair<int, GamepadAxisEvent::Direction>> m_activeAxes;
|
||||
QSet<QPair<int, GamepadHatEvent::Direction>> m_activeHats;
|
||||
QTimer m_gamepadTimer;
|
||||
|
||||
QSet<GBAKey> m_pendingEvents;
|
||||
QSet<int> m_pendingEvents;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -12,11 +12,13 @@ using namespace QGBA;
|
|||
InputItem::InputItem(QAction* action, const QString& name, InputItem* parent)
|
||||
: m_action(action)
|
||||
, m_shortcut(action->shortcut().isEmpty() ? 0 : action->shortcut()[0])
|
||||
, m_keys(-1)
|
||||
, m_menu(nullptr)
|
||||
, m_name(name)
|
||||
, m_button(-1)
|
||||
, m_axis(-1)
|
||||
, m_direction(GamepadAxisEvent::NEUTRAL)
|
||||
, m_platform(PLATFORM_NONE)
|
||||
, m_parent(parent)
|
||||
{
|
||||
m_visibleName = action->text()
|
||||
|
@ -28,12 +30,29 @@ InputItem::InputItem(InputItem::Functions functions, int shortcut, const QString
|
|||
: m_action(nullptr)
|
||||
, m_shortcut(shortcut)
|
||||
, m_functions(functions)
|
||||
, m_keys(-1)
|
||||
, m_menu(nullptr)
|
||||
, m_name(name)
|
||||
, m_visibleName(visibleName)
|
||||
, m_button(-1)
|
||||
, m_axis(-1)
|
||||
, m_direction(GamepadAxisEvent::NEUTRAL)
|
||||
, m_platform(PLATFORM_NONE)
|
||||
, m_parent(parent)
|
||||
{
|
||||
}
|
||||
|
||||
InputItem::InputItem(mPlatform platform, int key, int shortcut, const QString& visibleName, const QString& name, InputItem* parent)
|
||||
: m_action(nullptr)
|
||||
, m_shortcut(shortcut)
|
||||
, m_keys(key)
|
||||
, m_menu(nullptr)
|
||||
, m_name(name)
|
||||
, m_visibleName(visibleName)
|
||||
, m_button(-1)
|
||||
, m_axis(-1)
|
||||
, m_direction(GamepadAxisEvent::NEUTRAL)
|
||||
, m_platform(platform)
|
||||
, m_parent(parent)
|
||||
{
|
||||
}
|
||||
|
@ -64,6 +83,10 @@ void InputItem::addFunctions(InputItem::Functions functions,
|
|||
m_items.append(InputItem(functions, shortcut, visibleName, name, this));
|
||||
}
|
||||
|
||||
void InputItem::addKey(mPlatform platform, int key, int shortcut, const QString& visibleName, const QString& name) {
|
||||
m_items.append(InputItem(platform, key, shortcut, visibleName, name, this));
|
||||
}
|
||||
|
||||
void InputItem::addSubmenu(QMenu* menu) {
|
||||
m_items.append(InputItem(menu, this));
|
||||
}
|
||||
|
|
|
@ -7,9 +7,12 @@
|
|||
#define QGBA_INPUT_ITEM
|
||||
|
||||
#include "GamepadAxisEvent.h"
|
||||
#include "GamepadHatEvent.h"
|
||||
|
||||
#include <QAction>
|
||||
|
||||
#include <mgba/core/core.h>
|
||||
|
||||
namespace QGBA {
|
||||
|
||||
class InputItem {
|
||||
|
@ -19,12 +22,15 @@ public:
|
|||
InputItem(QAction* action, const QString& name, InputItem* parent = nullptr);
|
||||
InputItem(Functions functions, int shortcut, const QString& visibleName,
|
||||
const QString& name, InputItem* parent = nullptr);
|
||||
InputItem(mPlatform platform, int key, int shortcut, const QString& name, const QString& visibleName, InputItem* parent = nullptr);
|
||||
InputItem(QMenu* action, InputItem* parent = nullptr);
|
||||
|
||||
QAction* action() { return m_action; }
|
||||
const QAction* action() const { return m_action; }
|
||||
const int shortcut() const { return m_shortcut; }
|
||||
int shortcut() const { return m_shortcut; }
|
||||
mPlatform platform() const { return m_platform; }
|
||||
Functions functions() const { return m_functions; }
|
||||
int key() const { return m_keys; }
|
||||
QMenu* menu() { return m_menu; }
|
||||
const QMenu* menu() const { return m_menu; }
|
||||
const QString& visibleName() const { return m_visibleName; }
|
||||
|
@ -36,6 +42,7 @@ public:
|
|||
void addAction(QAction* action, const QString& name);
|
||||
void addFunctions(Functions functions, int shortcut, const QString& visibleName,
|
||||
const QString& name);
|
||||
void addKey(mPlatform platform, int key, int shortcut, const QString& visibleName, const QString& name);
|
||||
void addSubmenu(QMenu* menu);
|
||||
int button() const { return m_button; }
|
||||
void setShortcut(int sequence);
|
||||
|
@ -57,7 +64,9 @@ private:
|
|||
QString m_visibleName;
|
||||
int m_button;
|
||||
int m_axis;
|
||||
int m_keys;
|
||||
GamepadAxisEvent::Direction m_direction;
|
||||
mPlatform m_platform;
|
||||
QList<InputItem> m_items;
|
||||
InputItem* m_parent;
|
||||
};
|
||||
|
|
|
@ -87,10 +87,14 @@ QModelIndex InputModel::parent(const QModelIndex& index) const {
|
|||
return QModelIndex();
|
||||
}
|
||||
InputItem* item = static_cast<InputItem*>(index.internalPointer());
|
||||
if (!item->parent() || !item->parent()->parent()) {
|
||||
return this->index(item->parent());
|
||||
}
|
||||
|
||||
QModelIndex InputModel::index(InputItem* item) const {
|
||||
if (!item || !item->parent()) {
|
||||
return QModelIndex();
|
||||
}
|
||||
return createIndex(item->parent()->parent()->items().indexOf(*item->parent()), 0, item->parent());
|
||||
return createIndex(item->parent()->items().indexOf(*item), 0, item);
|
||||
}
|
||||
|
||||
int InputModel::columnCount(const QModelIndex& index) const {
|
||||
|
@ -105,38 +109,42 @@ int InputModel::rowCount(const QModelIndex& index) const {
|
|||
return item->items().count();
|
||||
}
|
||||
|
||||
void InputModel::addAction(QMenu* menu, QAction* action, const QString& name) {
|
||||
InputItem* InputModel::add(QMenu* menu, std::function<void (InputItem*)> callback) {
|
||||
InputItem* smenu = m_menuMap[menu];
|
||||
if (!smenu) {
|
||||
return;
|
||||
return nullptr;
|
||||
}
|
||||
InputItem* pmenu = smenu->parent();
|
||||
int row = pmenu->items().indexOf(*smenu);
|
||||
QModelIndex parent = createIndex(row, 0, smenu);
|
||||
QModelIndex parent = index(smenu);
|
||||
beginInsertRows(parent, smenu->items().count(), smenu->items().count());
|
||||
smenu->addAction(action, name);
|
||||
callback(smenu);
|
||||
endInsertRows();
|
||||
InputItem* item = &smenu->items().last();
|
||||
emit dataChanged(createIndex(smenu->items().count() - 1, 0, item),
|
||||
createIndex(smenu->items().count() - 1, 2, item));
|
||||
return item;
|
||||
}
|
||||
|
||||
void InputModel::addAction(QMenu* menu, QAction* action, const QString& name) {
|
||||
InputItem* item = add(menu, [&](InputItem* smenu) {
|
||||
smenu->addAction(action, name);
|
||||
});
|
||||
if (!item) {
|
||||
return;
|
||||
}
|
||||
if (m_config) {
|
||||
loadShortcuts(item);
|
||||
}
|
||||
emit dataChanged(createIndex(smenu->items().count() - 1, 0, item),
|
||||
createIndex(smenu->items().count() - 1, 2, item));
|
||||
}
|
||||
|
||||
void InputModel::addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
|
||||
int shortcut, const QString& visibleName, const QString& name) {
|
||||
InputItem* smenu = m_menuMap[menu];
|
||||
if (!smenu) {
|
||||
InputItem* item = add(menu, [&](InputItem* smenu) {
|
||||
smenu->addFunctions(qMakePair(press, release), shortcut, visibleName, name);
|
||||
});
|
||||
if (!item) {
|
||||
return;
|
||||
}
|
||||
InputItem* pmenu = smenu->parent();
|
||||
int row = pmenu->items().indexOf(*smenu);
|
||||
QModelIndex parent = createIndex(row, 0, smenu);
|
||||
beginInsertRows(parent, smenu->items().count(), smenu->items().count());
|
||||
smenu->addFunctions(qMakePair(press, release), shortcut, visibleName, name);
|
||||
endInsertRows();
|
||||
InputItem* item = &smenu->items().last();
|
||||
|
||||
bool loadedShortcut = false;
|
||||
if (m_config) {
|
||||
loadedShortcut = loadShortcuts(item);
|
||||
|
@ -144,8 +152,6 @@ void InputModel::addFunctions(QMenu* menu, std::function<void()> press, std::fun
|
|||
if (!loadedShortcut && !m_heldKeys.contains(shortcut)) {
|
||||
m_heldKeys[shortcut] = item;
|
||||
}
|
||||
emit dataChanged(createIndex(smenu->items().count() - 1, 0, item),
|
||||
createIndex(smenu->items().count() - 1, 2, item));
|
||||
}
|
||||
|
||||
void InputModel::addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
|
||||
|
@ -153,17 +159,22 @@ void InputModel::addFunctions(QMenu* menu, std::function<void()> press, std::fun
|
|||
addFunctions(menu, press, release, shortcut[0], visibleName, name);
|
||||
}
|
||||
|
||||
void InputModel::addMenu(QMenu* menu, QMenu* parentMenu) {
|
||||
void InputModel::addKey(QMenu* menu, mPlatform platform, int key, int shortcut, const QString& visibleName, const QString& name) {
|
||||
InputItem* item = add(menu, [&](InputItem* smenu) {
|
||||
smenu->addKey(platform, key, shortcut, visibleName, name);
|
||||
});
|
||||
if (!item) {
|
||||
return;
|
||||
}
|
||||
m_keys[qMakePair(platform, key)] = item;
|
||||
}
|
||||
|
||||
QModelIndex InputModel::addMenu(QMenu* menu, QMenu* parentMenu) {
|
||||
InputItem* smenu = m_menuMap[parentMenu];
|
||||
if (!smenu) {
|
||||
smenu = &m_rootMenu;
|
||||
}
|
||||
QModelIndex parent;
|
||||
InputItem* pmenu = smenu->parent();
|
||||
if (pmenu) {
|
||||
int row = pmenu->items().indexOf(*smenu);
|
||||
parent = createIndex(row, 0, smenu);
|
||||
}
|
||||
QModelIndex parent = index(smenu);
|
||||
beginInsertRows(parent, smenu->items().count(), smenu->items().count());
|
||||
smenu->addSubmenu(menu);
|
||||
endInsertRows();
|
||||
|
@ -171,20 +182,35 @@ void InputModel::addMenu(QMenu* menu, QMenu* parentMenu) {
|
|||
emit dataChanged(createIndex(smenu->items().count() - 1, 0, item),
|
||||
createIndex(smenu->items().count() - 1, 2, item));
|
||||
m_menuMap[menu] = item;
|
||||
return index(item);
|
||||
}
|
||||
|
||||
InputItem* InputModel::itemAt(const QModelIndex& index) {
|
||||
if (!index.isValid()) {
|
||||
return nullptr;
|
||||
}
|
||||
return static_cast<InputItem*>(index.internalPointer());
|
||||
if (index.internalPointer()) {
|
||||
return static_cast<InputItem*>(index.internalPointer());
|
||||
}
|
||||
if (!index.parent().isValid()) {
|
||||
return nullptr;
|
||||
}
|
||||
InputItem* pmenu = static_cast<InputItem*>(index.parent().internalPointer());
|
||||
return &pmenu->items()[index.row()];
|
||||
}
|
||||
|
||||
const InputItem* InputModel::itemAt(const QModelIndex& index) const {
|
||||
if (!index.isValid()) {
|
||||
return nullptr;
|
||||
}
|
||||
return static_cast<const InputItem*>(index.internalPointer());
|
||||
if (index.internalPointer()) {
|
||||
return static_cast<InputItem*>(index.internalPointer());
|
||||
}
|
||||
if (!index.parent().isValid()) {
|
||||
return nullptr;
|
||||
}
|
||||
InputItem* pmenu = static_cast<InputItem*>(index.parent().internalPointer());
|
||||
return &pmenu->items()[index.row()];
|
||||
}
|
||||
|
||||
int InputModel::shortcutAt(const QModelIndex& index) const {
|
||||
|
@ -195,6 +221,14 @@ int InputModel::shortcutAt(const QModelIndex& index) const {
|
|||
return item->shortcut();
|
||||
}
|
||||
|
||||
int InputModel::keyAt(const QModelIndex& index) const {
|
||||
const InputItem* item = itemAt(index);
|
||||
if (!item) {
|
||||
return -1;
|
||||
}
|
||||
return item->key();
|
||||
}
|
||||
|
||||
bool InputModel::isMenuAt(const QModelIndex& index) const {
|
||||
const InputItem* item = itemAt(index);
|
||||
if (!item) {
|
||||
|
@ -216,22 +250,25 @@ void InputModel::updateKey(const QModelIndex& index, int keySequence) {
|
|||
if (m_config) {
|
||||
m_config->setQtOption(item->name(), QKeySequence(keySequence).toString(), KEY_SECTION);
|
||||
}
|
||||
emit dataChanged(createIndex(index.row(), 0, index.internalPointer()),
|
||||
createIndex(index.row(), 2, index.internalPointer()));
|
||||
}
|
||||
|
||||
void InputModel::updateKey(InputItem* item, int keySequence) {
|
||||
int oldShortcut = item->shortcut();
|
||||
if (item->functions().first) {
|
||||
if (item->functions().first || item->key() >= 0) {
|
||||
if (oldShortcut > 0) {
|
||||
m_heldKeys.take(oldShortcut);
|
||||
}
|
||||
if (keySequence > 0) {
|
||||
m_heldKeys[keySequence] = item;
|
||||
if (keySequence >= 0) {
|
||||
m_keys[qMakePair(item->platform(), keySequence)] = item;
|
||||
}
|
||||
}
|
||||
|
||||
item->setShortcut(keySequence);
|
||||
|
||||
emit dataChanged(createIndex(index(item).row(), 0, item),
|
||||
createIndex(index(item).row(), 2, item));
|
||||
|
||||
emit keyRebound(index(item), keySequence);
|
||||
}
|
||||
|
||||
void InputModel::updateButton(const QModelIndex& index, int button) {
|
||||
|
@ -260,6 +297,8 @@ void InputModel::updateButton(const QModelIndex& index, int button) {
|
|||
}
|
||||
emit dataChanged(createIndex(index.row(), 0, index.internalPointer()),
|
||||
createIndex(index.row(), 2, index.internalPointer()));
|
||||
|
||||
emit buttonRebound(index, button);
|
||||
}
|
||||
|
||||
void InputModel::updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction direction) {
|
||||
|
@ -296,6 +335,8 @@ void InputModel::updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent
|
|||
}
|
||||
emit dataChanged(createIndex(index.row(), 0, index.internalPointer()),
|
||||
createIndex(index.row(), 2, index.internalPointer()));
|
||||
|
||||
emit axisRebound(index, axis, direction);
|
||||
}
|
||||
|
||||
void InputModel::clearKey(const QModelIndex& index) {
|
||||
|
@ -306,76 +347,16 @@ void InputModel::clearButton(const QModelIndex& index) {
|
|||
updateButton(index, -1);
|
||||
}
|
||||
|
||||
bool InputModel::eventFilter(QObject*, QEvent* event) {
|
||||
if (event->type() == QEvent::KeyPress || event->type() == QEvent::KeyRelease) {
|
||||
QKeyEvent* keyEvent = static_cast<QKeyEvent*>(event);
|
||||
if (keyEvent->isAutoRepeat()) {
|
||||
return false;
|
||||
}
|
||||
int key = keyEvent->key();
|
||||
if (!isModifierKey(key)) {
|
||||
key |= (keyEvent->modifiers() & ~Qt::KeypadModifier);
|
||||
} else {
|
||||
key = toModifierKey(key | (keyEvent->modifiers() & ~Qt::KeypadModifier));
|
||||
}
|
||||
auto item = m_heldKeys.find(key);
|
||||
if (item != m_heldKeys.end()) {
|
||||
auto pair = item.value()->functions();
|
||||
if (event->type() == QEvent::KeyPress) {
|
||||
if (pair.first) {
|
||||
pair.first();
|
||||
}
|
||||
} else {
|
||||
if (pair.second) {
|
||||
pair.second();
|
||||
}
|
||||
}
|
||||
event->accept();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (event->type() == GamepadButtonEvent::Down()) {
|
||||
auto item = m_buttons.find(static_cast<GamepadButtonEvent*>(event)->value());
|
||||
if (item == m_buttons.end()) {
|
||||
return false;
|
||||
}
|
||||
QAction* action = item.value()->action();
|
||||
if (action && action->isEnabled()) {
|
||||
action->trigger();
|
||||
}
|
||||
auto pair = item.value()->functions();
|
||||
if (pair.first) {
|
||||
pair.first();
|
||||
}
|
||||
event->accept();
|
||||
bool InputModel::triggerKey(int keySequence, bool down, mPlatform platform) {
|
||||
auto key = m_keys.find(qMakePair(platform, keySequence));
|
||||
if (key != m_keys.end()) {
|
||||
m_keyCallback(key.value()->parent()->menu(), key.value()->key(), down);
|
||||
return true;
|
||||
}
|
||||
if (event->type() == GamepadButtonEvent::Up()) {
|
||||
auto item = m_buttons.find(static_cast<GamepadButtonEvent*>(event)->value());
|
||||
if (item == m_buttons.end()) {
|
||||
return false;
|
||||
}
|
||||
auto pair = item.value()->functions();
|
||||
if (pair.second) {
|
||||
pair.second();
|
||||
}
|
||||
event->accept();
|
||||
return true;
|
||||
}
|
||||
if (event->type() == GamepadAxisEvent::Type()) {
|
||||
GamepadAxisEvent* gae = static_cast<GamepadAxisEvent*>(event);
|
||||
auto item = m_axes.find(qMakePair(gae->axis(), gae->direction()));
|
||||
if (item == m_axes.end()) {
|
||||
return false;
|
||||
}
|
||||
if (gae->isNew()) {
|
||||
QAction* action = item.value()->action();
|
||||
if (action && action->isEnabled()) {
|
||||
action->trigger();
|
||||
}
|
||||
}
|
||||
auto pair = item.value()->functions();
|
||||
if (gae->isNew()) {
|
||||
auto heldKey = m_heldKeys.find(keySequence);
|
||||
if (heldKey != m_heldKeys.end()) {
|
||||
auto pair = heldKey.value()->functions();
|
||||
if (down) {
|
||||
if (pair.first) {
|
||||
pair.first();
|
||||
}
|
||||
|
@ -384,12 +365,58 @@ bool InputModel::eventFilter(QObject*, QEvent* event) {
|
|||
pair.second();
|
||||
}
|
||||
}
|
||||
event->accept();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool InputModel::triggerButton(int button, bool down) {
|
||||
auto item = m_buttons.find(button);
|
||||
if (item == m_buttons.end()) {
|
||||
return false;
|
||||
}
|
||||
if (down) {
|
||||
QAction* action = item.value()->action();
|
||||
if (action && action->isEnabled()) {
|
||||
action->trigger();
|
||||
}
|
||||
auto pair = item.value()->functions();
|
||||
if (pair.first) {
|
||||
pair.first();
|
||||
}
|
||||
} else {
|
||||
auto pair = item.value()->functions();
|
||||
if (pair.second) {
|
||||
pair.second();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputModel::triggerAxis(int axis, GamepadAxisEvent::Direction direction, bool isNew) {
|
||||
auto item = m_axes.find(qMakePair(axis, direction));
|
||||
if (item == m_axes.end()) {
|
||||
return false;
|
||||
}
|
||||
if (isNew) {
|
||||
QAction* action = item.value()->action();
|
||||
if (action && action->isEnabled()) {
|
||||
action->trigger();
|
||||
}
|
||||
}
|
||||
auto pair = item.value()->functions();
|
||||
if (isNew) {
|
||||
if (pair.first) {
|
||||
pair.first();
|
||||
}
|
||||
} else {
|
||||
if (pair.second) {
|
||||
pair.second();
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputModel::loadShortcuts(InputItem* item) {
|
||||
if (item->name().isNull()) {
|
||||
return false;
|
||||
|
@ -462,9 +489,9 @@ void InputModel::loadGamepadShortcuts(InputItem* item) {
|
|||
}
|
||||
}
|
||||
|
||||
void InputModel::loadProfile(const QString& profile) {
|
||||
void InputModel::loadProfile(mPlatform platform, const QString& profile) {
|
||||
m_profileName = profile;
|
||||
m_profile = InputProfile::findProfile(profile);
|
||||
m_profile = InputProfile::findProfile(platform, profile);
|
||||
onSubitems(&m_rootMenu, [this](InputItem* item) {
|
||||
loadGamepadShortcuts(item);
|
||||
});
|
||||
|
@ -534,5 +561,4 @@ int InputModel::toModifierKey(int key) {
|
|||
break;
|
||||
}
|
||||
return modifiers;
|
||||
|
||||
}
|
||||
|
|
|
@ -6,6 +6,8 @@
|
|||
#ifndef QGBA_INPUT_MODEL
|
||||
#define QGBA_INPUT_MODEL
|
||||
|
||||
#include <mgba/core/core.h>
|
||||
|
||||
#include "GamepadAxisEvent.h"
|
||||
#include "InputItem.h"
|
||||
|
||||
|
@ -38,6 +40,7 @@ public:
|
|||
|
||||
void setConfigController(ConfigController* controller);
|
||||
void setProfile(const QString& profile);
|
||||
void setKeyCallback(std::function<void (QMenu*, int, bool)> callback) { m_keyCallback = callback; }
|
||||
|
||||
virtual QVariant data(const QModelIndex& index, int role = Qt::DisplayRole) const override;
|
||||
virtual QVariant headerData(int section, Qt::Orientation orientation, int role = Qt::DisplayRole) const override;
|
||||
|
@ -50,18 +53,21 @@ public:
|
|||
|
||||
void addAction(QMenu* menu, QAction* action, const QString& name);
|
||||
void addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
|
||||
int shortcut, const QString& visibleName, const QString& name);
|
||||
int shortcut, const QString& visibleName, const QString& name);
|
||||
void addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
|
||||
const QKeySequence& shortcut, const QString& visibleName, const QString& name);
|
||||
void addMenu(QMenu* menu, QMenu* parent = nullptr);
|
||||
const QKeySequence& shortcut, const QString& visibleName, const QString& name);
|
||||
void addKey(QMenu* menu, mPlatform platform, int key, int shortcut, const QString& visibleName, const QString& name);
|
||||
QModelIndex addMenu(QMenu* menu, QMenu* parent = nullptr);
|
||||
|
||||
QAction* getAction(const QString& name);
|
||||
int shortcutAt(const QModelIndex& index) const;
|
||||
int keyAt(const QModelIndex& index) const;
|
||||
bool isMenuAt(const QModelIndex& index) const;
|
||||
|
||||
void updateKey(const QModelIndex& index, int keySequence);
|
||||
void updateButton(const QModelIndex& index, int button);
|
||||
void updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction direction);
|
||||
void updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction);
|
||||
void updateHat(const QModelIndex& index, int hat, GamepadHatEvent::Direction);
|
||||
|
||||
void clearKey(const QModelIndex& index);
|
||||
void clearButton(const QModelIndex& index);
|
||||
|
@ -70,13 +76,21 @@ public:
|
|||
static bool isModifierKey(int key);
|
||||
static int toModifierKey(int key);
|
||||
|
||||
public slots:
|
||||
void loadProfile(const QString& profile);
|
||||
void loadProfile(mPlatform platform, const QString& profile);
|
||||
|
||||
protected:
|
||||
bool eventFilter(QObject*, QEvent*) override;
|
||||
bool triggerKey(int keySequence, bool down, mPlatform platform = PLATFORM_NONE);
|
||||
bool triggerButton(int button, bool down);
|
||||
bool triggerAxis(int axis, GamepadAxisEvent::Direction, bool isNew);
|
||||
bool triggerHat(int hat, GamepadHatEvent::Direction);
|
||||
|
||||
signals:
|
||||
void keyRebound(const QModelIndex&, int keySequence);
|
||||
void buttonRebound(const QModelIndex&, int button);
|
||||
void axisRebound(const QModelIndex& index, int axis, GamepadAxisEvent::Direction);
|
||||
void hatRebound(const QModelIndex& index, int hat, GamepadHatEvent::Direction);
|
||||
|
||||
private:
|
||||
InputItem* add(QMenu* menu, std::function<void (InputItem*)>);
|
||||
InputItem* itemAt(const QModelIndex& index);
|
||||
const InputItem* itemAt(const QModelIndex& index) const;
|
||||
bool loadShortcuts(InputItem*);
|
||||
|
@ -84,12 +98,16 @@ private:
|
|||
void onSubitems(InputItem*, std::function<void(InputItem*)> func);
|
||||
void updateKey(InputItem* item, int keySequence);
|
||||
|
||||
QModelIndex index(InputItem* item) const;
|
||||
|
||||
InputItem m_rootMenu;
|
||||
QMap<QMenu*, InputItem*> m_menuMap;
|
||||
QMap<int, InputItem*> m_buttons;
|
||||
QMap<QPair<int, GamepadAxisEvent::Direction>, InputItem*> m_axes;
|
||||
QMap<int, InputItem*> m_heldKeys;
|
||||
QMap<QPair<mPlatform, int>, InputItem*> m_keys;
|
||||
ConfigController* m_config;
|
||||
std::function<void (QMenu*, int key, bool down)> m_keyCallback;
|
||||
QString m_profileName;
|
||||
const InputProfile* m_profile;
|
||||
};
|
||||
|
|
|
@ -199,7 +199,8 @@ constexpr InputProfile::InputProfile(const char* name,
|
|||
{
|
||||
}
|
||||
|
||||
const InputProfile* InputProfile::findProfile(const QString& name) {
|
||||
const InputProfile* InputProfile::findProfile(mPlatform platform, const QString& name) {
|
||||
// TODO: Use platform
|
||||
for (size_t i = 0; i < sizeof(s_defaultMaps) / sizeof(*s_defaultMaps); ++i) {
|
||||
QRegExp re(s_defaultMaps[i].m_profileName);
|
||||
if (re.exactMatch(name)) {
|
||||
|
@ -209,11 +210,11 @@ const InputProfile* InputProfile::findProfile(const QString& name) {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
void InputProfile::apply(InputController* controller) const {
|
||||
void InputProfile::apply(mPlatform platform, InputController* controller) const {
|
||||
for (size_t i = 0; i < GBA_KEY_MAX; ++i) {
|
||||
#ifdef BUILD_SDL
|
||||
controller->bindKey(SDL_BINDING_BUTTON, m_keys[i], static_cast<GBAKey>(i));
|
||||
controller->bindAxis(SDL_BINDING_BUTTON, m_axes[i].axis, m_axes[i].direction, static_cast<GBAKey>(i));
|
||||
controller->bindKey(platform, SDL_BINDING_BUTTON, m_keys[i], static_cast<GBAKey>(i));
|
||||
controller->bindAxis(platform, SDL_BINDING_BUTTON, m_axes[i].axis, m_axes[i].direction, static_cast<GBAKey>(i));
|
||||
#endif
|
||||
}
|
||||
controller->registerTiltAxisX(m_tiltAxis.x);
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
|
||||
#include "GamepadAxisEvent.h"
|
||||
|
||||
#include <mgba/core/core.h>
|
||||
#include <mgba/gba/interface.h>
|
||||
|
||||
namespace QGBA {
|
||||
|
@ -16,9 +17,9 @@ class InputController;
|
|||
|
||||
class InputProfile {
|
||||
public:
|
||||
static const InputProfile* findProfile(const QString& name);
|
||||
static const InputProfile* findProfile(mPlatform platform, const QString& name);
|
||||
|
||||
void apply(InputController*) const;
|
||||
void apply(mPlatform platform, InputController*) const;
|
||||
bool lookupShortcutButton(const QString& shortcut, int* button) const;
|
||||
bool lookupShortcutAxis(const QString& shortcut, int* axis, GamepadAxisEvent::Direction* direction) const;
|
||||
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
#include "ConfigController.h"
|
||||
#include "Display.h"
|
||||
#include "GBAApp.h"
|
||||
#include "GBAKeyEditor.h"
|
||||
#include "InputController.h"
|
||||
#include "ShortcutView.h"
|
||||
|
||||
|
@ -137,31 +136,7 @@ SettingsView::SettingsView(ConfigController* controller, InputController* inputC
|
|||
selectBios(m_ui.gbcBios);
|
||||
});
|
||||
|
||||
GBAKeyEditor* editor = new GBAKeyEditor(inputController, InputController::KEYBOARD, QString(), this);
|
||||
m_ui.stackedWidget->addWidget(editor);
|
||||
m_ui.tabs->addItem(tr("Keyboard"));
|
||||
connect(m_ui.buttonBox, SIGNAL(accepted()), editor, SLOT(save()));
|
||||
|
||||
GBAKeyEditor* buttonEditor = nullptr;
|
||||
#ifdef BUILD_SDL
|
||||
inputController->recalibrateAxes();
|
||||
const char* profile = inputController->profileForType(SDL_BINDING_BUTTON);
|
||||
buttonEditor = new GBAKeyEditor(inputController, SDL_BINDING_BUTTON, profile);
|
||||
m_ui.stackedWidget->addWidget(buttonEditor);
|
||||
m_ui.tabs->addItem(tr("Controllers"));
|
||||
connect(m_ui.buttonBox, SIGNAL(accepted()), buttonEditor, SLOT(save()));
|
||||
#endif
|
||||
|
||||
connect(m_ui.buttonBox, SIGNAL(accepted()), this, SLOT(updateConfig()));
|
||||
connect(m_ui.buttonBox, &QDialogButtonBox::clicked, [this, editor, buttonEditor](QAbstractButton* button) {
|
||||
if (m_ui.buttonBox->buttonRole(button) == QDialogButtonBox::ApplyRole) {
|
||||
updateConfig();
|
||||
editor->save();
|
||||
if (buttonEditor) {
|
||||
buttonEditor->save();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
ShortcutView* shortcutView = new ShortcutView();
|
||||
shortcutView->setModel(inputModel);
|
||||
|
|
|
@ -51,6 +51,7 @@
|
|||
#endif
|
||||
#ifdef M_CORE_GBA
|
||||
#include <mgba/internal/gba/gba.h>
|
||||
#include <mgba/internal/gba/input.h>
|
||||
#include <mgba/internal/gba/video.h>
|
||||
#endif
|
||||
#include "feature/commandline.h"
|
||||
|
@ -67,7 +68,8 @@ Window::Window(ConfigController* config, int playerId, QWidget* parent)
|
|||
, m_screenWidget(new WindowBackground())
|
||||
, m_logo(":/res/mgba-1024.png")
|
||||
, m_config(config)
|
||||
, m_inputController(playerId, this)
|
||||
, m_inputModel(new InputModel(this))
|
||||
, m_inputController(m_inputModel, playerId, this)
|
||||
#ifdef USE_FFMPEG
|
||||
, m_videoView(nullptr)
|
||||
#endif
|
||||
|
@ -81,7 +83,6 @@ Window::Window(ConfigController* config, int playerId, QWidget* parent)
|
|||
, m_console(nullptr)
|
||||
#endif
|
||||
, m_mruMenu(nullptr)
|
||||
, m_inputModel(new InputModel(this))
|
||||
, m_fullscreenOnStart(false)
|
||||
, m_autoresume(false)
|
||||
, m_wasOpened(false)
|
||||
|
@ -194,7 +195,6 @@ Window::Window(ConfigController* config, int playerId, QWidget* parent)
|
|||
connect(m_display, &Display::showCursor, [this]() {
|
||||
m_screenWidget->unsetCursor();
|
||||
});
|
||||
connect(&m_inputController, SIGNAL(profileLoaded(const QString&)), m_inputModel, SLOT(loadProfile(const QString&)));
|
||||
|
||||
m_log.setLevels(mLOG_WARN | mLOG_ERROR | mLOG_FATAL);
|
||||
m_fpsTimer.setInterval(FPS_TIMER_INTERVAL);
|
||||
|
@ -202,6 +202,14 @@ Window::Window(ConfigController* config, int playerId, QWidget* parent)
|
|||
|
||||
m_inputModel->setConfigController(m_config);
|
||||
setupMenu(menuBar());
|
||||
|
||||
#ifdef M_CORE_GBA
|
||||
m_inputController.addPlatform(PLATFORM_GBA, tr("Game Boy Advance"), &GBAInputInfo);
|
||||
#endif
|
||||
#ifdef M_CORE_GB
|
||||
m_inputController.addPlatform(PLATFORM_GB, tr("Game Boy"), &GBAInputInfo);
|
||||
#endif
|
||||
m_inputController.setupCallback(m_controller);
|
||||
}
|
||||
|
||||
Window::~Window() {
|
||||
|
@ -559,34 +567,6 @@ void Window::consoleOpen() {
|
|||
}
|
||||
#endif
|
||||
|
||||
void Window::keyPressEvent(QKeyEvent* event) {
|
||||
if (event->isAutoRepeat()) {
|
||||
QWidget::keyPressEvent(event);
|
||||
return;
|
||||
}
|
||||
GBAKey key = m_inputController.mapKeyboard(event->key());
|
||||
if (key == GBA_KEY_NONE) {
|
||||
QWidget::keyPressEvent(event);
|
||||
return;
|
||||
}
|
||||
m_controller->keyPressed(key);
|
||||
event->accept();
|
||||
}
|
||||
|
||||
void Window::keyReleaseEvent(QKeyEvent* event) {
|
||||
if (event->isAutoRepeat()) {
|
||||
QWidget::keyReleaseEvent(event);
|
||||
return;
|
||||
}
|
||||
GBAKey key = m_inputController.mapKeyboard(event->key());
|
||||
if (key == GBA_KEY_NONE) {
|
||||
QWidget::keyPressEvent(event);
|
||||
return;
|
||||
}
|
||||
m_controller->keyReleased(key);
|
||||
event->accept();
|
||||
}
|
||||
|
||||
void Window::resizeEvent(QResizeEvent* event) {
|
||||
if (!isFullScreen()) {
|
||||
m_config->setOption("height", m_screenWidget->height());
|
||||
|
@ -755,6 +735,8 @@ void Window::gameStarted(mCoreThread* context, const QString& fname) {
|
|||
}
|
||||
#endif
|
||||
|
||||
m_inputController.setPlatform(m_controller->platform());
|
||||
|
||||
m_hitUnimplementedBiosCall = false;
|
||||
m_fpsTimer.start();
|
||||
m_focusCheck.start();
|
||||
|
@ -923,7 +905,7 @@ void Window::setupMenu(QMenuBar* menubar) {
|
|||
menubar->clear();
|
||||
QMenu* fileMenu = menubar->addMenu(tr("&File"));
|
||||
m_inputModel->addMenu(fileMenu);
|
||||
installEventFilter(m_inputModel);
|
||||
installEventFilter(&m_inputController);
|
||||
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &ROM..."), this, SLOT(selectROM()), QKeySequence::Open),
|
||||
"loadROM");
|
||||
#ifdef USE_SQLITE3
|
||||
|
@ -1480,69 +1462,6 @@ void Window::setupMenu(QMenuBar* menubar) {
|
|||
exitFullScreen->setShortcut(QKeySequence("Esc"));
|
||||
addHiddenAction(frameMenu, exitFullScreen, "exitFullScreen");
|
||||
|
||||
QMenu* autofireMenu = new QMenu(tr("Autofire"), this);
|
||||
m_inputModel->addMenu(autofireMenu);
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_A, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_A, false);
|
||||
}, QKeySequence(), tr("Autofire A"), "autofireA");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_B, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_B, false);
|
||||
}, QKeySequence(), tr("Autofire B"), "autofireB");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_L, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_L, false);
|
||||
}, QKeySequence(), tr("Autofire L"), "autofireL");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_R, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_R, false);
|
||||
}, QKeySequence(), tr("Autofire R"), "autofireR");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_START, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_START, false);
|
||||
}, QKeySequence(), tr("Autofire Start"), "autofireStart");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_SELECT, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_SELECT, false);
|
||||
}, QKeySequence(), tr("Autofire Select"), "autofireSelect");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_UP, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_UP, false);
|
||||
}, QKeySequence(), tr("Autofire Up"), "autofireUp");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_RIGHT, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_RIGHT, false);
|
||||
}, QKeySequence(), tr("Autofire Right"), "autofireRight");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_DOWN, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_DOWN, false);
|
||||
}, QKeySequence(), tr("Autofire Down"), "autofireDown");
|
||||
|
||||
m_inputModel->addFunctions(autofireMenu, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_LEFT, true);
|
||||
}, [this]() {
|
||||
m_controller->setAutofire(GBA_KEY_LEFT, false);
|
||||
}, QKeySequence(), tr("Autofire Left"), "autofireLeft");
|
||||
|
||||
foreach (QAction* action, m_gameActions) {
|
||||
action->setDisabled(true);
|
||||
}
|
||||
|
|
|
@ -98,8 +98,6 @@ public slots:
|
|||
#endif
|
||||
|
||||
protected:
|
||||
virtual void keyPressEvent(QKeyEvent* event) override;
|
||||
virtual void keyReleaseEvent(QKeyEvent* event) override;
|
||||
virtual void resizeEvent(QResizeEvent*) override;
|
||||
virtual void showEvent(QShowEvent*) override;
|
||||
virtual void closeEvent(QCloseEvent*) override;
|
||||
|
@ -168,12 +166,12 @@ private:
|
|||
WindowBackground* m_screenWidget;
|
||||
QPixmap m_logo;
|
||||
ConfigController* m_config;
|
||||
InputModel* m_inputModel;
|
||||
InputController m_inputController;
|
||||
QList<QDateTime> m_frameList;
|
||||
QTimer m_fpsTimer;
|
||||
QList<QString> m_mruFiles;
|
||||
QMenu* m_mruMenu;
|
||||
InputModel* m_inputModel;
|
||||
ShaderSelector* m_shaderView;
|
||||
bool m_fullscreenOnStart;
|
||||
QTimer m_focusCheck;
|
||||
|
|
Loading…
Reference in New Issue