+
+void ControllerTab::UpdateProfileKeys(int mapPosition, uint32_t key)
+{
+ profile[profileNum].map[mapPosition] = key;
+}
+
+
+void ControllerTab::UpdateProfileConnections(int selection)
+{
+// profile[profileNum].preferredController = (controller1->isChecked() ? CONTROLLER1 : 0) | (controller2->isChecked() ? CONTROLLER2 : 0);
+ profile[profileNum].preferredController = mapToList->itemData(selection).toInt();
+//printf("Setting profile #%i 'Maps To' to %i...\n", profileNum, mapToList->itemData(selection).toInt());
+}
+
+
+void ControllerTab::ChangeDevice(int selection)
+{
+//printf("ControllerTab::ChangeDevice\n");
+ int deviceNum = deviceList->itemData(selection).toInt();
+ mapNameList->clear();
+ int numberOfMappings = FindMappingsForDevice(deviceNum, mapNameList);
+ deleteMapName->setDisabled(numberOfMappings == 1 ? true : false);
+//printf("Found %i mappings for device #%u...\n", numberOfMappings, deviceNum);
+}
+
+
+void ControllerTab::ChangeMapName(int selection)
+{
+//printf("ControllerTab::ChangeMapName\n");
+ 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].preferredController));
+}
+
+
+void ControllerTab::AddMapName(void)
+{
+ int freeProfile = GetFreeProfile();
+
+ if (freeProfile == -1)
+ {
+ // Oh crap, we're out of room! Alert the media!
+ // (Really, tho, we should pop this up *before* asking for user input.
+ // Which we now do!)
+#if 0
+ QMessageBox msg;
+ msg.setText(QString(tr("Can't create any more profiles!")));
+ msg.setIcon(QMessageBox::Warning);
+ msg.exec();
+#else
+ QMessageBox::warning(this, tr("Houston, we have a problem..."), tr("Can't create any more profiles!"));
+#endif
+
+ 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].preferredController = CONTROLLER1;
+
+ for(int i=BUTTON_FIRST; i<BUTTON_LAST; i++)
+ profile[profileNum].map[i] = '*';
+
+ mapNameList->addItem(text, profileNum);
+ mapNameList->setCurrentIndex(mapNameList->count() - 1);
+}
+
+
+void ControllerTab::DeleteMapName(void)
+{
+//printf("Delete current mapping (TODO)...\n");
+
+ // hmm, don't need to check this... Because presumably, it's already been checked for.
+// if (mapNameList->count() == 1) ;
+
+ 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);
+
+ if (retVal == QMessageBox::No)
+ return;
+
+ int index = mapNameList->currentIndex();
+ int profileToRemove = profileNum;
+ mapNameList->removeItem(index);
+ DeleteProfile(profileToRemove);
+}
+
+
+/*
+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...
+*/
+