/* dialog.cpp * PCSX2 Dev Team * 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() : wxDialog(NULL, // Parent wxID_ANY, // ID _T("OnePad configuration"), // Title wxDefaultPosition, // Position wxSize(DEFAULT_WIDTH, DEFAULT_HEIGHT), // 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] = 175; // Y // L2 padding[PAD_L2][0] = 218; // Width padding[PAD_L2][1] = 28; // Height padding[PAD_L2][2] = 50; // X padding[PAD_L2][3] = 104; // Y // R1 padding[PAD_R1][0] = 218; // Width padding[PAD_R1][1] = 28; // Height padding[PAD_R1][2] = 726; // X padding[PAD_R1][3] = 175; // Y // R2 padding[PAD_R2][0] = 218; // Width padding[PAD_R2][1] = 28; // Height padding[PAD_R2][2] = 726; // X padding[PAD_R2][3] = 104; // Y // Triangle padding[PAD_TRIANGLE][0] = 218; // Width padding[PAD_TRIANGLE][1] = 28; // Height padding[PAD_TRIANGLE][2] = 726; // X padding[PAD_TRIANGLE][3] = 246; // Y // Circle padding[PAD_CIRCLE][0] = 218; // Width padding[PAD_CIRCLE][1] = 28; // Height padding[PAD_CIRCLE][2] = 726; // X padding[PAD_CIRCLE][3] = 319; // Y // Cross padding[PAD_CROSS][0] = 218; // Width padding[PAD_CROSS][1] = 28; // Height padding[PAD_CROSS][2] = 726; // X padding[PAD_CROSS][3] = 391; // Y // Square padding[PAD_SQUARE][0] = 218; // Width padding[PAD_SQUARE][1] = 28; // Height padding[PAD_SQUARE][2] = 726; // X padding[PAD_SQUARE][3] = 463; // 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] = 290; // 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] = 340; // 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] = 315; // 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] = 315; // Y // Left Joystick up padding[PAD_L_UP][0] = 100; // Width padding[PAD_L_UP][1] = 25; // Height padding[PAD_L_UP][2] = 325; // X padding[PAD_L_UP][3] = 527; // Y // Left Joystick down padding[PAD_L_DOWN][0] = 100; // Width padding[PAD_L_DOWN][1] = 25; // Height padding[PAD_L_DOWN][2] = 325; // X padding[PAD_L_DOWN][3] = 577; // Y // Left Joystick right padding[PAD_L_RIGHT][0] = 109; // Width padding[PAD_L_RIGHT][1] = 25; // Height padding[PAD_L_RIGHT][2] = 377; // X padding[PAD_L_RIGHT][3] = 552; // Y // Left Joystick left padding[PAD_L_LEFT][0] = 109; // Width padding[PAD_L_LEFT][1] = 25; // Height padding[PAD_L_LEFT][2] = 268; // X padding[PAD_L_LEFT][3] = 552; // Y // L3 padding[PAD_L3][0] = 218; // Width padding[PAD_L3][1] = 28; // Height padding[PAD_L3][2] = 268; // X padding[PAD_L3][3] = 641; // Y // Right Joystick up padding[PAD_R_UP][0] = 100; // Width padding[PAD_R_UP][1] = 25; // Height padding[PAD_R_UP][2] = 555; // X padding[PAD_R_UP][3] = 527; // Y // Right Joystick down padding[PAD_R_DOWN][0] = 100; // Width padding[PAD_R_DOWN][1] = 25; // Height padding[PAD_R_DOWN][2] = 555; // X padding[PAD_R_DOWN][3] = 577; // Y // Right Joystick right padding[PAD_R_RIGHT][0] = 109; // Width padding[PAD_R_RIGHT][1] = 25; // Height padding[PAD_R_RIGHT][2] = 607; // X padding[PAD_R_RIGHT][3] = 552; // Y // Right Joystick left padding[PAD_R_LEFT][0] = 109; // Width padding[PAD_R_LEFT][1] = 25; // Height padding[PAD_R_LEFT][2] = 498; // X padding[PAD_R_LEFT][3] = 552; // Y // R3 padding[PAD_R3][0] = 218; // Width padding[PAD_R3][1] = 28; // Height padding[PAD_R3][2] = 498; // X padding[PAD_R3][3] = 641; // Y // Start padding[PAD_START][0] = 218; // Width padding[PAD_START][1] = 28; // Height padding[PAD_START][2] = 503; // X padding[PAD_START][3] = 34; // Y // Select padding[PAD_SELECT][0] = 218; // Width padding[PAD_SELECT][1] = 28; // Height padding[PAD_SELECT][2] = 273; // X padding[PAD_SELECT][3] = 34; // Y // Analog padding[Analog][0] = 218; // Width padding[Analog][1] = 28; // Height padding[Analog][2] = 50; // X padding[Analog][3] = 452; // 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 // Set All Buttons padding[Set_all][0] = 180; // Width padding[Set_all][1] = 28; // Height padding[Set_all][2] = 764; // X padding[Set_all][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 m_tab_gamepad = new wxNotebook(this, wxID_ANY); for (int i = 0; i < GAMEPAD_NUMBER; ++i) { // Tabs panels m_pan_tabs[i] = new opPanel( m_tab_gamepad, wxID_ANY, wxDefaultPosition, wxSize(DEFAULT_WIDTH, DEFAULT_HEIGHT)); // Add new page // Define label std::stringstream sstm; std::string label = "Gamepad "; sstm << label << i; // New page creation m_tab_gamepad->AddPage( m_pan_tabs[i], // Parent wxString(sstm.str().c_str(), wxConvUTF8) // Title ); for (int j = 0; j < BUTTONS_LENGHT; ++j) { // Gamepad buttons m_bt_gamepad[i][j] = new wxButton( m_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 m_bt_gamepad[i][JoyL_config]->SetLabel(_T("&Left Joystick Config")); m_bt_gamepad[i][JoyR_config]->SetLabel(_T("&Right Joystick Config")); m_bt_gamepad[i][Gamepad_config]->SetLabel(_T("&Gamepad Configuration")); m_bt_gamepad[i][Set_all]->SetLabel(_T("&Set All Buttons")); m_bt_gamepad[i][Cancel]->SetLabel(_T("&Cancel")); m_bt_gamepad[i][Apply]->SetLabel(_T("&Apply")); m_bt_gamepad[i][Ok]->SetLabel(_T("&Ok")); // Disable analog button (not yet supported) m_bt_gamepad[i][Analog]->Disable(); } Bind(wxEVT_BUTTON, &Dialog::OnButtonClicked, this); m_time_update_gui.SetOwner(this); Bind(wxEVT_TIMER, &Dialog::JoystickEvent, this); m_time_update_gui.Start(UPDATE_TIME, wxTIMER_CONTINUOUS); for (int i = 0; i < GAMEPAD_NUMBER; ++i) { for (int j = 0; j < NB_IMG; ++j) { m_pressed[i][j] = false; } } } void Dialog::InitDialog() { GamePad::EnumerateGamePads(s_vgamePad); // activate gamepads LoadConfig(); // Load configuration from the ini file 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 = m_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" 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 GamepadConfiguration gamepad_config(gamepad_id, this); gamepad_config.InitGamepadConfiguration(); gamepad_config.ShowModal(); } else if (bt_id == JoyL_config) { // If the button ID is equals to the JoyL_config button ID JoystickConfiguration joystick_config(gamepad_id, true, this); joystick_config.InitJoystickConfiguration(); joystick_config.ShowModal(); } else if (bt_id == JoyR_config) { // If the button ID is equals to the JoyR_config button ID JoystickConfiguration joystick_config(gamepad_id, false, this); joystick_config.InitJoystickConfiguration(); joystick_config.ShowModal(); } else if (bt_id == Set_all) { // If the button ID is equals to the Set_all button ID for (int i = 0; i < MAX_KEYS; ++i) { bt_tmp = m_bt_gamepad[gamepad_id][i]; switch (i) { case PAD_L_UP: // Left joystick (Up) ↑ m_pan_tabs[gamepad_id]->ShowImg(img_l_arrow_up); break; case PAD_L_RIGHT: // Left joystick (Right) → m_pan_tabs[gamepad_id]->ShowImg(img_l_arrow_right); break; case PAD_L_DOWN: // Left joystick (Down) ↓ m_pan_tabs[gamepad_id]->ShowImg(img_l_arrow_bottom); break; case PAD_L_LEFT: // Left joystick (Left) ← m_pan_tabs[gamepad_id]->ShowImg(img_l_arrow_left); break; case PAD_R_UP: // Right joystick (Up) ↑ m_pan_tabs[gamepad_id]->ShowImg(img_r_arrow_up); break; case PAD_R_RIGHT: // Right joystick (Right) → m_pan_tabs[gamepad_id]->ShowImg(img_r_arrow_right); break; case PAD_R_DOWN: // Right joystick (Down) ↓ m_pan_tabs[gamepad_id]->ShowImg(img_r_arrow_bottom); break; case PAD_R_LEFT: // Right joystick (Left) ← m_pan_tabs[gamepad_id]->ShowImg(img_r_arrow_left); break; default: m_pan_tabs[gamepad_id]->ShowImg(i); break; } m_pan_tabs[gamepad_id]->Refresh(); m_pan_tabs[gamepad_id]->Update(); config_key(gamepad_id, i); switch (i) { case PAD_L_UP: // Left joystick (Up) ↑ m_pan_tabs[gamepad_id]->HideImg(img_l_arrow_up); break; case PAD_L_RIGHT: // Left joystick (Right) → m_pan_tabs[gamepad_id]->HideImg(img_l_arrow_right); break; case PAD_L_DOWN: // Left joystick (Down) ↓ m_pan_tabs[gamepad_id]->HideImg(img_l_arrow_bottom); break; case PAD_L_LEFT: // Left joystick (Left) ← m_pan_tabs[gamepad_id]->HideImg(img_l_arrow_left); break; case PAD_R_UP: // Right joystick (Up) ↑ m_pan_tabs[gamepad_id]->HideImg(img_r_arrow_up); break; case PAD_R_RIGHT: // Right joystick (Right) → m_pan_tabs[gamepad_id]->HideImg(img_r_arrow_right); break; case PAD_R_DOWN: // Right joystick (Down) ↓ m_pan_tabs[gamepad_id]->HideImg(img_r_arrow_bottom); break; case PAD_R_LEFT: // Right joystick (Left) ← m_pan_tabs[gamepad_id]->HideImg(img_r_arrow_left); break; default: m_pan_tabs[gamepad_id]->HideImg(i); break; } m_pan_tabs[gamepad_id]->Refresh(); m_pan_tabs[gamepad_id]->Update(); usleep(500000); // give enough time to the user to release the button } } 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(wxTimerEvent &event) { #ifdef SDL_BUILD u32 key; int map; std::map::iterator it; std::map::iterator it2; SDL_JoystickEventState(SDL_ENABLE); SDL_Event events; while (SDL_PollEvent(&events)) { switch (events.type) { case SDL_KEYDOWN: case SDL_KEYUP: break; case SDL_JOYAXISMOTION: if (events.jaxis.which < GAMEPAD_NUMBER) { key = axis_to_key(false, (events.jaxis.value < 0), events.jaxis.axis); it = m_map_images[events.jaxis.which].find(key); if (it != m_map_images[events.jaxis.which].end()) { map = m_map_images[events.jaxis.which][key]; if (events.jaxis.value == 0) { if (map >= PAD_L_UP && map <= PAD_L_LEFT) m_pan_tabs[events.jaxis.which]->HideImg(img_left_cursor); else if (map >= PAD_R_UP && map <= PAD_R_LEFT) m_pan_tabs[events.jaxis.which]->HideImg(img_right_cursor); else if (map < PAD_L_UP) m_pan_tabs[events.jaxis.which]->HideImg(map); } else { if (map >= PAD_L_UP && map <= PAD_L_LEFT) { m_pan_tabs[events.jaxis.which]->MoveJoystick(events.jaxis.axis, events.jaxis.value); m_pan_tabs[events.jaxis.which]->ShowImg(img_left_cursor); } else if (map >= PAD_R_UP && map <= PAD_R_LEFT) { m_pan_tabs[events.jaxis.which]->MoveJoystick(events.jaxis.axis, events.jaxis.value); m_pan_tabs[events.jaxis.which]->ShowImg(img_right_cursor); } else if (map < PAD_L_UP) { // if this is not a joystick m_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 = m_map_images[events.jaxis.which].find(key); if (it2 != m_map_images[events.jaxis.which].end()) { map = m_map_images[events.jaxis.which][key]; if (map < PAD_L_UP) { // if this is not a joystick m_pan_tabs[events.jaxis.which]->HideImg(map); } break; } } break; case SDL_JOYBUTTONDOWN: if (events.jbutton.which < GAMEPAD_NUMBER) { key = button_to_key(events.jbutton.button); it = m_map_images[events.jbutton.which].find(key); if (it != m_map_images[events.jbutton.which].end()) { map = m_map_images[events.jbutton.which][key]; m_pan_tabs[events.jbutton.which]->ShowImg(map); } } break; case SDL_JOYBUTTONUP: if (events.jbutton.which < GAMEPAD_NUMBER) { key = button_to_key(events.jbutton.button); it = m_map_images[events.jbutton.which].find(key); if (it != m_map_images[events.jbutton.which].end()) { map = m_map_images[events.jbutton.which][key]; m_pan_tabs[events.jbutton.which]->HideImg(map); } } break; case SDL_JOYHATMOTION: if (events.jhat.which < GAMEPAD_NUMBER) { switch (events.jhat.value) { case SDL_HAT_UP: key = hat_to_key(events.jhat.value, events.jhat.hat); it = m_map_images[events.jhat.which].find(key); if (it != m_map_images[events.jhat.which].end()) { m_pan_tabs[events.jhat.which]->ShowImg(img_dp_up); } break; case SDL_HAT_DOWN: key = hat_to_key(events.jhat.value, events.jhat.hat); it = m_map_images[events.jhat.which].find(key); if (it != m_map_images[events.jhat.which].end()) { m_pan_tabs[events.jhat.which]->ShowImg(img_dp_bottom); } break; case SDL_HAT_RIGHT: key = hat_to_key(events.jhat.value, events.jhat.hat); it = m_map_images[events.jhat.which].find(key); if (it != m_map_images[events.jhat.which].end()) { m_pan_tabs[events.jhat.which]->ShowImg(img_dp_right); } break; case SDL_HAT_LEFT: key = hat_to_key(events.jhat.value, events.jhat.hat); it = m_map_images[events.jhat.which].find(key); if (it != m_map_images[events.jhat.which].end()) { m_pan_tabs[events.jhat.which]->ShowImg(img_dp_left); } break; case SDL_HAT_CENTERED: m_pan_tabs[events.jhat.which]->HideImg(img_dp_up); m_pan_tabs[events.jhat.which]->HideImg(img_dp_bottom); m_pan_tabs[events.jhat.which]->HideImg(img_dp_right); m_pan_tabs[events.jhat.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::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) { clear_key(pad, key); set_keyboad_key(pad, key_pressed, key); m_simulatedKeys[pad][key] = key_pressed; m_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)) { clear_key(pad, key); set_key(pad, key, key_pressed); m_map_images[pad][key_pressed] = key; captured = true; } else if ((*itjoy)->PollAxes(key_pressed)) { clear_key(pad, key); set_key(pad, key, key_pressed); m_map_images[pad][key_pressed] = key; captured = true; } else if ((*itjoy)->PollHats(key_pressed)) { clear_key(pad, key); set_key(pad, key, key_pressed); m_map_images[pad][key_pressed] = key; captured = true; } ++itjoy; } } } m_bt_gamepad[pad][key]->SetLabel( KeyName(pad, key, m_simulatedKeys[pad][key]).c_str()); } void Dialog::clear_key(int pad, int key) { // Erase the keyboard binded key u32 keysim = m_simulatedKeys[pad][key]; m_simulatedKeys[pad][key] = 0; // erase gamepad entry (keysim map) std::map::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::iterator it2; it2 = m_map_images[pad].find(val); if (it2 != m_map_images[pad].end()) { m_map_images[pad].erase(it2); } // Erase the keyboard image map //m_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) { m_bt_gamepad[gamepad_id][key]->SetLabel( KeyName(gamepad_id, key).c_str()); m_map_images[gamepad_id][get_key(gamepad_id, key)] = key; } } // keyboard/mouse key map::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; m_bt_gamepad[gamepad_id][key]->SetLabel( KeyName(gamepad_id, key, keysym).c_str()); m_simulatedKeys[gamepad_id][key] = keysym; m_map_images[gamepad_id][keysym] = key; } } } // Main void DisplayDialog() { Dialog dialog; dialog.InitDialog(); dialog.ShowModal(); }