// --- ---------- ------------------------------------------------------------
// JLH 06/23/2011 Created this file
// JLH 07/20/2011 Fixed a bunch of stuff
+// JLH 10/02/2014 Fixed even more stuff, related to the profile system
//
+/*
+To really fix this shit, we have to straighten out some stuff. So here goes:
+
+We have a database of profiles consisting of a device list (devices that have
+been seen already) and map list (consisting of a key into the device list, a
+human readable name, a preferred slot #, and a key/button mapping). This is a
+list that can hold up to 64 different profiles.
+
+We have a a list of attached gamepads in Gamepad::. There can be 8 at most
+attached any one time.
+
+There are two game port slots that a controller can be hooked into.
+
+So, what we need to do when configuring and/or using this system is this.
+
+ - Populate the device combobox with the list of attached devices from the
+ profile database.
+ - Populate the map to combobox with the profiles associated with that profile
+ device number.
+ - Save stuff when the user changes stuff (this happens already)
+*/
+
#include "controllertab.h"
#include "controllerwidget.h"
label3(new QLabel(tr("Maps to:"))),
deviceList(new QComboBox(this)),
mapNameList(new QComboBox(this)),
- controller1(new QCheckBox(tr("Jaguar Controller #1"))),
- controller2(new QCheckBox(tr("Jaguar Controller #2"))),
+ mapToList(new QComboBox(this)),
addMapName(new QPushButton(tr("+"))),
deleteMapName(new QPushButton(tr("-"))),
redefineAll(new QPushButton(tr("Define All Inputs"))),
controllerWidget(new ControllerWidget(this))
{
-// mapNameList->setEditable(true);
-
QVBoxLayout * layout = new QVBoxLayout;
QHBoxLayout * top = new QHBoxLayout;
QVBoxLayout * left = new QVBoxLayout;
left->addWidget(label1, 0, Qt::AlignRight);
left->addWidget(label2, 0, Qt::AlignRight);
left->addWidget(label3, 0, Qt::AlignRight);
- left->addWidget(new QLabel);
right->addWidget(deviceList);
right->addLayout(middle);
middle->addWidget(mapNameList, 1);
middle->addWidget(addMapName, 0);
middle->addWidget(deleteMapName, 0);
-// right->addWidget(mapNameList);
- right->addWidget(controller1);
- right->addWidget(controller2);
+ right->addWidget(mapToList);
layout->addWidget(controllerWidget);
layout->addWidget(redefineAll, 0, Qt::AlignHCenter);
setLayout(layout);
setFixedWidth(sizeHint().width());
connect(redefineAll, SIGNAL(clicked()), this, SLOT(DefineAllKeys()));
- connect(deviceList, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeDevice(int)));
- connect(mapNameList, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeMapName(int)));
+ connect(deviceList, SIGNAL(activated(int)), this, SLOT(ChangeDevice(int)));
+ connect(mapNameList, SIGNAL(activated(int)), this, SLOT(ChangeMapName(int)));
connect(addMapName, SIGNAL(clicked()), this, SLOT(AddMapName()));
connect(deleteMapName, SIGNAL(clicked()), this, SLOT(DeleteMapName()));
connect(controllerWidget, SIGNAL(KeyDefined(int, uint32_t)), this, SLOT(UpdateProfileKeys(int, uint32_t)));
- connect(controller1, SIGNAL(clicked()), this, SLOT(UpdateProfileConnections()));
- connect(controller2, SIGNAL(clicked()), this, SLOT(UpdateProfileConnections()));
+ connect(mapToList, SIGNAL(activated(int)), this, SLOT(UpdateProfileConnections(int)));
// Set up the device combobox (Keyboard is the default, and always
// present)
deviceList->addItem(tr("Keyboard"), 0);
- // Set up map name combobox (Default is default, and always present)
-// mapNameList->addItem(tr("Default"));
for(int i=0; i<Gamepad::numJoysticks; i++)
{
int deviceNum = FindDeviceNumberForName(Gamepad::GetJoystickName(i));
deviceList->addItem(Gamepad::GetJoystickName(i), deviceNum);
}
-}
-/*
-So now we come to implementation. When changing devices, could have a helper function
-in profile.cpp that fills the mapNameList combobox with the appropriate names/profile
-numbers.
-There needs to be some way of getting data from the ControllerWidget and the current
-profile.
-
-Gamepad will have to have some way of knowing which profile is mapped to which
-Jaguar controllers and filtering out everything else.
-
-Will have to have some intelligent handling of profiles when first run, to see first
-what is connected and second, to assign profiles to Jaguar controllers. In this
-case, keyboard is the lowest priority--if a controller is plugged in and assigned to
-the same Jaguar controller as a keyboard, the controller is used. Not sure what to
-do in the case of multiple controllers plugged in and assigned to the same Jaguar
-controller.
-
-Also, need a way to load/save profiles.
-
-Meaning of checkboxes: None checked == profile not used.
-1 checked == prefer connection to Jaguar controller X.
-2 checked == no preference, use any available.
-
-Single mapping cannot be deleted ("-" will be disabled). Can always add, up to the max
-limit of profiles (MAX_PROFILES).
-
-------------------------------
-
-Now the main window passes in/removes the last edited profile #. From here, when starting
-up, we need to pull that number from the profile store and populate all our boxes.
-*/
+ // Set up "Map To" combobox
+ mapToList->addItem(tr("None"), 0);
+ mapToList->addItem(tr("Controller #1"), CONTROLLER1);
+ mapToList->addItem(tr("Controller #2"), CONTROLLER2);
+ mapToList->addItem(tr("Either one that's free"), CONTROLLER1 | CONTROLLER2);
+}
ControllerTab::~ControllerTab()
void ControllerTab::SetupLastUsedProfile(void)
{
- int deviceNum = deviceList->findData(profile[profileNum].device);
- int mapNum = mapNameList->findText(profile[profileNum].mapName);
+ int deviceNumIndex = deviceList->findData(profile[profileNum].device);
+ int mapNumIndex = mapNameList->findText(profile[profileNum].mapName);
- if (deviceNum == -1 || mapNum == -1)
- return;
+ if (deviceNumIndex == -1 || mapNumIndex == -1)
+ {
+ // We're doing the default, so set it up...
+ deviceNumIndex = 0;
+ mapNumIndex = 0;
+ profileNum = 0;
+ }
+
+ deviceList->setCurrentIndex(deviceNumIndex);
+ mapNameList->setCurrentIndex(mapNumIndex);
+
+ int controllerIndex = mapToList->findData(profile[profileNum].preferredSlot);
+ mapToList->setCurrentIndex(controllerIndex);
- ChangeDevice(deviceNum);
- ChangeMapName(mapNum);
+ // We have to do this manually, since it's no longer done automagically...
+ ChangeDevice(deviceNumIndex);
+ ChangeMapName(mapNumIndex);
}
if (key == Qt::Key_Escape)
break;
- // Otherwise, populate the appropriate spot in the settings & update screen...
+ // Otherwise, populate the appropriate spot in the settings & update
+ // the screen...
controllerWidget->keys[orderToDefine[i]] = key;
controllerWidget->update();
profile[profileNum].map[orderToDefine[i]] = key;
}
-void ControllerTab::UpdateProfileConnections(void)
+void ControllerTab::UpdateProfileConnections(int selection)
{
- profile[profileNum].preferredController = (controller1->isChecked() ? CONTROLLER1 : 0) | (controller2->isChecked() ? CONTROLLER2 : 0);
+ profile[profileNum].preferredSlot = mapToList->itemData(selection).toInt();
}
int deviceNum = deviceList->itemData(selection).toInt();
mapNameList->clear();
int numberOfMappings = FindMappingsForDevice(deviceNum, mapNameList);
+ // Make sure to disable the "-" button is there's only one mapping for this
+ // device...
deleteMapName->setDisabled(numberOfMappings == 1 ? true : false);
-//printf("Found %i mappings for device #%u...\n", numberOfMappings, deviceNum);
+ // Set up new profile #...
+ ChangeMapName(0);
}
void ControllerTab::ChangeMapName(int selection)
{
profileNum = mapNameList->itemData(selection).toInt();
-//printf("You selected mapping: %s (profile #%u)\n", (mapNameList->itemText(selection)).toAscii().data(), profileNum);
for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++)
controllerWidget->keys[i] = profile[profileNum].map[i];
controllerWidget->update();
- controller1->setChecked(profile[profileNum].preferredController & CONTROLLER1);
- controller2->setChecked(profile[profileNum].preferredController & CONTROLLER2);
+ mapToList->setCurrentIndex(mapToList->findData(profile[profileNum].preferredSlot));
}
void ControllerTab::AddMapName(void)
{
-printf("Add new mapping (TODO)...\n");
+ int freeProfile = GetFreeProfile();
+
+ if (freeProfile == -1)
+ {
+ // Oh crap, we're out of room! Alert the media!
+ QMessageBox::warning(this, tr("Houston, we have a problem..."), tr("Can't create any more profiles!"));
+
+ return;
+ }
+
+ QString text = QInputDialog::getText(this, tr("Add Map Name"), tr("Map name:"), QLineEdit::Normal);
+
+ if (text.isEmpty())
+ return;
+
+ // Add mapping...
+ profileNum = freeProfile;
+ profile[profileNum].device = deviceList->itemData(deviceList->currentIndex()).toInt();
+ strncpy(profile[profileNum].mapName, text.toAscii().data(), 31);
+ profile[profileNum].mapName[31] = 0;
+ profile[profileNum].preferredSlot = CONTROLLER1;
+
+ for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++)
+ profile[profileNum].map[i] = '*';
+
+ mapNameList->addItem(text, profileNum);
+#if 0
+ mapNameList->setCurrentIndex(mapNameList->count() - 1);
+#else
+ int selection = mapNameList->count() - 1;
+ mapNameList->setCurrentIndex(selection);
+ ChangeMapName(selection);
+ // We just added a new mapping, so enable the delete button!
+ deleteMapName->setDisabled(false);
+#endif
}
void ControllerTab::DeleteMapName(void)
{
-printf("Delete current mapping (TODO)...\n");
-}
+ QString msg = QString("Map name: %1\n\nAre you sure you want to remove this mapping?").arg(profile[profileNum].mapName);
+// QMessageBox::StandardButton retVal = QMessageBox::question(this, tr("Remove Mapping"), tr("Are you sure you want to remove this mapping?"), QMessageBox::No | QMessageBox::Yes, QMessageBox::No);
+ QMessageBox::StandardButton retVal = QMessageBox::question(this, tr("Remove Mapping"), msg, QMessageBox::No | QMessageBox::Yes, QMessageBox::No);
-/*
-The profiles need the following:
-
- - The name of the controller
- - A unique human readable ID
- - The key definitions for that controller (keyboard keys can be mixed in)
-
-So there can be more than one profile for each unique controller; the
-relationship is many-to-one. So basically, how it works it like this: SDL
-reports all connected controllers. If there are none connected, the default
-controller is the keyboard (which can have multiple profiles). The UI only
-presents those profiles which are usuable with the controllers that are plugged
-in, all else is ignored. The user can pick the profile for the controller and
-configure the keys for it; the UI automagically saves everything.
-
-How to handle the case of identical controllers being plugged in? How does the
-UI know which is which? Each controller will have a mapping to a default
-Jaguar controller (#1 or #2). Still doesn't prevent confusion though. Actually,
-it can: The profile can have a field that maps it to a preferred Jaguar
-controller, which can also be both (#1 AND #2--in this case we can set it to
-zero which means no preference). If the UI detects two of the same controller
-and each can be mapped to the same profile, it assigns them in order since it
-doesn't matter, the profiles are identical.
-
-The default profile is always available and is the keyboard (hey, we're PC
-centric here). The default profile is usually #0.
-
-Can there be more than one keyboard profile? Why not? You will need separate
-ones for controller #1 and controller #2.
-
-A profile might look like this:
-
-Field 1: Nostomo N45 Analog
-Field 2: Dad's #1
-Field 3: Jaguar controller #1
-Field 4: The button/stick mapping
-
-Profile # would be implicit in the order that they are stored in the internal
-data structure.
-
-When a new controller is plugged in with no profiles attached, it defaults to
-a set keyboard layout which the user can change. So every new controller will
-always have at least one profile.
-
-Data structures:
-The Gamepad class has the name of the controller (except for Keyboard)
-The profile list is just a list
-The controller name index + profile index makes a unique key
-Probably the best way to deal with it is to stuff the name/profile indices
-into the key definition structure.
-
-#define CONTROLLER1 0x01
-#define CONTROLLER2 0x02
-
-struct Profile
-{
- int device; // Host device number
- char mapName[32]; // Human readable map name
- int preferredController; // CONTROLLER1 and/or CONTROLLER2
- int map[21]; // Keys/buttons/axes
-};
-
-NOTE that device is an int, and the list is maintained elsewhere. It is
-*not* the same as what you see in GetJoystickName(); the device names have
-to be able to persist even when not available.
-
-Where to store the master profile list? It has to be accessible to this class.
-vjs.profile[x] would be good, but it's not really a concern for the Jaguar core.
-So it shouldn't go there. There should be a separate global setting place for
-GUI stuff...
-*/
+ if (retVal == QMessageBox::No)
+ return;
+
+ int index = mapNameList->currentIndex();
+ int profileToRemove = profileNum;
+ mapNameList->removeItem(index);
+ DeleteProfile(profileToRemove);
+ // We need to reload the profile that we move to after deleting the current
+ // one...
+ ChangeMapName(mapNameList->currentIndex());
+ // If we get down to one profile left for the device, we need to make sure
+ // that the user can't delete it!
+ deleteMapName->setDisabled(mapNameList->count() == 1 ? true : false);
+}