mirror of https://github.com/mgba-emu/mgba.git
310 lines
8.7 KiB
C++
310 lines
8.7 KiB
C++
/* Copyright (c) 2013-2014 Jeffrey Pfau
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GBAKeyEditor.h"
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#include <QComboBox>
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#include <QPaintEvent>
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#include <QPainter>
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#include <QPushButton>
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#include <QVBoxLayout>
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#include "InputController.h"
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#include "KeyEditor.h"
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using namespace QGBA;
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const qreal GBAKeyEditor::DPAD_CENTER_X = 0.247;
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const qreal GBAKeyEditor::DPAD_CENTER_Y = 0.431;
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const qreal GBAKeyEditor::DPAD_WIDTH = 0.1;
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const qreal GBAKeyEditor::DPAD_HEIGHT = 0.1;
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GBAKeyEditor::GBAKeyEditor(InputController* controller, int type, const QString& profile, QWidget* parent)
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: QWidget(parent)
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, m_profileSelect(nullptr)
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, m_type(type)
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, m_profile(profile)
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, m_controller(controller)
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{
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setWindowFlags(windowFlags() & ~Qt::WindowFullscreenButtonHint);
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setMinimumSize(300, 300);
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const GBAInputMap* map = controller->map();
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m_keyDU = new KeyEditor(this);
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m_keyDD = new KeyEditor(this);
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m_keyDL = new KeyEditor(this);
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m_keyDR = new KeyEditor(this);
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m_keySelect = new KeyEditor(this);
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m_keyStart = new KeyEditor(this);
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m_keyA = new KeyEditor(this);
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m_keyB = new KeyEditor(this);
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m_keyL = new KeyEditor(this);
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m_keyR = new KeyEditor(this);
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refresh();
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#ifdef BUILD_SDL
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if (type == SDL_BINDING_BUTTON) {
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controller->recalibrateAxes();
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lookupAxes(map);
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m_profileSelect = new QComboBox(this);
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m_profileSelect->addItems(controller->connectedGamepads(type));
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int activeGamepad = controller->gamepad(type);
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if (activeGamepad > 0) {
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m_profileSelect->setCurrentIndex(activeGamepad);
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}
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connect(m_profileSelect, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), [this] (int i) {
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m_controller->setGamepad(m_type, i);
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m_profile = m_profileSelect->currentText();
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m_controller->loadProfile(m_type, m_profile);
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refresh();
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});
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}
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#endif
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connect(m_keyDU, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyDD, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyDL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyDR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keySelect, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyStart, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyA, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyB, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyL, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyR, SIGNAL(valueChanged(int)), this, SLOT(setNext()));
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connect(m_keyDU, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyDD, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyDL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyDR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keySelect, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyStart, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyA, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyB, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyL, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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connect(m_keyR, SIGNAL(axisChanged(int, int)), this, SLOT(setNext()));
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m_buttons = new QWidget(this);
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QVBoxLayout* layout = new QVBoxLayout;
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m_buttons->setLayout(layout);
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QPushButton* setAll = new QPushButton(tr("Set all"));
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connect(setAll, SIGNAL(pressed()), this, SLOT(setAll()));
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layout->addWidget(setAll);
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QPushButton* save = new QPushButton(tr("Save"));
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connect(save, SIGNAL(pressed()), this, SLOT(save()));
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layout->addWidget(save);
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layout->setSpacing(6);
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m_keyOrder = QList<KeyEditor*>{
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m_keyDU,
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m_keyDR,
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m_keyDD,
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m_keyDL,
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m_keyA,
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m_keyB,
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m_keySelect,
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m_keyStart,
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m_keyL,
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m_keyR
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};
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m_currentKey = m_keyOrder.end();
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m_background.load(":/res/keymap.qpic");
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setAll->setFocus();
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}
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void GBAKeyEditor::setAll() {
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m_currentKey = m_keyOrder.begin();
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(*m_currentKey)->setFocus();
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}
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void GBAKeyEditor::resizeEvent(QResizeEvent* event) {
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setLocation(m_buttons, 0.5, 0.2);
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setLocation(m_keyDU, DPAD_CENTER_X, DPAD_CENTER_Y - DPAD_HEIGHT);
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setLocation(m_keyDD, DPAD_CENTER_X, DPAD_CENTER_Y + DPAD_HEIGHT);
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setLocation(m_keyDL, DPAD_CENTER_X - DPAD_WIDTH, DPAD_CENTER_Y);
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setLocation(m_keyDR, DPAD_CENTER_X + DPAD_WIDTH, DPAD_CENTER_Y);
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setLocation(m_keySelect, 0.415, 0.93);
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setLocation(m_keyStart, 0.585, 0.93);
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setLocation(m_keyA, 0.826, 0.451);
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setLocation(m_keyB, 0.667, 0.490);
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setLocation(m_keyL, 0.1, 0.1);
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setLocation(m_keyR, 0.9, 0.1);
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if (m_profileSelect) {
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setLocation(m_profileSelect, 0.5, 0.7);
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}
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}
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void GBAKeyEditor::paintEvent(QPaintEvent* event) {
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QPainter painter(this);
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painter.scale(width() / 480.0, height() / 480.0);
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painter.drawPicture(0, 0, m_background);
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}
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void GBAKeyEditor::setNext() {
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findFocus();
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if (m_currentKey == m_keyOrder.end()) {
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return;
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}
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++m_currentKey;
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if (m_currentKey != m_keyOrder.end()) {
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(*m_currentKey)->setFocus();
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} else {
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(*(m_currentKey - 1))->clearFocus();
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}
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}
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void GBAKeyEditor::save() {
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bindKey(m_keyDU, GBA_KEY_UP);
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bindKey(m_keyDD, GBA_KEY_DOWN);
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bindKey(m_keyDL, GBA_KEY_LEFT);
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bindKey(m_keyDR, GBA_KEY_RIGHT);
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bindKey(m_keySelect, GBA_KEY_SELECT);
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bindKey(m_keyStart, GBA_KEY_START);
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bindKey(m_keyA, GBA_KEY_A);
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bindKey(m_keyB, GBA_KEY_B);
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bindKey(m_keyL, GBA_KEY_L);
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bindKey(m_keyR, GBA_KEY_R);
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m_controller->saveConfiguration(m_type);
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#ifdef BUILD_SDL
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if (m_profileSelect) {
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m_controller->setPreferredGamepad(m_type, m_profileSelect->currentText());
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}
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#endif
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if (!m_profile.isNull()) {
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m_controller->saveProfile(m_type, m_profile);
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}
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}
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void GBAKeyEditor::refresh() {
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const GBAInputMap* map = m_controller->map();
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lookupBinding(map, m_keyDU, GBA_KEY_UP);
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lookupBinding(map, m_keyDD, GBA_KEY_DOWN);
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lookupBinding(map, m_keyDL, GBA_KEY_LEFT);
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lookupBinding(map, m_keyDR, GBA_KEY_RIGHT);
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lookupBinding(map, m_keySelect, GBA_KEY_SELECT);
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lookupBinding(map, m_keyStart, GBA_KEY_START);
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lookupBinding(map, m_keyA, GBA_KEY_A);
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lookupBinding(map, m_keyB, GBA_KEY_B);
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lookupBinding(map, m_keyL, GBA_KEY_L);
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lookupBinding(map, m_keyR, GBA_KEY_R);
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}
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void GBAKeyEditor::lookupBinding(const GBAInputMap* map, KeyEditor* keyEditor, GBAKey key) {
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#ifdef BUILD_SDL
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if (m_type == SDL_BINDING_BUTTON) {
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int value = GBAInputQueryBinding(map, m_type, key);
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if (value != GBA_NO_MAPPING) {
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keyEditor->setValueButton(value);
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}
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return;
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}
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#endif
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keyEditor->setValueKey(GBAInputQueryBinding(map, m_type, key));
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}
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#ifdef BUILD_SDL
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void GBAKeyEditor::lookupAxes(const GBAInputMap* map) {
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GBAInputEnumerateAxes(map, m_type, [](int axis, const GBAAxis* description, void* user) {
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GBAKeyEditor* self = static_cast<GBAKeyEditor*>(user);
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if (description->highDirection != GBA_KEY_NONE) {
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KeyEditor* key = self->keyById(description->highDirection);
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if (key) {
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key->setValueAxis(axis, description->deadHigh);
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}
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}
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if (description->lowDirection != GBA_KEY_NONE) {
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KeyEditor* key = self->keyById(description->lowDirection);
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if (key) {
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key->setValueAxis(axis, description->deadLow);
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}
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}
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}, this);
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}
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#endif
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void GBAKeyEditor::bindKey(const KeyEditor* keyEditor, GBAKey key) {
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#ifdef BUILD_SDL
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if (keyEditor->direction() != GamepadAxisEvent::NEUTRAL) {
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m_controller->bindAxis(m_type, keyEditor->value(), keyEditor->direction(), key);
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} else {
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#endif
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m_controller->bindKey(m_type, keyEditor->value(), key);
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#ifdef BUILD_SDL
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}
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#endif
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}
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bool GBAKeyEditor::findFocus() {
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if (m_currentKey != m_keyOrder.end() && (*m_currentKey)->hasFocus()) {
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return true;
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}
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for (auto key = m_keyOrder.begin(); key != m_keyOrder.end(); ++key) {
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if ((*key)->hasFocus()) {
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m_currentKey = key;
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return true;
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}
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}
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return false;
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}
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#ifdef BUILD_SDL
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void GBAKeyEditor::setAxisValue(int axis, int32_t value) {
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if (!findFocus()) {
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return;
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}
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KeyEditor* focused = *m_currentKey;
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focused->setValueAxis(axis, value);
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}
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#endif
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KeyEditor* GBAKeyEditor::keyById(GBAKey key) {
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switch (key) {
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case GBA_KEY_UP:
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return m_keyDU;
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case GBA_KEY_DOWN:
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return m_keyDD;
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case GBA_KEY_LEFT:
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return m_keyDL;
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case GBA_KEY_RIGHT:
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return m_keyDR;
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case GBA_KEY_A:
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return m_keyA;
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case GBA_KEY_B:
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return m_keyB;
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case GBA_KEY_L:
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return m_keyL;
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case GBA_KEY_R:
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return m_keyR;
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case GBA_KEY_SELECT:
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return m_keySelect;
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case GBA_KEY_START:
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return m_keyStart;
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default:
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break;
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}
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return nullptr;
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}
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void GBAKeyEditor::setLocation(QWidget* widget, qreal x, qreal y) {
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QSize s = size();
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QSize hint = widget->sizeHint();
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widget->setGeometry(s.width() * x - hint.width() / 2.0, s.height() * y - hint.height() / 2.0, hint.width(),
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hint.height());
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}
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