/* PCSX2 - PS2 Emulator for PCs * Copyright (C) 2002-2022 PCSX2 Dev Team * * PCSX2 is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * PCSX2 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 PCSX2. * If not, see . */ #include "PrecompiledHeader.h" #include "QtHost.h" #include "QtUtils.h" #include "Settings/InputBindingDialog.h" #include "Settings/InputBindingWidget.h" #include #include #include #include // _BitScanForward() #include "pcsx2/GS/GSIntrin.h" InputBindingDialog::InputBindingDialog(SettingsInterface* sif, std::string section_name, std::string key_name, std::vector bindings, QWidget* parent) : QDialog(parent) , m_sif(sif) , m_section_name(std::move(section_name)) , m_key_name(std::move(key_name)) , m_bindings(std::move(bindings)) { m_ui.setupUi(this); m_ui.title->setText( tr("Bindings for %1 %2").arg(QString::fromStdString(m_section_name)).arg(QString::fromStdString(m_key_name))); m_ui.buttonBox->button(QDialogButtonBox::Close)->setText(tr("Close")); connect(m_ui.addBinding, &QPushButton::clicked, this, &InputBindingDialog::onAddBindingButtonClicked); connect(m_ui.removeBinding, &QPushButton::clicked, this, &InputBindingDialog::onRemoveBindingButtonClicked); connect(m_ui.clearBindings, &QPushButton::clicked, this, &InputBindingDialog::onClearBindingsButtonClicked); connect(m_ui.buttonBox, &QDialogButtonBox::rejected, [this]() { done(0); }); updateList(); } InputBindingDialog::~InputBindingDialog() { Q_ASSERT(!isListeningForInput()); } bool InputBindingDialog::eventFilter(QObject* watched, QEvent* event) { const QEvent::Type event_type = event->type(); // if the key is being released, set the input if (event_type == QEvent::KeyRelease || event_type == QEvent::MouseButtonRelease) { addNewBinding(); stopListeningForInput(); return true; } else if (event_type == QEvent::KeyPress) { const QKeyEvent* key_event = static_cast(event); m_new_bindings.push_back(InputManager::MakeHostKeyboardKey(QtUtils::KeyEventToCode(key_event))); return true; } else if (event_type == QEvent::MouseButtonPress || event_type == QEvent::MouseButtonDblClick) { // double clicks get triggered if we click bind, then click again quickly. unsigned long button_index; if (_BitScanForward(&button_index, static_cast(static_cast(event)->button()))) m_new_bindings.push_back(InputManager::MakePointerButtonKey(0, button_index)); return true; } else if (event_type == QEvent::Wheel) { const QPoint delta_angle(static_cast(event)->angleDelta()); const float dx = std::clamp(static_cast(delta_angle.x()) / QtUtils::MOUSE_WHEEL_DELTA, -1.0f, 1.0f); if (dx != 0.0f) { InputBindingKey key(InputManager::MakePointerAxisKey(0, InputPointerAxis::WheelX)); key.negative = (dx < 0.0f); m_new_bindings.push_back(key); } const float dy = std::clamp(static_cast(delta_angle.y()) / QtUtils::MOUSE_WHEEL_DELTA, -1.0f, 1.0f); if (dy != 0.0f) { InputBindingKey key(InputManager::MakePointerAxisKey(0, InputPointerAxis::WheelY)); key.negative = (dy < 0.0f); m_new_bindings.push_back(key); } if (dx != 0.0f || dy != 0.0f) { addNewBinding(); stopListeningForInput(); } return true; } else if (event_type == QEvent::MouseMove && m_mouse_mapping_enabled) { // if we've moved more than a decent distance from the center of the widget, bind it. // this is so we don't accidentally bind to the mouse if you bump it while reaching for your pad. static constexpr const s32 THRESHOLD = 50; const QPoint diff(static_cast(event)->globalPos() - m_input_listen_start_position); bool has_one = false; if (std::abs(diff.x()) >= THRESHOLD) { InputBindingKey key(InputManager::MakePointerAxisKey(0, InputPointerAxis::X)); key.negative = (diff.x() < 0); m_new_bindings.push_back(key); has_one = true; } if (std::abs(diff.y()) >= THRESHOLD) { InputBindingKey key(InputManager::MakePointerAxisKey(0, InputPointerAxis::Y)); key.negative = (diff.y() < 0); m_new_bindings.push_back(key); has_one = true; } if (has_one) { addNewBinding(); stopListeningForInput(); return true; } } return false; } void InputBindingDialog::onInputListenTimerTimeout() { m_input_listen_remaining_seconds--; if (m_input_listen_remaining_seconds == 0) { stopListeningForInput(); return; } m_ui.status->setText(tr("Push Button/Axis... [%1]").arg(m_input_listen_remaining_seconds)); } void InputBindingDialog::startListeningForInput(u32 timeout_in_seconds) { m_new_bindings.clear(); m_mouse_mapping_enabled = InputBindingWidget::isMouseMappingEnabled(); m_input_listen_start_position = QCursor::pos(); m_input_listen_timer = new QTimer(this); m_input_listen_timer->setSingleShot(false); m_input_listen_timer->start(1000); m_input_listen_timer->connect(m_input_listen_timer, &QTimer::timeout, this, &InputBindingDialog::onInputListenTimerTimeout); m_input_listen_remaining_seconds = timeout_in_seconds; m_ui.status->setText(tr("Push Button/Axis... [%1]").arg(m_input_listen_remaining_seconds)); m_ui.addBinding->setEnabled(false); m_ui.removeBinding->setEnabled(false); m_ui.clearBindings->setEnabled(false); m_ui.buttonBox->setEnabled(false); installEventFilter(this); grabKeyboard(); grabMouse(); setMouseTracking(true); hookInputManager(); } void InputBindingDialog::stopListeningForInput() { m_ui.status->clear(); m_ui.addBinding->setEnabled(true); m_ui.removeBinding->setEnabled(true); m_ui.clearBindings->setEnabled(true); m_ui.buttonBox->setEnabled(true); delete m_input_listen_timer; m_input_listen_timer = nullptr; unhookInputManager(); releaseMouse(); releaseKeyboard(); setMouseTracking(false); removeEventFilter(this); } void InputBindingDialog::addNewBinding() { if (m_new_bindings.empty()) return; const std::string new_binding( InputManager::ConvertInputBindingKeysToString(m_new_bindings.data(), m_new_bindings.size())); if (!new_binding.empty()) { if (std::find(m_bindings.begin(), m_bindings.end(), new_binding) != m_bindings.end()) return; m_ui.bindingList->addItem(QString::fromStdString(new_binding)); m_bindings.push_back(std::move(new_binding)); saveListToSettings(); } } void InputBindingDialog::onAddBindingButtonClicked() { if (isListeningForInput()) stopListeningForInput(); startListeningForInput(TIMEOUT_FOR_BINDING); } void InputBindingDialog::onRemoveBindingButtonClicked() { const int row = m_ui.bindingList->currentRow(); if (row < 0 || static_cast(row) >= m_bindings.size()) return; m_bindings.erase(m_bindings.begin() + row); delete m_ui.bindingList->takeItem(row); saveListToSettings(); } void InputBindingDialog::onClearBindingsButtonClicked() { m_bindings.clear(); m_ui.bindingList->clear(); saveListToSettings(); } void InputBindingDialog::updateList() { m_ui.bindingList->clear(); for (const std::string& binding : m_bindings) m_ui.bindingList->addItem(QString::fromStdString(binding)); } void InputBindingDialog::saveListToSettings() { if (m_sif) { if (!m_bindings.empty()) m_sif->SetStringList(m_section_name.c_str(), m_key_name.c_str(), m_bindings); else m_sif->DeleteValue(m_section_name.c_str(), m_key_name.c_str()); m_sif->Save(); g_emu_thread->reloadGameSettings(); } else { if (!m_bindings.empty()) Host::SetBaseStringListSettingValue(m_section_name.c_str(), m_key_name.c_str(), m_bindings); else Host::RemoveBaseSettingValue(m_section_name.c_str(), m_key_name.c_str()); Host::CommitBaseSettingChanges(); g_emu_thread->reloadInputBindings(); } } void InputBindingDialog::inputManagerHookCallback(InputBindingKey key, float value) { const float abs_value = std::abs(value); for (InputBindingKey other_key : m_new_bindings) { if (other_key.MaskDirection() == key.MaskDirection()) { if (abs_value < 0.5f) { // if this key is in our new binding list, it's a "release", and we're done addNewBinding(); stopListeningForInput(); return; } // otherwise, keep waiting return; } } // new binding, add it to the list, but wait for a decent distance first, and then wait for release if (abs_value >= 0.5f) { InputBindingKey key_to_add = key; key_to_add.negative = (value < 0.0f); m_new_bindings.push_back(key_to_add); } } void InputBindingDialog::hookInputManager() { InputManager::SetHook([this](InputBindingKey key, float value) { QMetaObject::invokeMethod(this, "inputManagerHookCallback", Qt::QueuedConnection, Q_ARG(InputBindingKey, key), Q_ARG(float, value)); return InputInterceptHook::CallbackResult::StopProcessingEvent; }); } void InputBindingDialog::unhookInputManager() { InputManager::RemoveHook(); }