mgba/src/platform/qt/SensorView.cpp

132 lines
4.3 KiB
C++

/* 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/. */
#include "SensorView.h"
#include "GameController.h"
#include "GamepadAxisEvent.h"
#include "InputController.h"
using namespace QGBA;
SensorView::SensorView(GameController* controller, InputController* input, QWidget* parent)
: QWidget(parent)
, m_controller(controller)
, m_input(input)
, m_rotation(input->rotationSource())
{
m_ui.setupUi(this);
connect(m_ui.lightSpin, SIGNAL(valueChanged(int)), this, SLOT(setLuminanceValue(int)));
connect(m_ui.lightSlide, SIGNAL(valueChanged(int)), this, SLOT(setLuminanceValue(int)));
connect(m_ui.timeNoOverride, SIGNAL(clicked()), controller, SLOT(setRealTime()));
connect(m_ui.timeFixed, &QRadioButton::clicked, [controller, this] () {
controller->setFixedTime(m_ui.time->dateTime());
});
connect(m_ui.timeFakeEpoch, &QRadioButton::clicked, [controller, this] () {
controller->setFakeEpoch(m_ui.time->dateTime());
});
connect(m_ui.time, &QDateTimeEdit::dateTimeChanged, [controller, this] (const QDateTime&) {
m_ui.timeButtons->checkedButton()->clicked();
});
connect(m_ui.timeNow, &QPushButton::clicked, [controller, this] () {
m_ui.time->setDateTime(QDateTime::currentDateTime());
});
connect(m_controller, SIGNAL(luminanceValueChanged(int)), this, SLOT(luminanceValueChanged(int)));
m_timer.setInterval(2);
connect(&m_timer, SIGNAL(timeout()), this, SLOT(updateSensors()));
if (!m_rotation || !m_rotation->readTiltX || !m_rotation->readTiltY) {
m_ui.tilt->hide();
} else {
m_timer.start();
}
if (!m_rotation || !m_rotation->readGyroZ) {
m_ui.gyro->hide();
} else {
m_timer.start();
}
jiggerer(m_ui.tiltSetX, &InputController::registerTiltAxisX);
jiggerer(m_ui.tiltSetY, &InputController::registerTiltAxisY);
jiggerer(m_ui.gyroSetX, &InputController::registerGyroAxisX);
jiggerer(m_ui.gyroSetY, &InputController::registerGyroAxisY);
m_ui.gyroSensitivity->setValue(m_input->gyroSensitivity() / 1e8f);
connect(m_ui.gyroSensitivity, static_cast<void (QDoubleSpinBox::*)(double)>(&QDoubleSpinBox::valueChanged), [this](double value) {
m_input->setGyroSensitivity(value * 1e8f);
});
}
void SensorView::jiggerer(QAbstractButton* button, void (InputController::*setter)(int)) {
connect(button, &QAbstractButton::toggled, [this, button, setter](bool checked) {
if (!checked) {
m_jiggered = nullptr;
} else {
m_jiggered = [this, button, setter](int axis) {
(m_input->*setter)(axis);
button->setChecked(false);
};
}
});
button->installEventFilter(this);
}
bool SensorView::eventFilter(QObject*, QEvent* event) {
if (event->type() == GamepadAxisEvent::Type()) {
GamepadAxisEvent* gae = static_cast<GamepadAxisEvent*>(event);
gae->accept();
if (m_jiggered && gae->direction() != GamepadAxisEvent::NEUTRAL && gae->isNew()) {
m_jiggered(gae->axis());
}
return true;
}
return false;
}
void SensorView::updateSensors() {
m_controller->threadInterrupt();
if (m_rotation->sample &&
(!m_controller->isLoaded() || !(m_controller->thread()->gba->memory.hw.devices & (HW_GYRO | HW_TILT)))) {
m_rotation->sample(m_rotation);
m_rotation->sample(m_rotation);
m_rotation->sample(m_rotation);
m_rotation->sample(m_rotation);
m_rotation->sample(m_rotation);
m_rotation->sample(m_rotation);
m_rotation->sample(m_rotation);
m_rotation->sample(m_rotation);
}
if (m_rotation->readTiltX && m_rotation->readTiltY) {
float x = m_rotation->readTiltX(m_rotation);
float y = m_rotation->readTiltY(m_rotation);
m_ui.tiltX->setValue(x / 469762048.0f); // TODO: Document this value (0xE0 << 21)
m_ui.tiltY->setValue(y / 469762048.0f);
}
if (m_rotation->readGyroZ) {
m_ui.gyroView->setValue(m_rotation->readGyroZ(m_rotation));
}
m_controller->threadContinue();
}
void SensorView::setLuminanceValue(int value) {
value = std::max(0, std::min(value, 255));
m_controller->setLuminanceValue(value);
}
void SensorView::luminanceValueChanged(int value) {
bool oldState;
oldState = m_ui.lightSpin->blockSignals(true);
m_ui.lightSpin->setValue(value);
m_ui.lightSpin->blockSignals(oldState);
oldState = m_ui.lightSlide->blockSignals(true);
m_ui.lightSlide->setValue(value);
m_ui.lightSlide->blockSignals(oldState);
}