// (C) 2011 Underground Software
// See the README and GPLv3 files for licensing and warranty information
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
#include "controllertab.h"
+#include "controllerwidget.h"
+#include "gamepad.h"
#include "joystick.h"
#include "keygrabber.h"
-#include "settings.h"
-
-// These tables are used to convert Qt keycodes into human readable form. Note that
-// a lot of these are just filler.
-char ControllerTab::keyName1[96][16] = {
- "Space",
- "!", "\"", "#", "$", "%", "&", "'", "(", ")", "*", "+", ",", "-", ".", "/",
- "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", ":", ";", "<", "=", ">", "?",
- "@", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N",
- "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
- "[", "]", "\\", "^", "_", "`",
- "$61", "$62", "$63", "$64", "$65", "$66", "$67", "$68", "$69", "$6A", "$6B", "$6C", "$6D",
- "$6E", "$6F", "$70", "$71", "$72", "$73", "$74", "$75", "$76", "$77", "$78", "$79", "$7A",
- "{", "|", "}", "~"
-};
-
-char ControllerTab::keyName2[64][16] = {
- "Esc", "Tab", "BTab", "BS", "Ret", "Ent", "Ins", "Del", "Pau", "Prt", "SRq", "Clr",
- "$C", "$D", "$E", "$F", "Hm", "End", "Lf", "Up", "Rt", "Dn", "PgU", "PgD", "$18",
- "$19", "$1A", "$1B", "$1C", "$1D", "$1E", "$1F", "Shf", "Ctl", "Mta", "Alt",
- "Cap", "Num", "ScL", "$27", "$28", "$29", "$2A", "$2B", "$2C", "$2D", "$2E", "$2F",
- "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "F13",
- "F14", "F15", "F16"
-};
-
-ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent)
-{
- controllerPic = new QLabel;
- QImage controller(":/res/controller.png");
- controllerPic->setPixmap(QPixmap::fromImage(controller));
- redefineAll = new QPushButton(tr("Redefine All Keys"));
+ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent),
+ label(new QLabel(tr("Controller:"))),
+ profileList(new QComboBox(this)),
+ redefineAll(new QPushButton(tr("Define All Inputs"))),
+ controllerWidget(new ControllerWidget(this))
+{
QVBoxLayout * layout = new QVBoxLayout;
- layout->addWidget(controllerPic);
- layout->addWidget(redefineAll);
+ QHBoxLayout * top = new QHBoxLayout;
+ layout->addLayout(top);
+ top->addWidget(label);
+ top->addWidget(profileList, 0, Qt::AlignLeft);
+ layout->addWidget(controllerWidget);
+ layout->addWidget(redefineAll, 0, Qt::AlignHCenter);
setLayout(layout);
+ // At least by doing this, it keeps the QComboBox from resizing itself too
+ // large and breaking the layout. :-P
+ setFixedWidth(sizeHint().width());
connect(redefineAll, SIGNAL(clicked()), this, SLOT(DefineAllKeys()));
+ connect(profileList, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeProfile(int)));
+
+ // Set up the profile combobox (Keyboard is the default, and always
+ // present)
+ profileList->addItem(tr("Keyboard"));
+
+ for(int i=0; i<Gamepad::numJoysticks; i++)
+ profileList->addItem(Gamepad::GetJoystickName(i));
}
+
ControllerTab::~ControllerTab()
{
}
+
void ControllerTab::DefineAllKeys(void)
{
- char jagButtonName[21][10] = { "Up", "Down", "Left", "Right",
- "*", "7", "4", "1", "0", "8", "5", "2", "#", "9", "6", "3",
- "A", "B", "C", "Option", "Pause" };
+// char jagButtonName[21][10] = { "Up", "Down", "Left", "Right",
+// "*", "7", "4", "1", "0", "8", "5", "2", "#", "9", "6", "3",
+// "A", "B", "C", "Option", "Pause" };
int orderToDefine[21] = { 0, 1, 2, 3, 18, 17, 16, 20, 19, 7, 11, 15, 6, 10, 14, 5, 9, 13, 8, 4, 12 };
KeyGrabber keyGrab(this);
for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++)
{
- keyGrab.SetText(jagButtonName[orderToDefine[i]]);
+// keyGrab.SetText(jagButtonName[orderToDefine[i]]);
+ keyGrab.SetKeyText(orderToDefine[i]);
keyGrab.exec();
int key = keyGrab.key;
break;
// Otherwise, populate the appropriate spot in the settings & update screen...
- p1Keys[orderToDefine[i]] = key;
- UpdateLabel();
+ controllerWidget->keys[orderToDefine[i]] = key;
+ controllerWidget->update();
}
}
-void ControllerTab::UpdateLabel(void)
+
+void ControllerTab::ChangeProfile(int profile)
{
- QImage controller(":/res/controller.png");
- QPainter painter(&controller);
-
- // Bump up the size of the default font...
- QFont font = painter.font();
- font.setPixelSize(15);
- font.setBold(true);
- painter.setFont(font);
- painter.setPen(QColor(48, 255, 255, 255)); // This is R,G,B,A
-
- // This is hard-coded crap. It's crap-tastic!
- int buttonPos[21][2] = { { 87, 64 }, { 87, 94 }, { 73, 78 }, { 105, 77 },
- { 125, 223 }, { 125, 199 }, { 125, 178 }, { 125, 153 },
- { 160, 223 }, { 160, 199 }, { 160, 178 }, { 160, 153 },
- { 196, 223 }, { 196, 199 }, { 196, 178 }, { 196, 153 },
- { 242, 60 }, { 225, 80 }, { 209, 104 }, { 165, 108 }, { 141, 108 }
- };
+printf("You selected profile: %s\n", (profile == 0 ? "Keyboard" : Gamepad::GetJoystickName(profile - 1)));
+}
- for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++)
- {
- if (p1Keys[i] < 0x80)
- DrawBorderedText(painter, buttonPos[i][0] - 5, buttonPos[i][1] + 5,
- QString(keyName1[p1Keys[i] - 0x20]));
- else if ((p1Keys[i] & 0xFFFFFF00) == 0x01000000)
- {
- DrawBorderedText(painter, buttonPos[i][0] - 5, buttonPos[i][1] + 5,
- QString(keyName2[p1Keys[i] & 0x3F]));
- }
- else
- DrawBorderedText(painter, buttonPos[i][0] - 5, buttonPos[i][1] + 5, QString("???"));
- }
+#if 0
+The profiles need the following:
- painter.end();
- controllerPic->setPixmap(QPixmap::fromImage(controller));
-}
+ - The name of the controller
+ - A unique human readable ID
+ - The key definitions for that controller (keyboard keys can be mixed in)
-void ControllerTab::DrawBorderedText(QPainter & painter, int x, int y, QString text)
-{
- painter.setPen(QColor(0, 0, 0, 255)); // This is R,G,B,A
+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.
- for(int i=-1; i<=1; i++)
- {
- for(int j=-1; j<=1; j++)
- {
- painter.drawText(QPoint(x + i, y + j), text);
- }
- }
+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.
+#endif
- painter.setPen(QColor(48, 255, 255, 255)); // This is R,G,B,A
- painter.drawText(QPoint(x, y), text);
-}