// (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", "$7A",
- "{", "|", "}", "~"
-};
+#include "profile.h"
-char ControllerTab::keyName2[64][16] = {
- "Esc", "Tab", "BTab", "BS", "Ret", "Ent", "Ins", "Del", "Pause", "Prt", "SRq", "Clr",
- "$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)
+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))
{
- controllerPic = new QLabel;
- QImage controller(":/res/controller.png");
- controllerPic->setPixmap(QPixmap::fromImage(controller));
-
- redefineAll = new QPushButton(tr("Redefine All Keys"));
+// mapNameList->setEditable(true);
QVBoxLayout * layout = new QVBoxLayout;
- layout->addWidget(controllerPic);
- layout->addWidget(redefineAll);
+ 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);
+
+ right->addLayout(middle);
+ middle->addWidget(mapNameList, 1);
+ middle->addWidget(addMapName, 0);
+ middle->addWidget(deleteMapName, 0);
+// right->addWidget(mapNameList);
+
+ 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;
break;
// Otherwise, populate the appropriate spot in the settings & update screen...
- p1Keys[orderToDefine[i]] = key;
- UpdateLabel();
+ controllerWidget->keys[orderToDefine[i]] = key;
+ controllerWidget->update();
+ profile[profileNum].map[orderToDefine[i]] = key;
}
}
-void ControllerTab::UpdateLabel(void)
+
+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)
{
- QImage controller(":/res/controller.png");
- QPainter painter(&controller);
- painter.setRenderHint(QPainter::Antialiasing);
-
- // 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
- painter.setPen(QColor(0, 0, 0, 255)); // This is R,G,B,A
- painter.setBrush(QBrush(QColor(48, 255, 255, 255)));
-
- // This is hard-coded crap. It's crap-tastic!
- int buttonPos[21][2] = { { 87-1, 64-5 }, { 87-1, 94 }, { 73-5, 78-2 }, { 105+3, 77-1 },
- { 125, 223 }, { 125, 200 }, { 125, 177 }, { 125, 153 },
- { 160, 223 }, { 160, 200 }, { 160, 177 }, { 160, 153 },
- { 196, 223 }, { 196, 200 }, { 196, 177 }, { 196, 153 },
- { 242, 60 }, { 225-1, 80 }, { 209-2, 104 }, { 162+2, 108-7}, { 141, 108+13 }
- };
-
- // First, draw black oversize line, then dot, then colored line
- QPen blackPen(QColor(0, 0, 0, 255));
- blackPen.setWidth(4);
- QPen colorPen(QColor(48, 255, 255, 255));
- colorPen.setWidth(2);
- QLine line(QPoint(141, 100), QPoint(141, 108+5));
-
- painter.setPen(blackPen);
- painter.drawLine(line);//QPoint(141, 100), QPoint(141, 108+5));
- blackPen.setWidth(1);
- painter.setPen(blackPen);
- painter.drawEllipse(QPoint(141, 100), 4, 4);
- painter.setPen(colorPen);
- painter.drawLine(line);//QPoint(141, 100), QPoint(141, 108+5));
+ 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++)
- {
- 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("???"));
- }
+ controllerWidget->keys[i] = profile[profileNum].map[i];
- painter.end();
- controllerPic->setPixmap(QPixmap::fromImage(controller));
+ controllerWidget->update();
+ controller1->setChecked(profile[profileNum].preferredController & CONTROLLER1);
+ controller2->setChecked(profile[profileNum].preferredController & CONTROLLER2);
}
-void ControllerTab::DrawBorderedText(QPainter & painter, int x, int y, QString text)
+
+void ControllerTab::AddMapName(void)
{
- // Text is drawn centered at (x, y) as well, using a bounding rect for the purpose.
- QRect rect(0, 0, 60, 30);
- painter.setPen(QColor(0, 0, 0, 255)); // This is R,G,B,A
+printf("Add new mapping (TODO)...\n");
+}
- for(int i=-1; i<=1; i++)
- {
- for(int j=-1; j<=1; j++)
- {
-// painter.drawText(QPoint(x + i, y + j), text);
- rect.moveCenter(QPoint(x + i, y + j));
- painter.drawText(rect, Qt::AlignCenter, text);
- }
- }
- painter.setPen(QColor(48, 255, 255, 255)); // This is R,G,B,A
-// painter.drawText(QPoint(x, y), text);
- rect.moveCenter(QPoint(x, y));
- painter.drawText(rect, Qt::AlignCenter, text);
+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...
+*/
+