Merge branch 'feature/input-revamp' into medusa

This commit is contained in:
Vicki Pfau 2017-03-26 23:50:02 -07:00
commit a5bcfc7c80
32 changed files with 1115 additions and 1162 deletions

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@ -33,6 +33,7 @@ Bugfixes:
- Util: Fix highest-fd socket not being returned by SocketAccept
- Qt: Fix linking after some windows have been closed
- GBA Video: Fix wrong palette on 256-color sprites in OBJWIN
- Windows: Fix VDir.rewind
Misc:
- SDL: Remove scancode key input
- GBA Video: Clean up unused timers
@ -76,6 +77,9 @@ Misc:
- GBA Video: Optimize when BLD* registers are written frequently
- Core: Cores can now have multiple sets of callbacks
- GBA: Ignore invalid opcodes used by the Wii U VC emulator
- Qt: Remove audio thread
- Qt: Remove audio buffer sizing in AudioProcessorQt
- Qt: Re-enable QtMultimedia on Windows
0.5.2: (2016-12-31)
Bugfixes:

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@ -294,6 +294,7 @@ if(NOT CMAKE_SYSTEM_NAME STREQUAL "Generic")
else()
if(DEFINED 3DS)
check_function_exists(snprintf_l HAVE_SNPRINTF_L)
check_function_exists(strtof_l HAVE_STRTOF_L)
check_function_exists(newlocale HAVE_NEWLOCALE)
check_function_exists(freelocale HAVE_FREELOCALE)
check_function_exists(uselocale HAVE_USELOCALE)

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@ -14,7 +14,7 @@ CXX_GUARD_START
extern const struct mInputPlatformInfo DSInputInfo;
enum GBAKey {
enum DSKey {
DS_KEY_A = 0,
DS_KEY_B = 1,
DS_KEY_SELECT = 2,

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@ -0,0 +1,32 @@
/* Copyright (c) 2013-2017 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GB_INPUT_H
#define GB_INPUT_H
#include <mgba-util/common.h>
CXX_GUARD_START
#include <mgba/core/input.h>
extern const struct mInputPlatformInfo GBInputInfo;
enum GBKey {
GB_KEY_A = 0,
GB_KEY_B = 1,
GB_KEY_SELECT = 2,
GB_KEY_START = 3,
GB_KEY_RIGHT = 4,
GB_KEY_LEFT = 5,
GB_KEY_UP = 6,
GB_KEY_DOWN = 7,
GB_KEY_MAX,
GB_KEY_NONE = -1
};
CXX_GUARD_END
#endif

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@ -9,6 +9,7 @@
#include <mgba/internal/gb/cheats.h>
#include <mgba/internal/gb/extra/cli.h>
#include <mgba/internal/gb/gb.h>
#include <mgba/internal/gb/input.h>
#include <mgba/internal/gb/mbc.h>
#include <mgba/internal/gb/overrides.h>
#include <mgba/internal/gb/renderers/software.h>
@ -68,7 +69,7 @@ static bool _GBCoreInit(struct mCore* core) {
#endif
#ifndef MINIMAL_CORE
core->inputInfo = &GBAInputInfo; // TODO: GBInputInfo
core->inputInfo = &GBInputInfo;
#endif
return true;
@ -269,7 +270,7 @@ static void _GBCoreReset(struct mCore* core) {
}
if (!found) {
GBDetectModel(gb);
const char* configPath;
const char* configPath = NULL;
switch (gb->model) {
case GB_MODEL_DMG:

29
src/gb/input.c Normal file
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@ -0,0 +1,29 @@
/* Copyright (c) 2013-2017 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <mgba/internal/gb/input.h>
#include <mgba/gb/interface.h>
const struct mInputPlatformInfo GBInputInfo = {
.platformName = "gb",
.keyId = (const char*[]) {
"A",
"B",
"Select",
"Start",
"Right",
"Left",
"Up",
"Down"
},
.nKeys = GB_KEY_MAX,
.hat = {
.up = GB_KEY_UP,
.left = GB_KEY_LEFT,
.down = GB_KEY_DOWN,
.right = GB_KEY_RIGHT
}
};

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@ -58,7 +58,6 @@ bool AudioProcessorQt::start() {
m_device->setInput(input());
m_device->setFormat(m_audioOutput->format());
m_audioOutput->setBufferSize(input()->core->getAudioBufferSize(input()->core) * 4);
m_audioOutput->start(m_device);
return m_audioOutput->state() == QAudio::ActiveState;
@ -71,12 +70,6 @@ void AudioProcessorQt::pause() {
}
void AudioProcessorQt::setBufferSamples(int samples) {
AudioProcessor::setBufferSamples(samples);
if (m_audioOutput) {
m_audioOutput->stop();
m_audioOutput->setBufferSize(samples * 4);
m_audioOutput->start(m_device);
}
}
void AudioProcessorQt::inputParametersChanged() {

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@ -30,11 +30,8 @@ endif()
set(CMAKE_AUTOMOC ON)
set(CMAKE_INCLUDE_CURRENT_DIR ON)
if(NOT WIN32 OR NOT BUILD_SDL)
find_package(Qt5Multimedia)
endif()
find_package(Qt5Multimedia)
find_package(Qt5OpenGL)
find_package(Qt5Network)
find_package(Qt5Widgets)
if(NOT BUILD_GL AND NOT BUILD_GLES2)
@ -43,7 +40,7 @@ if(NOT BUILD_GL AND NOT BUILD_GLES2)
return()
endif()
if(NOT Qt5OpenGL_FOUND OR NOT Qt5Widgets_FOUND OR NOT Qt5Network_FOUND)
if(NOT Qt5OpenGL_FOUND OR NOT Qt5Widgets_FOUND)
message(WARNING "Cannot find Qt modules")
set(BUILD_QT OFF PARENT_SCOPE)
return()
@ -78,7 +75,6 @@ set(SOURCE_FILES
DisplayGL.cpp
DisplayQt.cpp
GBAApp.cpp
GBAKeyEditor.cpp
GIFView.cpp
GameController.cpp
GamepadAxisEvent.cpp
@ -86,6 +82,8 @@ set(SOURCE_FILES
GamepadHatEvent.cpp
IOViewer.cpp
InputController.cpp
InputItem.cpp
InputModel.cpp
InputProfile.cpp
KeyEditor.cpp
LoadSaveState.cpp
@ -103,7 +101,6 @@ set(SOURCE_FILES
SensorView.cpp
SettingsView.cpp
ShaderSelector.cpp
ShortcutController.cpp
ShortcutView.cpp
Swatch.cpp
TilePainter.cpp
@ -265,16 +262,31 @@ if(APPLE OR WIN32)
set_target_properties(${BINARY_NAME}-qt PROPERTIES OUTPUT_NAME ${PROJECT_NAME})
endif()
if(APPLE)
get_target_property(QTCOCOA Qt5::QCocoaIntegrationPlugin LOCATION)
get_target_property(COREAUDIO Qt5::CoreAudioPlugin LOCATION)
get_target_property(BUNDLE_PATH ${BINARY_NAME}-qt LOCATION)
target_sources(${BINARY_NAME}-qt PRIVATE "${PLUGINS}")
set_source_files_properties("${QTCOCOA}" PROPERTIES MACOSX_PACKAGE_LOCATION Contents/PlugIns)
set_source_files_properties("${COREAUDIO}" PROPERTIES MACOSX_PACKAGE_LOCATION Contents/PlugIns)
install(CODE "
include(BundleUtilities)
set(BU_CHMOD_BUNDLE_ITEMS ON)
file(GLOB_RECURSE PLUGINS \"${BUNDLE_PATH}/Contents/PlugIns/*${CMAKE_SHARED_LIBRARY_SUFFIX}\")
fixup_bundle(\"${BUNDLE_PATH}\" \"${PLUGINS}\" \"\")
" COMPONENT ${BINARY_NAME}-qt)
message(STATUS ${CMAKE_SYSTEM_NAME})
if(CMAKE_HOST_SYSTEM_NAME STREQUAL "Darwin")
get_target_property(QTCOCOA Qt5::QCocoaIntegrationPlugin LOCATION)
get_target_property(COREAUDIO Qt5::CoreAudioPlugin LOCATION)
get_target_property(BUNDLE_PATH ${BINARY_NAME}-qt LOCATION)
target_sources(${BINARY_NAME}-qt PRIVATE "${PLUGINS}")
set_source_files_properties("${QTCOCOA}" PROPERTIES MACOSX_PACKAGE_LOCATION Contents/PlugIns)
set_source_files_properties("${COREAUDIO}" PROPERTIES MACOSX_PACKAGE_LOCATION Contents/PlugIns)
install(CODE "
include(BundleUtilities)
set(BU_CHMOD_BUNDLE_ITEMS ON)
file(GLOB_RECURSE PLUGINS \"${BUNDLE_PATH}/Contents/PlugIns/*${CMAKE_SHARED_LIBRARY_SUFFIX}\")
fixup_bundle(\"${BUNDLE_PATH}\" \"${PLUGINS}\" \"\")
" COMPONENT ${BINARY_NAME}-qt)
else()
set(DEPLOY_OPTIONS -p platforms/libqcocoa.dylib,audio/libqtaudio_coreaudio.dylib)
if(NOT CMAKE_INSTALL_NAME_TOOL EQUAL "install_name_tool")
set(DEPLOY_OPTIONS ${DEPLOY_OPTIONS} -I "${CMAKE_INSTALL_NAME_TOOL}")
endif()
if(DEFINED CMAKE_OTOOL AND NOT CMAKE_OTOOL EQUAL "otool")
set(DEPLOY_OPTIONS ${DEPLOY_OPTIONS} -O "${CMAKE_OTOOL}")
endif()
if(DEFINED CROSS_ROOT)
set(DEPLOY_OPTIONS ${DEPLOY_OPTIONS} -R "${CROSS_ROOT}")
endif()
install(CODE "execute_process(COMMAND \"${CMAKE_SOURCE_DIR}/tools/deploy-mac.py\" -v ${DEPLOY_OPTIONS} \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/Applications/${PROJECT_NAME}.app\")")
endif()
endif()

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@ -1,409 +0,0 @@
/* Copyright (c) 2013-2014 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "GBAKeyEditor.h"
#include <QComboBox>
#include <QHBoxLayout>
#include <QPaintEvent>
#include <QPainter>
#include <QPushButton>
#include <QVBoxLayout>
#include "InputController.h"
#include "KeyEditor.h"
#ifdef BUILD_SDL
#include "platform/sdl/sdl-events.h"
#endif
using namespace QGBA;
const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.432;
const qreal GBAKeyEditor::DPAD_WIDTH = 0.12;
const qreal GBAKeyEditor::DPAD_HEIGHT = 0.12;
GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
: QWidget(parent)
, m_profileSelect(nullptr)
, m_clear(nullptr)
, m_type(type)
, m_profile(profile)
, m_controller(controller)
{
setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
setMinimumSize(300, 300);
const mInputMap* map = controller->map();
controller->stealFocus(this);
m_keyDU = new KeyEditor(this);
m_keyDD = new KeyEditor(this);
m_keyDL = new KeyEditor(this);
m_keyDR = new KeyEditor(this);
m_keySelect = new KeyEditor(this);
m_keyStart = new KeyEditor(this);
m_keyA = new KeyEditor(this);
m_keyB = new KeyEditor(this);
m_keyL = new KeyEditor(this);
m_keyR = new KeyEditor(this);
refresh();
#ifdef BUILD_SDL
if (type == SDL_BINDING_BUTTON) {
m_profileSelect = new QComboBox(this);
connect(m_profileSelect, SIGNAL(currentIndexChanged(int)), this, SLOT(selectGamepad(int)));
updateJoysticks();
m_clear = new QWidget(this);
QHBoxLayout* layout = new QHBoxLayout;
m_clear->setLayout(layout);
layout->setSpacing(6);
QPushButton* clearButton = new QPushButton(tr("Clear Button"));
layout->addWidget(clearButton);
connect(clearButton, &QAbstractButton::pressed, [this]() {
if (!findFocus()) {
return;
}
bool signalsBlocked = (*m_currentKey)->blockSignals(true);
(*m_currentKey)->clearButton();
(*m_currentKey)->clearHat();
(*m_currentKey)->blockSignals(signalsBlocked);
});
QPushButton* clearAxis = new QPushButton(tr("Clear Analog"));
layout->addWidget(clearAxis);
connect(clearAxis, &QAbstractButton::pressed, [this]() {
if (!findFocus()) {
return;
}
bool signalsBlocked = (*m_currentKey)->blockSignals(true);
(*m_currentKey)->clearAxis();
(*m_currentKey)->blockSignals(signalsBlocked);
});
QPushButton* updateJoysticksButton = new QPushButton(tr("Refresh"));
layout->addWidget(updateJoysticksButton);
connect(updateJoysticksButton, SIGNAL(pressed()), this, SLOT(updateJoysticks()));
}
#endif
m_buttons = new QWidget(this);
QVBoxLayout* layout = new QVBoxLayout;
m_buttons->setLayout(layout);
QPushButton* setAll = new QPushButton(tr("Set all"));
connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
layout->addWidget(setAll);
layout->setSpacing(6);
m_keyOrder = QList<KeyEditor*>{
m_keyDU,
m_keyDR,
m_keyDD,
m_keyDL,
m_keyA,
m_keyB,
m_keySelect,
m_keyStart,
m_keyL,
m_keyR
};
for (auto& key : m_keyOrder) {
connect(key, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
connect(key, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
connect(key, SIGNAL(hatChanged(int, int)), this, SLOT(setNext()));
key->installEventFilter(this);
}
m_currentKey = m_keyOrder.end();
m_background.load(":/res/keymap.qpic");
setAll->setFocus();
}
GBAKeyEditor::~GBAKeyEditor() {
m_controller->releaseFocus(this);
}
void GBAKeyEditor::setAll() {
m_currentKey = m_keyOrder.begin();
(*m_currentKey)->setFocus();
}
void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
setLocation(m_buttons, 0.5, 0.2);
setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
setLocation(m_keySelect, 0.415, 0.93);
setLocation(m_keyStart, 0.585, 0.93);
setLocation(m_keyA, 0.826, 0.475);
setLocation(m_keyB, 0.667, 0.514);
setLocation(m_keyL, 0.1, 0.1);
setLocation(m_keyR, 0.9, 0.1);
if (m_profileSelect) {
setLocation(m_profileSelect, 0.5, 0.67);
}
if (m_clear) {
setLocation(m_clear, 0.5, 0.77);
}
}
void GBAKeyEditor::paintEvent(QPaintEvent* event) {
QPainter painter(this);
painter.scale(width() / 480.0, height() / 480.0);
painter.drawPicture(0, 0, m_background);
}
void GBAKeyEditor::closeEvent(QCloseEvent*) {
m_controller->releaseFocus(this);
}
bool GBAKeyEditor::event(QEvent* event) {
QEvent::Type type = event->type();
if (type == QEvent::WindowActivate || type == QEvent::Show) {
m_controller->stealFocus(this);
} else if (type == QEvent::WindowDeactivate || type == QEvent::Hide) {
m_controller->releaseFocus(this);
}
return QWidget::event(event);
}
bool GBAKeyEditor::eventFilter(QObject* obj, QEvent* event) {
if (event->type() != QEvent::FocusIn) {
return false;
}
findFocus(static_cast<KeyEditor*>(obj));
return true;
}
void GBAKeyEditor::setNext() {
if (m_currentKey == m_keyOrder.end()) {
return;
}
++m_currentKey;
if (m_currentKey != m_keyOrder.end()) {
(*m_currentKey)->setFocus();
} else {
(*(m_currentKey - 1))->clearFocus();
}
}
void GBAKeyEditor::save() {
#ifdef BUILD_SDL
m_controller->unbindAllAxes(m_type);
#endif
bindKey(m_keyDU, GBA_KEY_UP);
bindKey(m_keyDD, GBA_KEY_DOWN);
bindKey(m_keyDL, GBA_KEY_LEFT);
bindKey(m_keyDR, GBA_KEY_RIGHT);
bindKey(m_keySelect, GBA_KEY_SELECT);
bindKey(m_keyStart, GBA_KEY_START);
bindKey(m_keyA, GBA_KEY_A);
bindKey(m_keyB, GBA_KEY_B);
bindKey(m_keyL, GBA_KEY_L);
bindKey(m_keyR, GBA_KEY_R);
m_controller->saveConfiguration(m_type);
#ifdef BUILD_SDL
if (m_profileSelect) {
m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
}
#endif
if (!m_profile.isNull()) {
m_controller->saveProfile(m_type, m_profile);
}
}
void GBAKeyEditor::refresh() {
const mInputMap* map = m_controller->map();
lookupBinding(map, m_keyDU, GBA_KEY_UP);
lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
lookupBinding(map, m_keyStart, GBA_KEY_START);
lookupBinding(map, m_keyA, GBA_KEY_A);
lookupBinding(map, m_keyB, GBA_KEY_B);
lookupBinding(map, m_keyL, GBA_KEY_L);
lookupBinding(map, m_keyR, GBA_KEY_R);
#ifdef BUILD_SDL
lookupAxes(map);
lookupHats(map);
#endif
}
void GBAKeyEditor::lookupBinding(const mInputMap* map, KeyEditor* keyEditor, GBAKey key) {
#ifdef BUILD_SDL
if (m_type == SDL_BINDING_BUTTON) {
int value = mInputQueryBinding(map, m_type, key);
keyEditor->setValueButton(value);
return;
}
#endif
keyEditor->setValueKey(mInputQueryBinding(map, m_type, key));
}
#ifdef BUILD_SDL
void GBAKeyEditor::lookupAxes(const mInputMap* map) {
mInputEnumerateAxes(map, m_type, [](int axis, const mInputAxis* description, void* user) {
GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
if (description->highDirection != GBA_KEY_NONE) {
KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->highDirection));
if (key) {
key->setValueAxis(axis, description->deadHigh);
}
}
if (description->lowDirection != GBA_KEY_NONE) {
KeyEditor* key = self->keyById(static_cast<enum GBAKey>(description->lowDirection));
if (key) {
key->setValueAxis(axis, description->deadLow);
}
}
}, this);
}
void GBAKeyEditor::lookupHats(const mInputMap* map) {
struct mInputHatBindings bindings;
int i = 0;
while (mInputQueryHat(map, m_type, i, &bindings)) {
if (bindings.up >= 0) {
KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.up));
if (key) {
key->setValueHat(i, GamepadHatEvent::UP);
}
}
if (bindings.right >= 0) {
KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.right));
if (key) {
key->setValueHat(i, GamepadHatEvent::RIGHT);
}
}
if (bindings.down >= 0) {
KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.down));
if (key) {
key->setValueHat(i, GamepadHatEvent::DOWN);
}
}
if (bindings.left >= 0) {
KeyEditor* key = keyById(static_cast<enum GBAKey>(bindings.left));
if (key) {
key->setValueHat(i, GamepadHatEvent::LEFT);
}
}
++i;
}
}
#endif
void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
#ifdef BUILD_SDL
if (m_type == SDL_BINDING_BUTTON && keyEditor->axis() >= 0) {
m_controller->bindAxis(m_type, keyEditor->axis(), keyEditor->direction(), key);
}
if (m_type == SDL_BINDING_BUTTON && keyEditor->hat() >= 0) {
m_controller->bindHat(m_type, keyEditor->hat(), keyEditor->hatDirection(), key);
}
#endif
m_controller->bindKey(m_type, keyEditor->value(), key);
}
bool GBAKeyEditor::findFocus(KeyEditor* needle) {
if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
return true;
}
for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
if ((*key)->hasFocus() || needle == *key) {
m_currentKey = key;
return true;
}
}
return m_currentKey != m_keyOrder.end();
}
#ifdef BUILD_SDL
void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
if (!findFocus()) {
return;
}
KeyEditor* focused = *m_currentKey;
focused->setValueAxis(axis, value);
}
void GBAKeyEditor::selectGamepad(int index) {
m_controller->setGamepad(m_type, index);
m_profile = m_profileSelect->currentText();
m_controller->loadProfile(m_type, m_profile);
refresh();
}
#endif
KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
switch (key) {
case GBA_KEY_UP:
return m_keyDU;
case GBA_KEY_DOWN:
return m_keyDD;
case GBA_KEY_LEFT:
return m_keyDL;
case GBA_KEY_RIGHT:
return m_keyDR;
case GBA_KEY_A:
return m_keyA;
case GBA_KEY_B:
return m_keyB;
case GBA_KEY_L:
return m_keyL;
case GBA_KEY_R:
return m_keyR;
case GBA_KEY_SELECT:
return m_keySelect;
case GBA_KEY_START:
return m_keyStart;
default:
break;
}
return nullptr;
}
void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
QSize s = size();
QSize hint = widget->sizeHint();
widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
hint.height());
}
#ifdef BUILD_SDL
void GBAKeyEditor::updateJoysticks() {
m_controller->updateJoysticks();
m_controller->recalibrateAxes();
m_profileSelect->clear();
m_profileSelect->addItems(m_controller->connectedGamepads(m_type));
int activeGamepad = m_controller->gamepad(m_type);
selectGamepad(activeGamepad);
if (activeGamepad > 0) {
m_profileSelect->setCurrentIndex(activeGamepad);
}
lookupAxes(m_controller->map());
lookupHats(m_controller->map());
}
#endif

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@ -1,96 +0,0 @@
/* Copyright (c) 2013-2015 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef QGBA_GBA_KEY_EDITOR
#define QGBA_GBA_KEY_EDITOR
#include <QList>
#include <QPicture>
#include <QSet>
#include <QWidget>
#include <mgba/internal/gba/input.h>
class QComboBox;
class QTimer;
namespace QGBA {
class InputController;
class KeyEditor;
class GBAKeyEditor : public QWidget {
Q_OBJECT
public:
GBAKeyEditor(InputController* controller, int type, const QString& profile = QString(), QWidget* parent = nullptr);
virtual ~GBAKeyEditor();
public slots:
void setAll();
void save();
protected:
virtual void resizeEvent(QResizeEvent*) override;
virtual void paintEvent(QPaintEvent*) override;
virtual bool event(QEvent*) override;
virtual void closeEvent(QCloseEvent*) override;
virtual bool eventFilter(QObject* obj, QEvent* event) override;
private slots:
void setNext();
void refresh();
#ifdef BUILD_SDL
void setAxisValue(int axis, int32_t value);
void selectGamepad(int index);
void updateJoysticks();
#endif
private:
static const qreal DPAD_CENTER_X;
static const qreal DPAD_CENTER_Y;
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

View File

@ -13,7 +13,6 @@
#include <QCoreApplication>
#include <QDateTime>
#include <QThread>
#include <ctime>
@ -48,7 +47,6 @@ GameController::GameController(QObject* parent)
, m_gameOpen(false)
, m_vf(nullptr)
, m_useBios(false)
, m_audioThread(new QThread(this))
, m_audioProcessor(AudioProcessor::create())
, m_pauseAfterFrame(false)
, m_sync(true)
@ -176,7 +174,7 @@ GameController::GameController(QObject* parent)
controller->m_patch = QString();
controller->clearOverride();
QMetaObject::invokeMethod(controller->m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
controller->m_audioProcessor->pause();
QMetaObject::invokeMethod(controller, "gameStopped", Q_ARG(mCoreThread*, context));
QMetaObject::invokeMethod(controller, "cleanGame");
@ -294,9 +292,6 @@ GameController::GameController(QObject* parent)
m_threadContext.userData = this;
m_audioThread->setObjectName("Audio Thread");
m_audioThread->start(QThread::TimeCriticalPriority);
m_audioProcessor->moveToThread(m_audioThread);
connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
connect(this, SIGNAL(frameAvailable(const uint32_t*)), this, SLOT(pollEvents()));
@ -306,8 +301,6 @@ GameController::GameController(QObject* parent)
GameController::~GameController() {
disconnect();
closeGame();
m_audioThread->quit();
m_audioThread->wait();
clearMultiplayerController();
delete m_backupLoadState;
}
@ -864,7 +857,7 @@ void GameController::setAudioBufferSamples(int samples) {
threadInterrupt();
redoSamples(samples);
threadContinue();
QMetaObject::invokeMethod(m_audioProcessor, "setBufferSamples", Qt::BlockingQueuedConnection, Q_ARG(int, samples));
m_audioProcessor->setBufferSamples(samples);
}
}
@ -876,7 +869,7 @@ void GameController::setAudioSampleRate(unsigned rate) {
threadInterrupt();
redoSamples(m_audioProcessor->getBufferSamples());
threadContinue();
QMetaObject::invokeMethod(m_audioProcessor, "requestSampleRate", Q_ARG(unsigned, rate));
m_audioProcessor->requestSampleRate(rate);
}
}
@ -929,9 +922,7 @@ void GameController::setAudioChannelEnabled(int channel, bool enable) {
}
void GameController::startAudio() {
bool started = false;
QMetaObject::invokeMethod(m_audioProcessor, "start", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, started));
if (!started) {
if (!m_audioProcessor->start()) {
LOG(QT, ERROR) << tr("Failed to start audio processor");
// Don't freeze!
m_audioSync = false;
@ -1149,7 +1140,7 @@ void GameController::reloadAudioDriver() {
int samples = 0;
unsigned sampleRate = 0;
if (m_audioProcessor) {
QMetaObject::invokeMethod(m_audioProcessor, "pause", Qt::BlockingQueuedConnection);
m_audioProcessor->pause();
samples = m_audioProcessor->getBufferSamples();
sampleRate = m_audioProcessor->sampleRate();
delete m_audioProcessor;
@ -1161,7 +1152,6 @@ void GameController::reloadAudioDriver() {
if (sampleRate) {
m_audioProcessor->requestSampleRate(sampleRate);
}
m_audioProcessor->moveToThread(m_audioThread);
connect(this, SIGNAL(gamePaused(mCoreThread*)), m_audioProcessor, SLOT(pause()));
connect(this, SIGNAL(gameStarted(mCoreThread*, const QString&)), m_audioProcessor, SLOT(setInput(mCoreThread*)));
if (isLoaded()) {
@ -1236,7 +1226,7 @@ void GameController::redoSamples(int samples) {
if (m_threadContext.core) {
m_threadContext.core->setAudioBufferSize(m_threadContext.core, samples);
}
QMetaObject::invokeMethod(m_audioProcessor, "inputParametersChanged");
m_audioProcessor->inputParametersChanged();
}
void GameController::setLogLevel(int levels) {

View File

@ -30,8 +30,6 @@ struct mCoreConfig;
struct mDebugger;
struct mTileCache;
class QThread;
namespace QGBA {
class AudioProcessor;
@ -208,7 +206,6 @@ private:
QString m_patch;
Override* m_override;
QThread* m_audioThread;
AudioProcessor* m_audioProcessor;
QAtomicInt m_pauseAfterFrame;

View File

@ -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;

View File

@ -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;

View File

@ -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);
}

View File

@ -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;
};
}

View File

@ -0,0 +1,104 @@
/* Copyright (c) 2013-2017 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "InputItem.h"
#include <QMenu>
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()
.remove(QRegExp("&(?!&)"))
.remove("...");
}
InputItem::InputItem(InputItem::Functions functions, int shortcut, const QString& visibleName, const QString& name, InputItem* parent)
: 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)
{
}
InputItem::InputItem(QMenu* menu, InputItem* parent)
: m_action(nullptr)
, m_shortcut(0)
, m_menu(menu)
, m_button(-1)
, m_axis(-1)
, m_direction(GamepadAxisEvent::NEUTRAL)
, m_parent(parent)
{
if (menu) {
m_visibleName = menu->title()
.remove(QRegExp("&(?!&)"))
.remove("...");
}
}
void InputItem::addAction(QAction* action, const QString& name) {
m_items.append(InputItem(action, name, this));
}
void InputItem::addFunctions(InputItem::Functions functions,
int shortcut, const QString& visibleName,
const QString& name) {
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));
}
void InputItem::setShortcut(int shortcut) {
m_shortcut = shortcut;
if (m_action) {
m_action->setShortcut(QKeySequence(shortcut));
}
}
void InputItem::setAxis(int axis, GamepadAxisEvent::Direction direction) {
m_axis = axis;
m_direction = direction;
}

View File

@ -0,0 +1,76 @@
/* Copyright (c) 2013-2017 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef QGBA_INPUT_ITEM
#define QGBA_INPUT_ITEM
#include "GamepadAxisEvent.h"
#include "GamepadHatEvent.h"
#include <QAction>
#include <mgba/core/core.h>
namespace QGBA {
class InputItem {
public:
typedef QPair<std::function<void ()>, std::function<void ()>> Functions;
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; }
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; }
const QString& name() const { return m_name; }
QList<InputItem>& items() { return m_items; }
const QList<InputItem>& items() const { return m_items; }
InputItem* parent() { return m_parent; }
const InputItem* parent() const { return m_parent; }
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);
void setButton(int button) { m_button = button; }
int axis() const { return m_axis; }
GamepadAxisEvent::Direction direction() const { return m_direction; }
void setAxis(int axis, GamepadAxisEvent::Direction direction);
bool operator==(const InputItem& other) const {
return m_menu == other.m_menu && m_action == other.m_action;
}
private:
QAction* m_action;
int m_shortcut;
QMenu* m_menu;
Functions m_functions;
QString m_name;
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;
};
}
#endif

View File

@ -3,7 +3,7 @@
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "ShortcutController.h"
#include "InputModel.h"
#include "ConfigController.h"
#include "GamepadButtonEvent.h"
@ -15,7 +15,7 @@
using namespace QGBA;
ShortcutController::ShortcutController(QObject* parent)
InputModel::InputModel(QObject* parent)
: QAbstractItemModel(parent)
, m_rootMenu(nullptr)
, m_config(nullptr)
@ -23,16 +23,16 @@ ShortcutController::ShortcutController(QObject* parent)
{
}
void ShortcutController::setConfigController(ConfigController* controller) {
void InputModel::setConfigController(ConfigController* controller) {
m_config = controller;
}
QVariant ShortcutController::data(const QModelIndex& index, int role) const {
QVariant InputModel::data(const QModelIndex& index, int role) const {
if (role != Qt::DisplayRole || !index.isValid()) {
return QVariant();
}
int row = index.row();
const ShortcutItem* item = static_cast<const ShortcutItem*>(index.internalPointer());
const InputItem* item = static_cast<const InputItem*>(index.internalPointer());
switch (index.column()) {
case 0:
return item->visibleName();
@ -57,7 +57,7 @@ QVariant ShortcutController::data(const QModelIndex& index, int role) const {
return QVariant();
}
QVariant ShortcutController::headerData(int section, Qt::Orientation orientation, int role) const {
QVariant InputModel::headerData(int section, Qt::Orientation orientation, int role) const {
if (role != Qt::DisplayRole) {
return QAbstractItemModel::headerData(section, orientation, role);
}
@ -74,69 +74,77 @@ QVariant ShortcutController::headerData(int section, Qt::Orientation orientation
return section;
}
QModelIndex ShortcutController::index(int row, int column, const QModelIndex& parent) const {
const ShortcutItem* pmenu = &m_rootMenu;
QModelIndex InputModel::index(int row, int column, const QModelIndex& parent) const {
const InputItem* pmenu = &m_rootMenu;
if (parent.isValid()) {
pmenu = static_cast<ShortcutItem*>(parent.internalPointer());
pmenu = static_cast<InputItem*>(parent.internalPointer());
}
return createIndex(row, column, const_cast<ShortcutItem*>(&pmenu->items()[row]));
return createIndex(row, column, const_cast<InputItem*>(&pmenu->items()[row]));
}
QModelIndex ShortcutController::parent(const QModelIndex& index) const {
QModelIndex InputModel::parent(const QModelIndex& index) const {
if (!index.isValid() || !index.internalPointer()) {
return QModelIndex();
}
ShortcutItem* item = static_cast<ShortcutItem*>(index.internalPointer());
if (!item->parent() || !item->parent()->parent()) {
return QModelIndex();
}
return createIndex(item->parent()->parent()->items().indexOf(*item->parent()), 0, item->parent());
InputItem* item = static_cast<InputItem*>(index.internalPointer());
return this->index(item->parent());
}
int ShortcutController::columnCount(const QModelIndex& index) const {
QModelIndex InputModel::index(InputItem* item) const {
if (!item || !item->parent()) {
return QModelIndex();
}
return createIndex(item->parent()->items().indexOf(*item), 0, item);
}
int InputModel::columnCount(const QModelIndex& index) const {
return 3;
}
int ShortcutController::rowCount(const QModelIndex& index) const {
int InputModel::rowCount(const QModelIndex& index) const {
if (!index.isValid()) {
return m_rootMenu.items().count();
}
const ShortcutItem* item = static_cast<const ShortcutItem*>(index.internalPointer());
const InputItem* item = static_cast<const InputItem*>(index.internalPointer());
return item->items().count();
}
void ShortcutController::addAction(QMenu* menu, QAction* action, const QString& name) {
ShortcutItem* smenu = m_menuMap[menu];
InputItem* InputModel::add(QMenu* menu, std::function<void (InputItem*)> callback) {
InputItem* smenu = m_menuMap[menu];
if (!smenu) {
return nullptr;
}
QModelIndex parent = index(smenu);
beginInsertRows(parent, smenu->items().count(), smenu->items().count());
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;
}
ShortcutItem* pmenu = smenu->parent();
int row = pmenu->items().indexOf(*smenu);
QModelIndex parent = createIndex(row, 0, smenu);
beginInsertRows(parent, smenu->items().count(), smenu->items().count());
smenu->addAction(action, name);
endInsertRows();
ShortcutItem* item = &smenu->items().last();
if (m_config) {
loadShortcuts(item);
}
emit dataChanged(createIndex(smenu->items().count() - 1, 0, item),
createIndex(smenu->items().count() - 1, 2, item));
}
void ShortcutController::addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
void InputModel::addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
int shortcut, const QString& visibleName, const QString& name) {
ShortcutItem* smenu = m_menuMap[menu];
if (!smenu) {
InputItem* item = add(menu, [&](InputItem* smenu) {
smenu->addFunctions(qMakePair(press, release), shortcut, visibleName, name);
});
if (!item) {
return;
}
ShortcutItem* 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();
ShortcutItem* item = &smenu->items().last();
bool loadedShortcut = false;
if (m_config) {
loadedShortcut = loadShortcuts(item);
@ -144,66 +152,92 @@ void ShortcutController::addFunctions(QMenu* menu, std::function<void()> press,
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 ShortcutController::addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
void InputModel::addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
const QKeySequence& shortcut, const QString& visibleName, const QString& name) {
addFunctions(menu, press, release, shortcut[0], visibleName, name);
}
void ShortcutController::addMenu(QMenu* menu, QMenu* parentMenu) {
ShortcutItem* smenu = m_menuMap[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;
ShortcutItem* 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();
ShortcutItem* item = &smenu->items().last();
InputItem* item = &smenu->items().last();
emit dataChanged(createIndex(smenu->items().count() - 1, 0, item),
createIndex(smenu->items().count() - 1, 2, item));
m_menuMap[menu] = item;
return index(item);
}
ShortcutController::ShortcutItem* ShortcutController::itemAt(const QModelIndex& index) {
InputItem* InputModel::itemAt(const QModelIndex& index) {
if (!index.isValid()) {
return nullptr;
}
return static_cast<ShortcutItem*>(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 ShortcutController::ShortcutItem* ShortcutController::itemAt(const QModelIndex& index) const {
const InputItem* InputModel::itemAt(const QModelIndex& index) const {
if (!index.isValid()) {
return nullptr;
}
return static_cast<const ShortcutItem*>(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 ShortcutController::shortcutAt(const QModelIndex& index) const {
const ShortcutItem* item = itemAt(index);
int InputModel::shortcutAt(const QModelIndex& index) const {
const InputItem* item = itemAt(index);
if (!item) {
return 0;
}
return item->shortcut();
}
bool ShortcutController::isMenuAt(const QModelIndex& index) const {
const ShortcutItem* item = itemAt(index);
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) {
return false;
}
return item->menu();
}
void ShortcutController::updateKey(const QModelIndex& index, int keySequence) {
void InputModel::updateKey(const QModelIndex& index, int keySequence) {
if (!index.isValid()) {
return;
}
@ -211,30 +245,33 @@ void ShortcutController::updateKey(const QModelIndex& index, int keySequence) {
if (!parent.isValid()) {
return;
}
ShortcutItem* item = itemAt(index);
InputItem* item = itemAt(index);
updateKey(item, 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 ShortcutController::updateKey(ShortcutItem* item, int keySequence) {
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 ShortcutController::updateButton(const QModelIndex& index, int button) {
void InputModel::updateButton(const QModelIndex& index, int button) {
if (!index.isValid()) {
return;
}
@ -242,7 +279,7 @@ void ShortcutController::updateButton(const QModelIndex& index, int button) {
if (!parent.isValid()) {
return;
}
ShortcutItem* item = itemAt(index);
InputItem* item = itemAt(index);
int oldButton = item->button();
if (oldButton >= 0) {
m_buttons.take(oldButton);
@ -260,9 +297,11 @@ void ShortcutController::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 ShortcutController::updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction direction) {
void InputModel::updateAxis(const QModelIndex& index, int axis, GamepadAxisEvent::Direction direction) {
if (!index.isValid()) {
return;
}
@ -270,7 +309,7 @@ void ShortcutController::updateAxis(const QModelIndex& index, int axis, GamepadA
if (!parent.isValid()) {
return;
}
ShortcutItem* item = itemAt(index);
InputItem* item = itemAt(index);
int oldAxis = item->axis();
GamepadAxisEvent::Direction oldDirection = item->direction();
if (oldAxis >= 0) {
@ -296,86 +335,28 @@ void ShortcutController::updateAxis(const QModelIndex& index, int axis, GamepadA
}
emit dataChanged(createIndex(index.row(), 0, index.internalPointer()),
createIndex(index.row(), 2, index.internalPointer()));
emit axisRebound(index, axis, direction);
}
void ShortcutController::clearKey(const QModelIndex& index) {
void InputModel::clearKey(const QModelIndex& index) {
updateKey(index, 0);
}
void ShortcutController::clearButton(const QModelIndex& index) {
void InputModel::clearButton(const QModelIndex& index) {
updateButton(index, -1);
}
bool ShortcutController::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()) {
ShortcutItem::Functions 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();
}
ShortcutItem::Functions 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;
}
ShortcutItem::Functions 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();
}
}
ShortcutItem::Functions 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();
}
@ -384,13 +365,59 @@ bool ShortcutController::eventFilter(QObject*, QEvent* event) {
pair.second();
}
}
event->accept();
return true;
}
return false;
}
bool ShortcutController::loadShortcuts(ShortcutItem* item) {
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;
}
@ -407,7 +434,7 @@ bool ShortcutController::loadShortcuts(ShortcutItem* item) {
return false;
}
void ShortcutController::loadGamepadShortcuts(ShortcutItem* item) {
void InputModel::loadGamepadShortcuts(InputItem* item) {
if (item->name().isNull()) {
return;
}
@ -462,22 +489,22 @@ void ShortcutController::loadGamepadShortcuts(ShortcutItem* item) {
}
}
void ShortcutController::loadProfile(const QString& profile) {
void InputModel::loadProfile(mPlatform platform, const QString& profile) {
m_profileName = profile;
m_profile = InputProfile::findProfile(profile);
onSubitems(&m_rootMenu, [this](ShortcutItem* item) {
m_profile = InputProfile::findProfile(platform, profile);
onSubitems(&m_rootMenu, [this](InputItem* item) {
loadGamepadShortcuts(item);
});
}
void ShortcutController::onSubitems(ShortcutItem* item, std::function<void(ShortcutItem*)> func) {
for (ShortcutItem& subitem : item->items()) {
void InputModel::onSubitems(InputItem* item, std::function<void(InputItem*)> func) {
for (InputItem& subitem : item->items()) {
func(&subitem);
onSubitems(&subitem, func);
}
}
int ShortcutController::toModifierShortcut(const QString& shortcut) {
int InputModel::toModifierShortcut(const QString& shortcut) {
// Qt doesn't seem to work with raw modifier shortcuts!
QStringList modifiers = shortcut.split('+');
int value = 0;
@ -502,7 +529,7 @@ int ShortcutController::toModifierShortcut(const QString& shortcut) {
return value;
}
bool ShortcutController::isModifierKey(int key) {
bool InputModel::isModifierKey(int key) {
switch (key) {
case Qt::Key_Shift:
case Qt::Key_Control:
@ -514,7 +541,7 @@ bool ShortcutController::isModifierKey(int key) {
}
}
int ShortcutController::toModifierKey(int key) {
int InputModel::toModifierKey(int key) {
int modifiers = key & (Qt::ShiftModifier | Qt::ControlModifier | Qt::AltModifier | Qt::MetaModifier);
key ^= modifiers;
switch (key) {
@ -534,76 +561,4 @@ int ShortcutController::toModifierKey(int key) {
break;
}
return modifiers;
}
ShortcutController::ShortcutItem::ShortcutItem(QAction* action, const QString& name, ShortcutItem* parent)
: m_action(action)
, m_shortcut(action->shortcut().isEmpty() ? 0 : action->shortcut()[0])
, m_menu(nullptr)
, m_name(name)
, m_button(-1)
, m_axis(-1)
, m_direction(GamepadAxisEvent::NEUTRAL)
, m_parent(parent)
{
m_visibleName = action->text()
.remove(QRegExp("&(?!&)"))
.remove("...");
}
ShortcutController::ShortcutItem::ShortcutItem(ShortcutController::ShortcutItem::Functions functions, int shortcut, const QString& visibleName, const QString& name, ShortcutItem* parent)
: m_action(nullptr)
, m_shortcut(shortcut)
, m_functions(functions)
, m_menu(nullptr)
, m_name(name)
, m_visibleName(visibleName)
, m_button(-1)
, m_axis(-1)
, m_direction(GamepadAxisEvent::NEUTRAL)
, m_parent(parent)
{
}
ShortcutController::ShortcutItem::ShortcutItem(QMenu* menu, ShortcutItem* parent)
: m_action(nullptr)
, m_shortcut(0)
, m_menu(menu)
, m_button(-1)
, m_axis(-1)
, m_direction(GamepadAxisEvent::NEUTRAL)
, m_parent(parent)
{
if (menu) {
m_visibleName = menu->title()
.remove(QRegExp("&(?!&)"))
.remove("...");
}
}
void ShortcutController::ShortcutItem::addAction(QAction* action, const QString& name) {
m_items.append(ShortcutItem(action, name, this));
}
void ShortcutController::ShortcutItem::addFunctions(ShortcutController::ShortcutItem::Functions functions,
int shortcut, const QString& visibleName,
const QString& name) {
m_items.append(ShortcutItem(functions, shortcut, visibleName, name, this));
}
void ShortcutController::ShortcutItem::addSubmenu(QMenu* menu) {
m_items.append(ShortcutItem(menu, this));
}
void ShortcutController::ShortcutItem::setShortcut(int shortcut) {
m_shortcut = shortcut;
if (m_action) {
m_action->setShortcut(QKeySequence(shortcut));
}
}
void ShortcutController::ShortcutItem::setAxis(int axis, GamepadAxisEvent::Direction direction) {
m_axis = axis;
m_direction = direction;
}

View File

@ -0,0 +1,117 @@
/* Copyright (c) 2013-2017 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef QGBA_INPUT_MODEL
#define QGBA_INPUT_MODEL
#include <mgba/core/core.h>
#include "GamepadAxisEvent.h"
#include "InputItem.h"
#include <QAbstractItemModel>
#include <functional>
class QAction;
class QKeyEvent;
class QMenu;
class QString;
namespace QGBA {
class ConfigController;
class InputProfile;
class InputModel : public QAbstractItemModel {
Q_OBJECT
private:
constexpr static const char* const KEY_SECTION = "shortcutKey";
constexpr static const char* const BUTTON_SECTION = "shortcutButton";
constexpr static const char* const AXIS_SECTION = "shortcutAxis";
constexpr static const char* const BUTTON_PROFILE_SECTION = "shortcutProfileButton.";
constexpr static const char* const AXIS_PROFILE_SECTION = "shortcutProfileAxis.";
public:
InputModel(QObject* parent = nullptr);
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;
virtual QModelIndex index(int row, int column, const QModelIndex& parent) const override;
virtual QModelIndex parent(const QModelIndex& index) const override;
virtual int columnCount(const QModelIndex& parent = QModelIndex()) const override;
virtual int rowCount(const QModelIndex& parent = QModelIndex()) const override;
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);
void addFunctions(QMenu* menu, std::function<void()> press, std::function<void()> release,
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);
void updateHat(const QModelIndex& index, int hat, GamepadHatEvent::Direction);
void clearKey(const QModelIndex& index);
void clearButton(const QModelIndex& index);
static int toModifierShortcut(const QString& shortcut);
static bool isModifierKey(int key);
static int toModifierKey(int key);
void loadProfile(mPlatform platform, const QString& profile);
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*);
void loadGamepadShortcuts(InputItem*);
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;
};
}
#endif

View File

@ -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);

View File

@ -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;

View File

@ -7,7 +7,7 @@
#include "GamepadAxisEvent.h"
#include "GamepadButtonEvent.h"
#include "ShortcutController.h"
#include "InputModel.h"
#include <QFontMetrics>
#include <QKeyEvent>
@ -103,7 +103,7 @@ void KeyEditor::keyPressEvent(QKeyEvent* event) {
}
m_lastKey.start(KEY_TIME);
if (m_key) {
if (ShortcutController::isModifierKey(m_key)) {
if (InputModel::isModifierKey(m_key)) {
switch (event->key()) {
case Qt::Key_Shift:
setValue(Qt::ShiftModifier);
@ -119,7 +119,7 @@ void KeyEditor::keyPressEvent(QKeyEvent* event) {
break;
}
}
if (ShortcutController::isModifierKey(event->key())) {
if (InputModel::isModifierKey(event->key())) {
switch (event->key()) {
case Qt::Key_Shift:
setValue(m_key | Qt::ShiftModifier);

View File

@ -9,7 +9,6 @@
#include "ConfigController.h"
#include "Display.h"
#include "GBAApp.h"
#include "GBAKeyEditor.h"
#include "InputController.h"
#include "ShortcutView.h"
@ -18,7 +17,7 @@
using namespace QGBA;
SettingsView::SettingsView(ConfigController* controller, InputController* inputController, ShortcutController* shortcutController, QWidget* parent)
SettingsView::SettingsView(ConfigController* controller, InputController* inputController, InputModel* inputModel, QWidget* parent)
: QDialog(parent, Qt::WindowTitleHint | Qt::WindowSystemMenuHint | Qt::WindowCloseButtonHint)
, m_controller(controller)
{
@ -146,37 +145,13 @@ 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->setController(shortcutController);
shortcutView->setModel(inputModel);
shortcutView->setInputController(inputController);
m_ui.stackedWidget->addWidget(shortcutView);
m_ui.tabs->addItem(tr("Shortcuts"));
m_ui.tabs->addItem(tr("Bindings"));
}
void SettingsView::selectBios(QLineEdit* bios) {

View File

@ -16,13 +16,13 @@ namespace QGBA {
class ConfigController;
class InputController;
class ShortcutController;
class InputModel;
class SettingsView : public QDialog {
Q_OBJECT
public:
SettingsView(ConfigController* controller, InputController* inputController, ShortcutController* shortcutController, QWidget* parent = nullptr);
SettingsView(ConfigController* controller, InputController* inputController, InputModel* inputModel, QWidget* parent = nullptr);
signals:
void biosLoaded(int platform, const QString&);

View File

@ -1,148 +0,0 @@
/* Copyright (c) 2013-2015 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef QGBA_SHORTCUT_MODEL
#define QGBA_SHORTCUT_MODEL
#include "GamepadAxisEvent.h"
#include <QAbstractItemModel>
#include <functional>
class QAction;
class QKeyEvent;
class QMenu;
class QString;
namespace QGBA {
class ConfigController;
class InputProfile;
class ShortcutController : public QAbstractItemModel {
Q_OBJECT
private:
constexpr static const char* const KEY_SECTION = "shortcutKey";
constexpr static const char* const BUTTON_SECTION = "shortcutButton";
constexpr static const char* const AXIS_SECTION = "shortcutAxis";
constexpr static const char* const BUTTON_PROFILE_SECTION = "shortcutProfileButton.";
constexpr static const char* const AXIS_PROFILE_SECTION = "shortcutProfileAxis.";
class ShortcutItem {
public:
typedef QPair<std::function<void ()>, std::function<void ()>> Functions;
ShortcutItem(QAction* action, const QString& name, ShortcutItem* parent = nullptr);
ShortcutItem(Functions functions, int shortcut, const QString& visibleName, const QString& name,
ShortcutItem* parent = nullptr);
ShortcutItem(QMenu* action, ShortcutItem* parent = nullptr);
QAction* action() { return m_action; }
const QAction* action() const { return m_action; }
const int shortcut() const { return m_shortcut; }
Functions functions() const { return m_functions; }
QMenu* menu() { return m_menu; }
const QMenu* menu() const { return m_menu; }
const QString& visibleName() const { return m_visibleName; }
const QString& name() const { return m_name; }
QList<ShortcutItem>& items() { return m_items; }
const QList<ShortcutItem>& items() const { return m_items; }
ShortcutItem* parent() { return m_parent; }
const ShortcutItem* parent() const { return m_parent; }
void addAction(QAction* action, const QString& name);
void addFunctions(Functions functions, int shortcut, const QString& visibleName,
const QString& name);
void addSubmenu(QMenu* menu);
int button() const { return m_button; }
void setShortcut(int sequence);
void setButton(int button) { m_button = button; }
int axis() const { return m_axis; }
GamepadAxisEvent::Direction direction() const { return m_direction; }
void setAxis(int axis, GamepadAxisEvent::Direction direction);
bool operator==(const ShortcutItem& other) const {
return m_menu == other.m_menu && m_action == other.m_action;
}
private:
QAction* m_action;
int m_shortcut;
QMenu* m_menu;
Functions m_functions;
QString m_name;
QString m_visibleName;
int m_button;
int m_axis;
GamepadAxisEvent::Direction m_direction;
QList<ShortcutItem> m_items;
ShortcutItem* m_parent;
};
public:
ShortcutController(QObject* parent = nullptr);
void setConfigController(ConfigController* controller);
void setProfile(const QString& profile);
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;
virtual QModelIndex index(int row, int column, const QModelIndex& parent) const override;
virtual QModelIndex parent(const QModelIndex& index) const override;
virtual int columnCount(const QModelIndex& parent = QModelIndex()) const override;
virtual int rowCount(const QModelIndex& parent = QModelIndex()) const override;
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);
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);
QAction* getAction(const QString& name);
int shortcutAt(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 clearKey(const QModelIndex& index);
void clearButton(const QModelIndex& index);
static int toModifierShortcut(const QString& shortcut);
static bool isModifierKey(int key);
static int toModifierKey(int key);
public slots:
void loadProfile(const QString& profile);
protected:
bool eventFilter(QObject*, QEvent*) override;
private:
ShortcutItem* itemAt(const QModelIndex& index);
const ShortcutItem* itemAt(const QModelIndex& index) const;
bool loadShortcuts(ShortcutItem*);
void loadGamepadShortcuts(ShortcutItem*);
void onSubitems(ShortcutItem*, std::function<void(ShortcutItem*)> func);
void updateKey(ShortcutItem* item, int keySequence);
ShortcutItem m_rootMenu;
QMap<QMenu*, ShortcutItem*> m_menuMap;
QMap<int, ShortcutItem*> m_buttons;
QMap<QPair<int, GamepadAxisEvent::Direction>, ShortcutItem*> m_axes;
QMap<int, ShortcutItem*> m_heldKeys;
ConfigController* m_config;
QString m_profileName;
const InputProfile* m_profile;
};
}
#endif

View File

@ -7,7 +7,7 @@
#include "GamepadButtonEvent.h"
#include "InputController.h"
#include "ShortcutController.h"
#include "InputModel.h"
#include <QKeyEvent>
@ -41,9 +41,9 @@ ShortcutView::~ShortcutView() {
m_input->releaseFocus(this);
}
void ShortcutView::setController(ShortcutController* controller) {
m_controller = controller;
m_ui.shortcutTable->setModel(controller);
void ShortcutView::setModel(InputModel* model) {
m_controller = model;
m_ui.shortcutTable->setModel(model);
}
void ShortcutView::setInputController(InputController* controller) {

View File

@ -15,7 +15,7 @@
namespace QGBA {
class InputController;
class ShortcutController;
class InputModel;
class ShortcutView : public QWidget {
Q_OBJECT
@ -24,7 +24,7 @@ public:
ShortcutView(QWidget* parent = nullptr);
~ShortcutView();
void setController(ShortcutController* controller);
void setModel(InputModel* controller);
void setInputController(InputController* input);
protected:
@ -40,7 +40,7 @@ private slots:
private:
Ui::ShortcutView m_ui;
ShortcutController* m_controller;
InputModel* m_controller;
InputController* m_input;
};

View File

@ -28,6 +28,7 @@
#include "GDBController.h"
#include "GDBWindow.h"
#include "GIFView.h"
#include "InputModel.h"
#include "IOViewer.h"
#include "LoadSaveState.h"
#include "LogView.h"
@ -40,19 +41,23 @@
#include "SensorView.h"
#include "SettingsView.h"
#include "ShaderSelector.h"
#include "ShortcutController.h"
#include "TileView.h"
#include "VideoView.h"
#include <mgba/core/version.h>
#ifdef M_CORE_GB
#include <mgba/internal/gb/gb.h>
#include <mgba/internal/gb/input.h>
#include <mgba/internal/gb/video.h>
#endif
#ifdef M_CORE_GBA
#include <mgba/internal/gba/gba.h>
#include <mgba/internal/gba/input.h>
#include <mgba/internal/gba/video.h>
#endif
#ifdef M_CORE_DS
#include <mgba/internal/ds/input.h>
#endif
#include "feature/commandline.h"
#include "feature/sqlite3/no-intro.h"
#include <mgba-util/vfs.h>
@ -67,7 +72,8 @@ 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 +87,6 @@ Window::Window(ConfigController* config, int playerId, QWidget* parent)
, m_console(nullptr)
#endif
, m_mruMenu(nullptr)
, m_shortcutController(new ShortcutController(this))
, m_fullscreenOnStart(false)
, m_autoresume(false)
, m_wasOpened(false)
@ -194,14 +199,24 @@ 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_shortcutController, SLOT(loadProfile(const QString&)));
m_log.setLevels(mLOG_WARN | mLOG_ERROR | mLOG_FATAL);
m_fpsTimer.setInterval(FPS_TIMER_INTERVAL);
m_focusCheck.setInterval(200);
m_shortcutController->setConfigController(m_config);
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"), &GBInputInfo);
#endif
#ifdef M_CORE_DS
m_inputController.addPlatform(PLATFORM_DS, tr("DS"), &DSInputInfo);
#endif
m_inputController.setupCallback(m_controller);
}
Window::~Window() {
@ -491,7 +506,7 @@ void Window::exportSharkport() {
}
void Window::openSettingsWindow() {
SettingsView* settingsWindow = new SettingsView(m_config, &m_inputController, m_shortcutController);
SettingsView* settingsWindow = new SettingsView(m_config, &m_inputController, m_inputModel);
connect(settingsWindow, SIGNAL(biosLoaded(int, const QString&)), m_controller, SLOT(loadBIOS(int, const QString&)));
connect(settingsWindow, SIGNAL(audioDriverChanged()), m_controller, SLOT(reloadAudioDriver()));
connect(settingsWindow, SIGNAL(displayDriverChanged()), this, SLOT(mustRestart()));
@ -574,34 +589,6 @@ 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());
@ -800,6 +787,8 @@ void Window::gameStarted(mCoreThread* context, const QString& fname) {
}
#endif
m_inputController.setPlatform(m_controller->platform());
m_hitUnimplementedBiosCall = false;
m_fpsTimer.start();
m_focusCheck.start();
@ -968,8 +957,8 @@ void Window::openStateWindow(LoadSave ls) {
void Window::setupMenu(QMenuBar* menubar) {
menubar->clear();
QMenu* fileMenu = menubar->addMenu(tr("&File"));
m_shortcutController->addMenu(fileMenu);
installEventFilter(m_shortcutController);
m_inputModel->addMenu(fileMenu);
installEventFilter(&m_inputController);
addControlledAction(fileMenu, fileMenu->addAction(tr("Load &ROM..."), this, SLOT(selectROM()), QKeySequence::Open),
"loadROM");
#ifdef USE_SQLITE3
@ -1024,8 +1013,8 @@ void Window::setupMenu(QMenuBar* menubar) {
QMenu* quickLoadMenu = fileMenu->addMenu(tr("Quick load"));
QMenu* quickSaveMenu = fileMenu->addMenu(tr("Quick save"));
m_shortcutController->addMenu(quickLoadMenu);
m_shortcutController->addMenu(quickSaveMenu);
m_inputModel->addMenu(quickLoadMenu);
m_inputModel->addMenu(quickSaveMenu);
QAction* quickLoad = new QAction(tr("Load recent"), quickLoadMenu);
connect(quickLoad, SIGNAL(triggered()), m_controller, SLOT(loadState()));
@ -1111,7 +1100,7 @@ void Window::setupMenu(QMenuBar* menubar) {
#endif
QMenu* emulationMenu = menubar->addMenu(tr("&Emulation"));
m_shortcutController->addMenu(emulationMenu);
m_inputModel->addMenu(emulationMenu);
QAction* reset = new QAction(tr("&Reset"), emulationMenu);
reset->setShortcut(tr("Ctrl+R"));
connect(reset, SIGNAL(triggered()), m_controller, SLOT(reset()));
@ -1152,7 +1141,7 @@ void Window::setupMenu(QMenuBar* menubar) {
emulationMenu->addSeparator();
m_shortcutController->addFunctions(emulationMenu, [this]() {
m_inputModel->addFunctions(emulationMenu, [this]() {
m_controller->setTurbo(true, false);
}, [this]() {
m_controller->setTurbo(false, false);
@ -1178,7 +1167,7 @@ void Window::setupMenu(QMenuBar* menubar) {
}
m_config->updateOption("fastForwardRatio");
m_shortcutController->addFunctions(emulationMenu, [this]() {
m_inputModel->addFunctions(emulationMenu, [this]() {
m_controller->startRewinding();
}, [this]() {
m_controller->stopRewinding();
@ -1217,7 +1206,7 @@ void Window::setupMenu(QMenuBar* menubar) {
emulationMenu->addSeparator();
QMenu* solarMenu = emulationMenu->addMenu(tr("Solar sensor"));
m_shortcutController->addMenu(solarMenu);
m_inputModel->addMenu(solarMenu);
QAction* solarIncrease = new QAction(tr("Increase solar level"), solarMenu);
connect(solarIncrease, SIGNAL(triggered()), m_controller, SLOT(increaseLuminanceLevel()));
addControlledAction(solarMenu, solarIncrease, "increaseLuminanceLevel");
@ -1244,9 +1233,9 @@ void Window::setupMenu(QMenuBar* menubar) {
}
QMenu* avMenu = menubar->addMenu(tr("Audio/&Video"));
m_shortcutController->addMenu(avMenu);
m_inputModel->addMenu(avMenu);
QMenu* frameMenu = avMenu->addMenu(tr("Frame size"));
m_shortcutController->addMenu(frameMenu, avMenu);
m_inputModel->addMenu(frameMenu, avMenu);
for (int i = 1; i <= 6; ++i) {
QAction* setSize = new QAction(tr("%1x").arg(QString::number(i)), avMenu);
setSize->setCheckable(true);
@ -1360,7 +1349,7 @@ void Window::setupMenu(QMenuBar* menubar) {
avMenu->addSeparator();
QMenu* videoLayers = avMenu->addMenu(tr("Video layers"));
m_shortcutController->addMenu(videoLayers, avMenu);
m_inputModel->addMenu(videoLayers, avMenu);
for (int i = 0; i < 4; ++i) {
QAction* enableBg = new QAction(tr("Background %0").arg(i), videoLayers);
@ -1377,7 +1366,7 @@ void Window::setupMenu(QMenuBar* menubar) {
addControlledAction(videoLayers, enableObj, "enableOBJ");
QMenu* audioChannels = avMenu->addMenu(tr("Audio channels"));
m_shortcutController->addMenu(audioChannels, avMenu);
m_inputModel->addMenu(audioChannels, avMenu);
for (int i = 0; i < 4; ++i) {
QAction* enableCh = new QAction(tr("Channel %0").arg(i + 1), audioChannels);
@ -1400,7 +1389,7 @@ void Window::setupMenu(QMenuBar* menubar) {
addControlledAction(audioChannels, enableChB, QString("enableChB"));
QMenu* toolsMenu = menubar->addMenu(tr("&Tools"));
m_shortcutController->addMenu(toolsMenu);
m_inputModel->addMenu(toolsMenu);
QAction* viewLogs = new QAction(tr("View &logs..."), toolsMenu);
connect(viewLogs, SIGNAL(triggered()), m_logView, SLOT(show()));
addControlledAction(toolsMenu, viewLogs, "viewLogs");
@ -1526,69 +1515,6 @@ void Window::setupMenu(QMenuBar* menubar) {
exitFullScreen->setShortcut(QKeySequence("Esc"));
addHiddenAction(frameMenu, exitFullScreen, "exitFullScreen");
QMenu* autofireMenu = new QMenu(tr("Autofire"), this);
m_shortcutController->addMenu(autofireMenu);
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_A, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_A, false);
}, QKeySequence(), tr("Autofire A"), "autofireA");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_B, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_B, false);
}, QKeySequence(), tr("Autofire B"), "autofireB");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_L, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_L, false);
}, QKeySequence(), tr("Autofire L"), "autofireL");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_R, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_R, false);
}, QKeySequence(), tr("Autofire R"), "autofireR");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_START, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_START, false);
}, QKeySequence(), tr("Autofire Start"), "autofireStart");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_SELECT, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_SELECT, false);
}, QKeySequence(), tr("Autofire Select"), "autofireSelect");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_UP, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_UP, false);
}, QKeySequence(), tr("Autofire Up"), "autofireUp");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_RIGHT, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_RIGHT, false);
}, QKeySequence(), tr("Autofire Right"), "autofireRight");
m_shortcutController->addFunctions(autofireMenu, [this]() {
m_controller->setAutofire(GBA_KEY_DOWN, true);
}, [this]() {
m_controller->setAutofire(GBA_KEY_DOWN, false);
}, QKeySequence(), tr("Autofire Down"), "autofireDown");
m_shortcutController->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);
}
@ -1644,7 +1570,7 @@ QAction* Window::addControlledAction(QMenu* menu, QAction* action, const QString
}
QAction* Window::addHiddenAction(QMenu* menu, QAction* action, const QString& name) {
m_shortcutController->addAction(menu, action, name);
m_inputModel->addAction(menu, action, name);
action->setShortcutContext(Qt::WidgetShortcut);
addAction(action);
return action;

View File

@ -28,10 +28,10 @@ class Display;
class GameController;
class GDBController;
class GIFView;
class InputModel;
class LibraryView;
class LogView;
class ShaderSelector;
class ShortcutController;
class VideoView;
class WindowBackground;
@ -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;
@ -170,12 +168,12 @@ 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;
ShortcutController* m_shortcutController;
ShaderSelector* m_shaderView;
bool m_fullscreenOnStart;
QTimer m_focusCheck;

View File

@ -84,7 +84,7 @@ void _vdwRewind(struct VDir* vd) {
struct VDirW32* vdw = (struct VDirW32*) vd;
FindClose(vdw->handle);
wchar_t name[MAX_PATH + 1];
MultiByteToWideChar(CP_UTF8, MB_PRECOMPOSED, vdw->path, -1, name, MAX_PATH);
MultiByteToWideChar(CP_UTF8, 0, vdw->path, -1, name, MAX_PATH);
StringCchCatNW(name, MAX_PATH, L"\\*", 2);
if (vdw->vde.utf8Name) {
free(vdw->vde.utf8Name);

170
tools/deploy-mac.py Executable file
View File

@ -0,0 +1,170 @@
#!/usr/bin/env python
from __future__ import print_function
import argparse
import errno
import os
import re
import shutil
import subprocess
qtPath = None
verbose = False
def splitPath(path):
folders = []
while True:
path, folder = os.path.split(path)
if folder != '':
folders.append(folder)
else:
if path != '':
folders.append(path)
break
folders.reverse()
return folders
def joinPath(path):
return reduce(os.path.join, path, '')
def findFramework(path):
child = []
while path and not path[-1].endswith('.framework'):
child.append(path.pop())
child.reverse()
return path, child
def findQtPath(path):
parent, child = findFramework(splitPath(path))
return joinPath(parent[:-2])
def makedirs(path):
split = splitPath(path)
accum = []
split.reverse()
while split:
accum.append(split.pop())
newPath = joinPath(accum)
if newPath == '/':
continue
try:
os.mkdir(newPath)
except OSError as e:
if e.errno != errno.EEXIST:
raise
def parseOtoolLine(line, execPath, root):
if not line.startswith('\t'):
return None, None, None, None
line = line[1:]
match = re.match(r'(\S.*) \(compatibility version.*\)', line)
path = match.group(1)
split = splitPath(path)
newExecPath = ['@executable_path', '..', 'Frameworks']
newPath = execPath[:-1]
newPath.append('Frameworks')
if split[:3] == ['/', 'usr', 'lib'] or split[:2] == ['/', 'System']:
return None, None, None, None
if split[0] == '@executable_path':
split[:1] = execPath
if split[0] == '/' and not os.access(joinPath(split), os.F_OK):
split[:1] = root
oldPath = os.path.realpath(joinPath(split))
split = splitPath(oldPath)
isFramework = False
if not split[-1].endswith('.dylib'):
isFramework = True
split, framework = findFramework(split)
newPath.append(split[-1])
newExecPath.append(split[-1])
if isFramework:
newPath.extend(framework)
newExecPath.extend(framework)
split.extend(framework)
newPath = joinPath(newPath)
newExecPath = joinPath(newExecPath)
return joinPath(split), newPath, path, newExecPath
def updateMachO(bin, execPath, root):
global qtPath
otoolOutput = subprocess.check_output([otool, '-L', bin])
toUpdate = []
for line in otoolOutput.split('\n'):
oldPath, newPath, oldExecPath, newExecPath = parseOtoolLine(line, execPath, root)
if not newPath:
continue
if os.access(newPath, os.F_OK):
if verbose:
print('Skipping copying {}, already done.'.format(oldPath))
newPath = None
elif os.path.abspath(oldPath) != os.path.abspath(newPath):
if verbose:
print('Copying {} to {}...'.format(oldPath, newPath))
parent, child = os.path.split(newPath)
makedirs(parent)
shutil.copy2(oldPath, newPath)
os.chmod(newPath, 0o644)
toUpdate.append((newPath, oldExecPath, newExecPath))
if not qtPath and 'Qt' in oldPath:
qtPath = findQtPath(oldPath)
if verbose:
print('Found Qt path at {}.'.format(qtPath))
args = [installNameTool]
for path, oldExecPath, newExecPath in toUpdate:
if path != bin:
if path:
updateMachO(path, execPath, root)
if verbose:
print('Updating Mach-O load from {} to {}...'.format(oldExecPath, newExecPath))
args.extend(['-change', oldExecPath, newExecPath])
else:
if verbose:
print('Updating Mach-O id from {} to {}...'.format(oldExecPath, newExecPath))
args.extend(['-id', newExecPath])
args.append(bin)
subprocess.check_call(args)
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument('-R', '--root', metavar='ROOT', default='/', help='root directory to search')
parser.add_argument('-I', '--install-name-tool', metavar='INSTALL_NAME_TOOL', default='install_name_tool', help='path to install_name_tool')
parser.add_argument('-O', '--otool', metavar='OTOOL', default='otool', help='path to otool')
parser.add_argument('-p', '--qt-plugins', metavar='PLUGINS', default='', help='Qt plugins to include (comma-separated)')
parser.add_argument('-v', '--verbose', action='store_true', default=False, help='output more information')
parser.add_argument('bundle', help='application bundle to deploy')
args = parser.parse_args()
otool = args.otool
installNameTool = args.install_name_tool
verbose = args.verbose
try:
shutil.rmtree(os.path.join(args.bundle, 'Contents/Frameworks/'))
except OSError as e:
if e.errno != errno.ENOENT:
raise
for executable in os.listdir(os.path.join(args.bundle, 'Contents/MacOS')):
if executable.endswith('.dSYM'):
continue
fullPath = os.path.join(args.bundle, 'Contents/MacOS/', executable)
updateMachO(fullPath, splitPath(os.path.join(args.bundle, 'Contents/MacOS')), splitPath(args.root))
if args.qt_plugins:
try:
shutil.rmtree(os.path.join(args.bundle, 'Contents/PlugIns/'))
except OSError as e:
if e.errno != errno.ENOENT:
raise
makedirs(os.path.join(args.bundle, 'Contents/PlugIns'))
makedirs(os.path.join(args.bundle, 'Contents/Resources'))
with open(os.path.join(args.bundle, 'Contents/Resources/qt.conf'), 'w') as conf:
conf.write('[Paths]\nPlugins = PlugIns\n')
plugins = args.qt_plugins.split(',')
for plugin in plugins:
plugin = plugin.strip()
kind, plug = os.path.split(plugin)
newDir = os.path.join(args.bundle, 'Contents/PlugIns/', kind)
makedirs(newDir)
newPath = os.path.join(newDir, plug)
shutil.copy2(os.path.join(qtPath, 'plugins', plugin), newPath)
updateMachO(newPath, splitPath(os.path.join(args.bundle, 'Contents/MacOS')), splitPath(args.root))