mgba/src/platform/qt/InputItem.h

79 lines
2.6 KiB
C++

/* 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 <functional>
#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