// (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
// --- ---------- ------------------------------------------------------------
// JLH 06/23/2011 Created this file
+// JLH 07/20/2011 Fixed a bunch of stuff
+//
#include "controllertab.h"
+#include "controllerwidget.h"
+#include "gamepad.h"
#include "joystick.h"
#include "keygrabber.h"
+#include "profile.h"
-ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent)
+ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent),
+ label1(new QLabel(tr("Host Device:"))),
+ label2(new QLabel(tr("Map Name:"))),
+ 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"))),
+ addMapName(new QPushButton(tr("+"))),
+ deleteMapName(new QPushButton(tr("-"))),
+ redefineAll(new QPushButton(tr("Define All Inputs"))),
+ controllerWidget(new ControllerWidget(this))
{
- QLabel * img = new QLabel;
-// img->setPixmap(QPixmap(":/res/controller.png"));
-
-/*
- QImage cartImg(":/res/cart-blank.png");
- QPainter painter(&cartImg);
- painter.drawPixmap(23, 87, QPixmap(":/res/label-blank.png"));
- painter.end();
- cartSmall = cartImg.scaled(488/4, 395/4, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
-*/
- QImage controller(":/res/controller.png");
- QPainter painter(&controller);
-// painter.draw();
-// painter->drawText(QRect(option.rect.x()+10, option.rect.y()+36, 196/2, 70/2),
-// Qt::TextWordWrap | Qt::AlignHCenter, nameToDraw);
-
- // Bump up the size of the default font...
- QFont font = painter.font();
- font.setPixelSize(14);
- font.setBold(true);
- painter.setFont(font);
- painter.setPen(QColor(0, 128, 255, 255)); // This is R,G,B,A
-
- // This is hard-coded crap. It's crap-tastic!
-/*
-Bitmap Locations:
-
-Up: 87,64
-Down: 87,94
-Left: 73,78
-Right: 105,77
-C: 209,104
-B: 225,80
-A: 242,60
-Pause: 141,109
-Option: 165,107
-1: 125,153
-2: 160,153
-3: 196,153
-4: 125,177
-5:
-6:
-7: 125,199
-8:
-9:
-*: 125,223
-0:
-#:
-enum { BUTTON_FIRST = 0, BUTTON_U = 0,
-BUTTON_D = 1,
-BUTTON_L = 2,
-BUTTON_R = 3,
-
-BUTTON_s = 4,
-BUTTON_7 = 5,
-BUTTON_4 = 6,
-BUTTON_1 = 7,
-BUTTON_0 = 8,
-BUTTON_8 = 9,
-BUTTON_5 = 10,
-BUTTON_2 = 11,
-BUTTON_d = 12,
-BUTTON_9 = 13,
-BUTTON_6 = 14,
-BUTTON_3 = 15,
-
-BUTTON_A = 16,
-BUTTON_B = 17,
-BUTTON_C = 18,
-BUTTON_OPTION = 19,
-BUTTON_PAUSE = 20, BUTTON_LAST = 20 };
-*/
- int buttonPos[21][2] = { { 87, 64 }, { 87, 94 }, { 73, 78 }, { 105, 77 },
- { 125, 223 }, { 125, 199 }, { 125, 177 }, { 125, 153 },
- { 160, 223 }, { 160, 199 }, { 160, 177 }, { 160, 153 },
- { 196, 223 }, { 196, 199 }, { 196, 177 }, { 196, 153 },
- { 242, 60 }, { 225, 80 }, { 209, 104 }, { 165, 107 }, { 141, 109 }
- };
- char buttonName[21][10] = { "Up", "Dn", "Lf", "Rt",
- "-", "7", "4", "1", "0", "8", "5", "2", "=", "9", "6", "3",
- "C", "X", "Z", "'", "Ret" };
-
-#if 0
- painter.drawText(QPoint(buttonPos[BUTTON_U][0], buttonPos[BUTTON_U][1]), QChar(0x2191));
- painter.drawText(QPoint(buttonPos[BUTTON_D][0], buttonPos[BUTTON_D][1]), QChar(0x2193));
-#else
- for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++)
- painter.drawText(QPoint(buttonPos[i][0] - 5, buttonPos[i][1] + 5), QString(buttonName[i]));
-#endif
+// mapNameList->setEditable(true);
- painter.end();
- img->setPixmap(QPixmap::fromImage(controller));
+ QVBoxLayout * layout = new QVBoxLayout;
+ QHBoxLayout * top = new QHBoxLayout;
+ QVBoxLayout * left = new QVBoxLayout;
+ QVBoxLayout * right = new QVBoxLayout;
+ QHBoxLayout * middle = new QHBoxLayout;
+ top->addLayout(left, 0);
+ top->addLayout(right, 1);
+ layout->addLayout(top);
+ 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);
- redefineAll = new QPushButton(tr("Redefine All Keys"));
+ right->addLayout(middle);
+ middle->addWidget(mapNameList, 1);
+ middle->addWidget(addMapName, 0);
+ middle->addWidget(deleteMapName, 0);
+// right->addWidget(mapNameList);
- QVBoxLayout * layout = new QVBoxLayout;
- layout->addWidget(img);
- layout->addWidget(redefineAll);
+ right->addWidget(controller1);
+ right->addWidget(controller2);
+ 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(deviceList, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeDevice(int)));
+ connect(mapNameList, SIGNAL(currentIndexChanged(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()));
+
+ // 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.
+*/
+
ControllerTab::~ControllerTab()
{
}
+
+void ControllerTab::SetupLastUsedProfile(void)
+{
+ int deviceNum = deviceList->findData(profile[profileNum].device);
+ int mapNum = mapNameList->findText(profile[profileNum].mapName);
+
+ if (deviceNum == -1 || mapNum == -1)
+ return;
+
+ ChangeDevice(deviceNum);
+ ChangeMapName(mapNum);
+}
+
+
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.SetKeyText(orderToDefine[i]);
keyGrab.exec();
int key = keyGrab.key;
if (key == Qt::Key_Escape)
break;
- // Otherwise, populate the appropriate spot in the settings...
- p1Keys[orderToDefine[i]] = key;
+ // Otherwise, populate the appropriate spot in the settings & update screen...
+ controllerWidget->keys[orderToDefine[i]] = key;
+ controllerWidget->update();
+ profile[profileNum].map[orderToDefine[i]] = key;
}
}
-#if 0
- // Keybindings in order of U, D, L, R, C, B, A, Op, Pa, 0-9, #, *
- vjs.p1KeyBindings[BUTTON_U] = settings.value("p1k_up", Qt::Key_Up).toInt();
- vjs.p1KeyBindings[BUTTON_D] = settings.value("p1k_down", Qt::Key_Down).toInt();
- vjs.p1KeyBindings[BUTTON_L] = settings.value("p1k_left", Qt::Key_Left).toInt();
- vjs.p1KeyBindings[BUTTON_R] = settings.value("p1k_right", Qt::Key_Right).toInt();
- vjs.p1KeyBindings[BUTTON_C] = settings.value("p1k_c", Qt::Key_Z).toInt();
- vjs.p1KeyBindings[BUTTON_B] = settings.value("p1k_b", Qt::Key_X).toInt();
- vjs.p1KeyBindings[BUTTON_A] = settings.value("p1k_a", Qt::Key_C).toInt();
- vjs.p1KeyBindings[BUTTON_OPTION] = settings.value("p1k_option", Qt::Key_Apostrophe).toInt();
- vjs.p1KeyBindings[BUTTON_PAUSE] = settings.value("p1k_pause", Qt::Key_Return).toInt();
- vjs.p1KeyBindings[BUTTON_0] = settings.value("p1k_0", Qt::Key_0).toInt();
- vjs.p1KeyBindings[BUTTON_1] = settings.value("p1k_1", Qt::Key_1).toInt();
- vjs.p1KeyBindings[BUTTON_2] = settings.value("p1k_2", Qt::Key_2).toInt();
- vjs.p1KeyBindings[BUTTON_3] = settings.value("p1k_3", Qt::Key_3).toInt();
- vjs.p1KeyBindings[BUTTON_4] = settings.value("p1k_4", Qt::Key_4).toInt();
- vjs.p1KeyBindings[BUTTON_5] = settings.value("p1k_5", Qt::Key_5).toInt();
- vjs.p1KeyBindings[BUTTON_6] = settings.value("p1k_6", Qt::Key_6).toInt();
- vjs.p1KeyBindings[BUTTON_7] = settings.value("p1k_7", Qt::Key_7).toInt();
- vjs.p1KeyBindings[BUTTON_8] = settings.value("p1k_8", Qt::Key_8).toInt();
- vjs.p1KeyBindings[BUTTON_9] = settings.value("p1k_9", Qt::Key_9).toInt();
- vjs.p1KeyBindings[BUTTON_d] = settings.value("p1k_pound", Qt::Key_Slash).toInt();
- vjs.p1KeyBindings[BUTTON_s] = settings.value("p1k_star", Qt::Key_Asterisk).toInt();
-
- vjs.p2KeyBindings[BUTTON_U] = settings.value("p2k_up", Qt::Key_Up).toInt();
- vjs.p2KeyBindings[BUTTON_D] = settings.value("p2k_down", Qt::Key_Down).toInt();
- vjs.p2KeyBindings[BUTTON_L] = settings.value("p2k_left", Qt::Key_Left).toInt();
- vjs.p2KeyBindings[BUTTON_R] = settings.value("p2k_right", Qt::Key_Right).toInt();
- vjs.p2KeyBindings[BUTTON_C] = settings.value("p2k_c", Qt::Key_Z).toInt();
- vjs.p2KeyBindings[BUTTON_B] = settings.value("p2k_b", Qt::Key_X).toInt();
- vjs.p2KeyBindings[BUTTON_A] = settings.value("p2k_a", Qt::Key_C).toInt();
- vjs.p2KeyBindings[BUTTON_OPTION] = settings.value("p2k_option", Qt::Key_Apostrophe).toInt();
- vjs.p2KeyBindings[BUTTON_PAUSE] = settings.value("p2k_pause", Qt::Key_Return).toInt();
- vjs.p2KeyBindings[BUTTON_0] = settings.value("p2k_0", Qt::Key_0).toInt();
- vjs.p2KeyBindings[BUTTON_1] = settings.value("p2k_1", Qt::Key_1).toInt();
- vjs.p2KeyBindings[BUTTON_2] = settings.value("p2k_2", Qt::Key_2).toInt();
- vjs.p2KeyBindings[BUTTON_3] = settings.value("p2k_3", Qt::Key_3).toInt();
- vjs.p2KeyBindings[BUTTON_4] = settings.value("p2k_4", Qt::Key_4).toInt();
- vjs.p2KeyBindings[BUTTON_5] = settings.value("p2k_5", Qt::Key_5).toInt();
- vjs.p2KeyBindings[BUTTON_6] = settings.value("p2k_6", Qt::Key_6).toInt();
- vjs.p2KeyBindings[BUTTON_7] = settings.value("p2k_7", Qt::Key_7).toInt();
- vjs.p2KeyBindings[BUTTON_8] = settings.value("p2k_8", Qt::Key_8).toInt();
- vjs.p2KeyBindings[BUTTON_9] = settings.value("p2k_9", Qt::Key_9).toInt();
- vjs.p2KeyBindings[BUTTON_d] = settings.value("p2k_pound", Qt::Key_Slash).toInt();
- vjs.p2KeyBindings[BUTTON_s] = settings.value("p2k_star", Qt::Key_Asterisk).toInt();
-
--------------------------------------------------------------------------------
-
-Qt::Key_Escape 0x01000000
-Qt::Key_Tab 0x01000001
-Qt::Key_Backtab 0x01000002
-Qt::Key_Backspace 0x01000003
-Qt::Key_Return 0x01000004
-Qt::Key_Enter 0x01000005 Typically located on the keypad.
-Qt::Key_Insert 0x01000006
-Qt::Key_Delete 0x01000007
-Qt::Key_Pause 0x01000008 The Pause/Break key (Note: Not anything to do with pausing media)
-Qt::Key_Print 0x01000009
-Qt::Key_SysReq 0x0100000a
-Qt::Key_Clear 0x0100000b
-Qt::Key_Home 0x01000010
-Qt::Key_End 0x01000011
-Qt::Key_Left 0x01000012
-Qt::Key_Up 0x01000013
-Qt::Key_Right 0x01000014
-Qt::Key_Down 0x01000015
-Qt::Key_PageUp 0x01000016
-Qt::Key_PageDown 0x01000017
-Qt::Key_Shift 0x01000020
-Qt::Key_Control 0x01000021 On Mac OS X, this corresponds to the Command keys.
-Qt::Key_Meta 0x01000022 On Mac OS X, this corresponds to the Control keys. On Windows keyboards, this key is mapped to the Windows key.
-Qt::Key_Alt 0x01000023
-Qt::Key_AltGr 0x01001103 On Windows, when the KeyDown event for this key is sent, the Ctrl+Alt modifiers are also set.
-Qt::Key_CapsLock 0x01000024
-Qt::Key_NumLock 0x01000025
-Qt::Key_ScrollLock 0x01000026
-Qt::Key_F1 0x01000030
-Qt::Key_F2 0x01000031
-Qt::Key_F3 0x01000032
-Qt::Key_F4 0x01000033
-Qt::Key_F5 0x01000034
-Qt::Key_F6 0x01000035
-Qt::Key_F7 0x01000036
-Qt::Key_F8 0x01000037
-Qt::Key_F9 0x01000038
-Qt::Key_F10 0x01000039
-Qt::Key_F11 0x0100003a
-Qt::Key_F12 0x0100003b
-Qt::Key_F13 0x0100003c
-Qt::Key_F14 0x0100003d
-Qt::Key_F15 0x0100003e
-Qt::Key_F16 0x0100003f
-Qt::Key_F17 0x01000040
-Qt::Key_F18 0x01000041
-Qt::Key_F19 0x01000042
-Qt::Key_F20 0x01000043
-Qt::Key_F21 0x01000044
-Qt::Key_F22 0x01000045
-Qt::Key_F23 0x01000046
-Qt::Key_F24 0x01000047
-Qt::Key_F25 0x01000048
-Qt::Key_F26 0x01000049
-Qt::Key_F27 0x0100004a
-Qt::Key_F28 0x0100004b
-Qt::Key_F29 0x0100004c
-Qt::Key_F30 0x0100004d
-Qt::Key_F31 0x0100004e
-Qt::Key_F32 0x0100004f
-Qt::Key_F33 0x01000050
-Qt::Key_F34 0x01000051
-Qt::Key_F35 0x01000052
-Qt::Key_Super_L 0x01000053
-Qt::Key_Super_R 0x01000054
-Qt::Key_Menu 0x01000055
-Qt::Key_Hyper_L 0x01000056
-Qt::Key_Hyper_R 0x01000057
-Qt::Key_Help 0x01000058
-Qt::Key_Direction_L 0x01000059
-Qt::Key_Direction_R 0x01000060
-Qt::Key_Space 0x20
-Qt::Key_Any Key_Space
-Qt::Key_Exclam 0x21
-Qt::Key_QuoteDbl 0x22
-Qt::Key_NumberSign 0x23
-Qt::Key_Dollar 0x24
-Qt::Key_Percent 0x25
-Qt::Key_Ampersand 0x26
-Qt::Key_Apostrophe 0x27
-Qt::Key_ParenLeft 0x28
-Qt::Key_ParenRight 0x29
-Qt::Key_Asterisk 0x2a
-Qt::Key_Plus 0x2b
-Qt::Key_Comma 0x2c
-Qt::Key_Minus 0x2d
-Qt::Key_Period 0x2e
-Qt::Key_Slash 0x2f
-Qt::Key_0 0x30
-Qt::Key_1 0x31
-Qt::Key_2 0x32
-Qt::Key_3 0x33
-Qt::Key_4 0x34
-Qt::Key_5 0x35
-Qt::Key_6 0x36
-Qt::Key_7 0x37
-Qt::Key_8 0x38
-Qt::Key_9 0x39
-Qt::Key_Colon 0x3a
-Qt::Key_Semicolon 0x3b
-Qt::Key_Less 0x3c
-Qt::Key_Equal 0x3d
-Qt::Key_Greater 0x3e
-Qt::Key_Question 0x3f
-Qt::Key_At 0x40
-Qt::Key_A 0x41
-Qt::Key_B 0x42
-Qt::Key_C 0x43
-Qt::Key_D 0x44
-Qt::Key_E 0x45
-Qt::Key_F 0x46
-Qt::Key_G 0x47
-Qt::Key_H 0x48
-Qt::Key_I 0x49
-Qt::Key_J 0x4a
-Qt::Key_K 0x4b
-Qt::Key_L 0x4c
-Qt::Key_M 0x4d
-Qt::Key_N 0x4e
-Qt::Key_O 0x4f
-Qt::Key_P 0x50
-Qt::Key_Q 0x51
-Qt::Key_R 0x52
-Qt::Key_S 0x53
-Qt::Key_T 0x54
-Qt::Key_U 0x55
-Qt::Key_V 0x56
-Qt::Key_W 0x57
-Qt::Key_X 0x58
-Qt::Key_Y 0x59
-Qt::Key_Z 0x5a
-Qt::Key_BracketLeft 0x5b
-Qt::Key_Backslash 0x5c
-Qt::Key_BracketRight 0x5d
-Qt::Key_AsciiCircum 0x5e
-Qt::Key_Underscore 0x5f
-Qt::Key_QuoteLeft 0x60
-Qt::Key_BraceLeft 0x7b
-Qt::Key_Bar 0x7c
-Qt::Key_BraceRight 0x7d
-Qt::Key_AsciiTilde 0x7e
-
-#endif
+
+void ControllerTab::UpdateProfileKeys(int mapPosition, uint32_t key)
+{
+ profile[profileNum].map[mapPosition] = key;
+}
+
+
+void ControllerTab::UpdateProfileConnections(void)
+{
+ profile[profileNum].preferredController = (controller1->isChecked() ? CONTROLLER1 : 0) | (controller2->isChecked() ? CONTROLLER2 : 0);
+}
+
+
+void ControllerTab::ChangeDevice(int selection)
+{
+ 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)
+{
+ 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);
+}
+
+
+void ControllerTab::AddMapName(void)
+{
+printf("Add new mapping (TODO)...\n");
+}
+
+
+void ControllerTab::DeleteMapName(void)
+{
+printf("Delete current mapping (TODO)...\n");
+}
+
+
+/*
+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...
+*/
+