pcsx2/plugins/onepad/Linux/dialog.cpp

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/* OnePAD
* Copyright (C) 2015
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "dialog.h"
// Construtor of Dialog
Dialog::Dialog() : wxFrame( NULL, // Parent
wxID_ANY, // ID
_T("OnePad configuration"), // Title
wxDefaultPosition, // Position
wxSize(1000, 760), // Width + Lenght
// Style
wxSYSTEM_MENU |
wxCAPTION |
wxCLOSE_BOX |
wxCLIP_CHILDREN
)
{
/*
* Define the size and the position of each button :
* padding[ButtonID][0] : Width
* padding[ButtonID][1] : Height
* padding[ButtonID][2] : x position
* padding[ButtonID][3] : y position
*/
int padding[BUTTONS_LENGHT][4];
// L1
padding[PAD_L1][0] = 218; // Width
padding[PAD_L1][1] = 28; // Height
padding[PAD_L1][2] = 50; // X
padding[PAD_L1][3] = 174; // Y
// L2
padding[PAD_L2][0] = 218; // Width
padding[PAD_L2][1] = 28; // Height
padding[PAD_L2][2] = 50; // X
padding[PAD_L2][3] = 103; // Y
// R1
padding[PAD_R1][0] = 218; // Width
padding[PAD_R1][1] = 28; // Height
padding[PAD_R1][2] = 726; // X
padding[PAD_R1][3] = 174; // Y
// R2
padding[PAD_R2][0] = 218; // Width
padding[PAD_R2][1] = 28; // Height
padding[PAD_R2][2] = 726; // X
padding[PAD_R2][3] = 103; // Y
// Triangle
padding[PAD_TRIANGLE][0] = 218; // Width
padding[PAD_TRIANGLE][1] = 28; // Height
padding[PAD_TRIANGLE][2] = 726; // X
padding[PAD_TRIANGLE][3] = 244; // Y
// Circle
padding[PAD_CIRCLE][0] = 218; // Width
padding[PAD_CIRCLE][1] = 28; // Height
padding[PAD_CIRCLE][2] = 726; // X
padding[PAD_CIRCLE][3] = 317; // Y
// Cross
padding[PAD_CROSS][0] = 218; // Width
padding[PAD_CROSS][1] = 28; // Height
padding[PAD_CROSS][2] = 726; // X
padding[PAD_CROSS][3] = 389; // Y
// Square
padding[PAD_SQUARE][0] = 218; // Width
padding[PAD_SQUARE][1] = 28; // Height
padding[PAD_SQUARE][2] = 726; // X
padding[PAD_SQUARE][3] = 461; // Y
// Directional pad up
padding[PAD_UP][0] = 100; // Width
padding[PAD_UP][1] = 25; // Height
padding[PAD_UP][2] = 108; // X
padding[PAD_UP][3] = 288; // Y
// Directional pad down
padding[PAD_DOWN][0] = 100; // Width
padding[PAD_DOWN][1] = 25; // Height
padding[PAD_DOWN][2] = 108; // X
padding[PAD_DOWN][3] = 338; // Y
// Directional pad right
padding[PAD_RIGHT][0] = 109; // Width
padding[PAD_RIGHT][1] = 25; // Height
padding[PAD_RIGHT][2] = 159; // X
padding[PAD_RIGHT][3] = 313; // Y
// Directional pad left
padding[PAD_LEFT][0] = 109; // Width
padding[PAD_LEFT][1] = 25; // Height
padding[PAD_LEFT][2] = 50; // X
padding[PAD_LEFT][3] = 313; // Y
// Left Joystick up
padding[PAD_L_UP][0] = 100; // Width
padding[PAD_L_UP][1] = 25; // Height
padding[PAD_L_UP][2] = 330; // X
padding[PAD_L_UP][3] = 525; // Y
// Left Joystick down
padding[PAD_L_DOWN][0] = 100; // Width
padding[PAD_L_DOWN][1] = 25; // Height
padding[PAD_L_DOWN][2] = 330; // X
padding[PAD_L_DOWN][3] = 575; // Y
// Left Joystick right
padding[PAD_L_RIGHT][0] = 109; // Width
padding[PAD_L_RIGHT][1] = 25; // Height
padding[PAD_L_RIGHT][2] = 382; // X
padding[PAD_L_RIGHT][3] = 550; // Y
// Left Joystick left
padding[PAD_L_LEFT][0] = 109; // Width
padding[PAD_L_LEFT][1] = 25; // Height
padding[PAD_L_LEFT][2] = 273; // X
padding[PAD_L_LEFT][3] = 550; // Y
// L3
padding[PAD_L3][0] = 218; // Width
padding[PAD_L3][1] = 28; // Height
padding[PAD_L3][2] = 273; // X
padding[PAD_L3][3] = 642; // Y
// Right Joystick up
padding[PAD_R_UP][0] = 100; // Width
padding[PAD_R_UP][1] = 25; // Height
padding[PAD_R_UP][2] = 560; // X
padding[PAD_R_UP][3] = 525; // Y
// Right Joystick down
padding[PAD_R_DOWN][0] = 100; // Width
padding[PAD_R_DOWN][1] = 25; // Height
padding[PAD_R_DOWN][2] = 560; // X
padding[PAD_R_DOWN][3] = 575; // Y
// Right Joystick right
padding[PAD_R_RIGHT][0] = 109; // Width
padding[PAD_R_RIGHT][1] = 25; // Height
padding[PAD_R_RIGHT][2] = 612; // X
padding[PAD_R_RIGHT][3] = 550; // Y
// Right Joystick left
padding[PAD_R_LEFT][0] = 109; // Width
padding[PAD_R_LEFT][1] = 25; // Height
padding[PAD_R_LEFT][2] = 503; // X
padding[PAD_R_LEFT][3] = 550; // Y
// R3
padding[PAD_R3][0] = 218; // Width
padding[PAD_R3][1] = 28; // Height
padding[PAD_R3][2] = 503; // X
padding[PAD_R3][3] = 642; // Y
// Start
padding[PAD_START][0] = 218; // Width
padding[PAD_START][1] = 28; // Height
padding[PAD_START][2] = 503; // X
padding[PAD_START][3] = 32; // Y
// Select
padding[PAD_SELECT][0] = 218; // Width
padding[PAD_SELECT][1] = 28; // Height
padding[PAD_SELECT][2] = 273; // X
padding[PAD_SELECT][3] = 32; // Y
// Analog
padding[Analog][0] = 218; // Width
padding[Analog][1] = 28; // Height
padding[Analog][2] = 50; // X
padding[Analog][3] = 450; // Y
// Left Joystick Configuration
padding[JoyL_config][0] = 180; // Width
padding[JoyL_config][1] = 28; // Height
padding[JoyL_config][2] = 50; // X
padding[JoyL_config][3] = 550; // Y
// Right Joystick Configuration
padding[JoyR_config][0] = 180; // Width
padding[JoyR_config][1] = 28; // Height
padding[JoyR_config][2] = 764; // X
padding[JoyR_config][3] = 550; // Y
// Gamepad Configuration
padding[Gamepad_config][0] = 180; // Width
padding[Gamepad_config][1] = 28; // Height
padding[Gamepad_config][2] = 50; // X
padding[Gamepad_config][3] = 585; // Y
// Apply modifications without exit
padding[Apply][0] = 70; // Width
padding[Apply][1] = 28; // Height
padding[Apply][2] = 833; // X
padding[Apply][3] = 642; // Y
// Ok button
padding[Ok][0] = 70; // Width
padding[Ok][1] = 28; // Height
padding[Ok][2] = 913; // X
padding[Ok][3] = 642; // Y
// Cancel button
padding[Cancel][0] = 70; // Width
padding[Cancel][1] = 28; // Height
padding[Cancel][2] = 753; // X
padding[Cancel][3] = 642; // Y
// create a new Notebook
this->tab_gamepad = new wxNotebook(this, wxID_ANY);
for(int i=0; i<GAMEPAD_NUMBER; ++i)
{
// Tabs panels
this->pan_tabs[i] = new opPanel(
this->tab_gamepad,
wxID_ANY,
wxDefaultPosition,
wxSize(1000, 760)
);
// Add new page
// Define label
std::stringstream sstm;
std::string label = "Gamepad ";
sstm << label << i;
// New page creation
this->tab_gamepad->AddPage(
this->pan_tabs[i], // Parent
sstm.str(), // Title
0, // select (if 1 the tab is selected, 0 otherwise)
wxEXPAND // Specifies the optional image index for the new page.
);
for(int j=0; j<BUTTONS_LENGHT; ++j)
{
// Gamepad buttons
this->bt_gamepad[i][j] = new wxButton(
this->pan_tabs[i], // Parent
wxID_HIGHEST+j+1, // ID
_T("Undefined"), // Label
wxPoint(padding[j][2], padding[j][3]), // Position
wxSize(padding[j][0], padding[j][1]) // Size
);
}
// Redefine others gui buttons label
this->bt_gamepad[i][JoyL_config]->SetLabel(_T("&Left Joystick Config"));
this->bt_gamepad[i][JoyR_config]->SetLabel(_T("&Right Joystick Config"));
this->bt_gamepad[i][Gamepad_config]->SetLabel(_T("&Gamepad Configuration"));
this->bt_gamepad[i][Cancel]->SetLabel(_T("&Cancel"));
this->bt_gamepad[i][Apply]->SetLabel(_T("&Apply"));
this->bt_gamepad[i][Ok]->SetLabel(_T("&Ok"));
// Disable analog button (not yet supported)
this->bt_gamepad[i][Analog]->Disable();
}
// Connect the buttons to the OnButtonClicked Event
this->Connect(
wxEVT_COMMAND_BUTTON_CLICKED,
wxCommandEventHandler(Dialog::OnButtonClicked)
);
time_update_gui.SetOwner(this);
this->Connect(
wxEVT_TIMER,
wxCommandEventHandler(Dialog::JoystickEvent)
);
time_update_gui.Start(UPDATE_TIME, wxTIMER_CONTINUOUS);
for(int i=0; i<GAMEPAD_NUMBER; ++i)
{
for(int j=0; j<NB_IMG; ++j)
{
this->pressed[i][j] = false;
}
}
}
void Dialog::InitDialog()
{
GamePad::EnumerateGamePads(s_vgamePad); // activate gamepads
LoadConfig(); // Load configuration from the ini file
this->repopulate(); // Set label and fit simulated key array
}
/****************************************/
/*********** Events functions ***********/
/****************************************/
void Dialog::OnButtonClicked(wxCommandEvent &event)
{
// Affichage d'un message à chaque clic sur le bouton
wxButton* bt_tmp = (wxButton*)event.GetEventObject(); // get the button object
int bt_id = bt_tmp->GetId()-wxID_HIGHEST-1; // get the real ID
int gamepad_id = this->tab_gamepad->GetSelection(); // get the tab ID (equivalent to the gamepad id)
if(bt_id >= 0 && bt_id <= PAD_R_LEFT) // if the button ID is a gamepad button
{
bt_tmp->Disable(); // switch the button state to "Disable"
this->config_key(gamepad_id, bt_id);
bt_tmp->Enable(); // switch the button state to "Enable"
}
else if(bt_id == Gamepad_config) // If the button ID is equals to the Gamepad_config button ID
{
this->frm_gamepad_config = new GamepadConfiguration(gamepad_id, this);
this->frm_gamepad_config->InitGamepadConfiguration();
this->frm_gamepad_config->Show(true);
}
else if(bt_id == JoyL_config) // If the button ID is equals to the JoyL_config button ID
{
this->frm_joystick_config = new JoystickConfiguration(gamepad_id, true, this);
this->frm_joystick_config->InitJoystickConfiguration();
this->frm_joystick_config->Show(true);
}
else if(bt_id == JoyR_config) // If the button ID is equals to the JoyR_config button ID
{
this->frm_joystick_config = new JoystickConfiguration(gamepad_id, false, this);
this->frm_joystick_config->InitJoystickConfiguration();
this->frm_joystick_config->Show(true);
}
else if(bt_id == Ok) // If the button ID is equals to the Ok button ID
{
SaveConfig(); // Save the configuration
Close(); // Close the window
}
else if(bt_id == Apply) // If the button ID is equals to the Apply button ID
{
SaveConfig(); // Save the configuration
}
else if(bt_id == Cancel) // If the button ID is equals to the cancel button ID
{
Close(); // Close the window
}
}
void Dialog::JoystickEvent(wxCommandEvent& event)
{
#ifdef SDL_BUILD
u32 key;
int map;
std::map<u32,int>::iterator it;
std::map<u32,int>::iterator it2;
SDL_JoystickEventState(SDL_ENABLE);
SDL_Event events;
while(SDL_PollEvent(&events))
{
switch(events.type)
{
case SDL_KEYDOWN:
case SDL_KEYUP:
fprintf(stderr, "%d\n", events.key.keysym);
break;
case SDL_JOYAXISMOTION:
key = axis_to_key(false, (events.jaxis.value<0), events.jaxis.axis);
it=this->map_images[events.jaxis.which].find(key);
if(it != this->map_images[events.jaxis.which].end())
{
map = this->map_images[events.jaxis.which][key];
if(events.jaxis.value == 0)
{
if(map >= PAD_L_UP && map <= PAD_L_LEFT)
this->pan_tabs[events.jaxis.which]->HideImg(img_left_cursor);
else if(map >= PAD_R_UP && map <= PAD_R_LEFT)
this->pan_tabs[events.jaxis.which]->HideImg(img_right_cursor);
}
else
{
if(map >= PAD_L_UP && map <= PAD_L_LEFT)
{
this->pan_tabs[events.jaxis.which]->MoveJoystick(events.jaxis.axis, events.jaxis.value);
this->pan_tabs[events.jaxis.which]->ShowImg(img_left_cursor);
}
else if(map >= PAD_R_UP && map <= PAD_R_LEFT)
{
this->pan_tabs[events.jaxis.which]->MoveJoystick(events.jaxis.axis, events.jaxis.value);
this->pan_tabs[events.jaxis.which]->ShowImg(img_right_cursor);
}
else if(map < PAD_L_UP) // if this is not a joystick
{
this->pan_tabs[events.jaxis.which]->ShowImg(map);
}
}
break;
}
// Hack Dualshock 4 (L2, R2)
key = axis_to_key(false, (events.jaxis.value>0), events.jaxis.axis);
it2=this->map_images[events.jaxis.which].find(key);
if(it2 != this->map_images[events.jaxis.which].end())
{
map = this->map_images[events.jaxis.which][key];
if(map < PAD_L_UP) // if this is not a joystick
{
this->pan_tabs[events.jaxis.which]->HideImg(map);
}
break;
}
break;
case SDL_JOYBUTTONDOWN:
key = button_to_key(events.jbutton.button);
it=this->map_images[events.jaxis.which].find(key);
if(it != this->map_images[events.jaxis.which].end())
{
map = this->map_images[events.jaxis.which][key];
this->pan_tabs[events.jaxis.which]->ShowImg(map);
}
break;
case SDL_JOYBUTTONUP:
key = button_to_key(events.jbutton.button);
it=this->map_images[events.jaxis.which].find(key);
if(it != this->map_images[events.jaxis.which].end())
{
map = this->map_images[events.jaxis.which][key];
this->pan_tabs[events.jaxis.which]->HideImg(map);
}
case SDL_JOYHATMOTION:
switch(events.jhat.value)
{
case SDL_HAT_UP:
key = hat_to_key(events.jhat.value, events.jhat.hat);
it=this->map_images[events.jaxis.which].find(key);
if(it != this->map_images[events.jaxis.which].end())
{
this->pan_tabs[events.jaxis.which]->ShowImg(img_dp_up);
}
break;
case SDL_HAT_DOWN:
key = hat_to_key(events.jhat.value, events.jhat.hat);
it=this->map_images[events.jaxis.which].find(key);
if(it != this->map_images[events.jaxis.which].end())
{
this->pan_tabs[events.jaxis.which]->ShowImg(img_dp_bottom);
}
break;
case SDL_HAT_RIGHT:
key = hat_to_key(events.jhat.value, events.jhat.hat);
it=this->map_images[events.jaxis.which].find(key);
if(it != this->map_images[events.jaxis.which].end())
{
this->pan_tabs[events.jaxis.which]->ShowImg(img_dp_right);
}
break;
case SDL_HAT_LEFT:
key = hat_to_key(events.jhat.value, events.jhat.hat);
it=this->map_images[events.jaxis.which].find(key);
if(it != this->map_images[events.jaxis.which].end())
{
this->pan_tabs[events.jaxis.which]->ShowImg(img_dp_left);
}
break;
case SDL_HAT_CENTERED:
this->pan_tabs[events.jaxis.which]->HideImg(img_dp_up);
this->pan_tabs[events.jaxis.which]->HideImg(img_dp_bottom);
this->pan_tabs[events.jaxis.which]->HideImg(img_dp_right);
this->pan_tabs[events.jaxis.which]->HideImg(img_dp_left);
}
break;
default:
break;
}
}
#endif // SDL_BUILD
}
/****************************************/
/*********** Methods functions **********/
/****************************************/
void Dialog::config_key(int pad, int key)
{
bool captured = false;
u32 key_pressed = 0;
// I don't have any guarantee that not-yet-pressed state is egual to released state
GamePad::UpdateReleaseState();
while (!captured)
{
vector<GamePad*>::iterator itjoy;
if (PollX11KeyboardMouseEvent(key_pressed))
{
// special case for keyboard/mouse to handle multiple keys
// Note: key_pressed == 0 when ESC is hit to abort the capture
if (key_pressed > 0)
{
this->clear_key(pad, key);
set_keyboad_key(pad, key_pressed, key);
this->simulatedKeys[pad][key] = key_pressed;
this->map_images[pad][key_pressed] = key;
}
captured = true;
}
else
{
GamePad::UpdateGamePadState();
itjoy = s_vgamePad.begin();
while ((itjoy != s_vgamePad.end()) && (!captured))
{
if ((*itjoy)->PollButtons(key_pressed))
{
this->clear_key(pad, key);
set_key(pad, key, key_pressed);
this->map_images[pad][key_pressed] = key;
captured = true;
}
else if((*itjoy)->PollAxes(key_pressed))
{
this->clear_key(pad, key);
set_key(pad, key, key_pressed);
this->map_images[pad][key_pressed] = key;
captured = true;
}
else if((*itjoy)->PollHats(key_pressed))
{
this->clear_key(pad, key);
set_key(pad, key, key_pressed);
this->map_images[pad][key_pressed] = key;
captured = true;
}
itjoy++;
}
}
}
this->bt_gamepad[pad][key]->SetLabel(
KeyName(pad, key, this->simulatedKeys[pad][key]).c_str()
);
}
void Dialog::clear_key(int pad, int key)
{
// Erase the keyboard binded key
u32 keysim = this->simulatedKeys[pad][key];
this->simulatedKeys[pad][key] = 0;
// erase gamepad entry (keysim map)
std::map<u32,u32>::iterator it1;
it1=conf->keysym_map[pad].find(keysim);
if(it1 != conf->keysym_map[pad].end())
conf->keysym_map[pad].erase(it1);
// erase gamepad entry (image map)
int val = get_key(pad, key);
std::map<u32,int>::iterator it2;
it2=this->map_images[pad].find(val);
if(it2 != this->map_images[pad].end())
{
this->map_images[pad].erase(it2);
}
// Erase the keyboard image map
//this->map_images[pad].erase(keysim);
// Erase the Gamepad binded key
set_key(pad, key, 0);
}
// Set button values
void Dialog::repopulate()
{
for(int gamepad_id=0; gamepad_id<GAMEPAD_NUMBER; ++gamepad_id)
{
for (int key = 0; key < MAX_KEYS; key++)
{
if (get_key(gamepad_id, key) != 0)
{
this->bt_gamepad[gamepad_id][key]->SetLabel(
KeyName(gamepad_id, key).c_str()
);
this->map_images[gamepad_id][get_key(gamepad_id, key)] = key;
}
}
// keyboard/mouse key
map<u32,u32>::iterator it;
for (it = conf->keysym_map[gamepad_id].begin();
it != conf->keysym_map[gamepad_id].end(); ++it)
{
int keysym = it->first;
int key = it->second;
this->bt_gamepad[gamepad_id][key]->SetLabel(
KeyName(gamepad_id, key, keysym).c_str()
);
this->simulatedKeys[gamepad_id][key] = keysym;
this->map_images[gamepad_id][keysym] = key;
}
}
}
// Main
void DisplayDialog()
{
Dialog* dialog = new Dialog();
dialog->InitDialog();
dialog->Show(true);
}