X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui%2Fcontrollertab.cpp;h=7ff002f1dbc1902457092deeddbae3510856c422;hb=0d7e70c5e34e691b15365901951700f43242065f;hp=a5b5328de18c4813909a2bbecbd0f55ddd993744;hpb=c436dad60e34fb9da720a89db917eb4cf4e3a624;p=virtualjaguar diff --git a/src/gui/controllertab.cpp b/src/gui/controllertab.cpp index a5b5328..7ff002f 100644 --- a/src/gui/controllertab.cpp +++ b/src/gui/controllertab.cpp @@ -11,27 +11,71 @@ // --- ---------- ------------------------------------------------------------ // 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" #include "gamepad.h" #include "joystick.h" #include "keygrabber.h" +#include "profile.h" ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent), - label(new QLabel(tr("Controller:"))), - profileList(new QComboBox(this)), + 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)), + mapToList(new QComboBox(this)), + addMapName(new QPushButton(tr("+"))), + deleteMapName(new QPushButton(tr("-"))), redefineAll(new QPushButton(tr("Define All Inputs"))), controllerWidget(new ControllerWidget(this)) { 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); - top->addWidget(label); - top->addWidget(profileList, 0, Qt::AlignLeft); + left->addWidget(label1, 0, Qt::AlignRight); + left->addWidget(label2, 0, Qt::AlignRight); + left->addWidget(label3, 0, Qt::AlignRight); + right->addWidget(deviceList); + + right->addLayout(middle); + middle->addWidget(mapNameList, 1); + middle->addWidget(addMapName, 0); + middle->addWidget(deleteMapName, 0); + + right->addWidget(mapToList); layout->addWidget(controllerWidget); layout->addWidget(redefineAll, 0, Qt::AlignHCenter); setLayout(layout); @@ -40,14 +84,28 @@ ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent), 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 + 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(mapToList, SIGNAL(activated(int)), this, SLOT(UpdateProfileConnections(int))); + + // Set up the device combobox (Keyboard is the default, and always // present) - profileList->addItem(tr("Keyboard")); + deviceList->addItem(tr("Keyboard"), 0); for(int i=0; iaddItem(Gamepad::GetJoystickName(i)); + { + int deviceNum = FindDeviceNumberForName(Gamepad::GetJoystickName(i)); + deviceList->addItem(Gamepad::GetJoystickName(i), deviceNum); + } + + // 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); } @@ -56,6 +114,31 @@ ControllerTab::~ControllerTab() } +void ControllerTab::SetupLastUsedProfile(void) +{ + int deviceNumIndex = deviceList->findData(profile[profileNum].device); + int mapNumIndex = mapNameList->findText(profile[profileNum].mapName); + + 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); + + // We have to do this manually, since it's no longer done automagically... + ChangeDevice(deviceNumIndex); + ChangeMapName(mapNumIndex); +} + + void ControllerTab::DefineAllKeys(void) { // char jagButtonName[21][10] = { "Up", "Down", "Left", "Right", @@ -66,7 +149,6 @@ void ControllerTab::DefineAllKeys(void) for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++) { -// keyGrab.SetText(jagButtonName[orderToDefine[i]]); keyGrab.SetKeyText(orderToDefine[i]); keyGrab.exec(); int key = keyGrab.key; @@ -77,57 +159,90 @@ void ControllerTab::DefineAllKeys(void) // Otherwise, populate the appropriate spot in the settings & update screen... controllerWidget->keys[orderToDefine[i]] = key; controllerWidget->update(); + profile[profileNum].map[orderToDefine[i]] = key; } } -void ControllerTab::ChangeProfile(int profile) +void ControllerTab::UpdateProfileKeys(int mapPosition, uint32_t key) { -printf("You selected profile: %s\n", (profile == 0 ? "Keyboard" : Gamepad::GetJoystickName(profile - 1))); + profile[profileNum].map[mapPosition] = key; } -#if 0 -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. -#endif + +void ControllerTab::UpdateProfileConnections(int selection) +{ + profile[profileNum].preferredSlot = mapToList->itemData(selection).toInt(); +} + + +void ControllerTab::ChangeDevice(int selection) +{ + 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); + // Set up new profile #... + ChangeMapName(0); +} + + +void ControllerTab::ChangeMapName(int selection) +{ + profileNum = mapNameList->itemData(selection).toInt(); + + for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++) + controllerWidget->keys[i] = profile[profileNum].map[i]; + + controllerWidget->update(); + mapToList->setCurrentIndex(mapToList->findData(profile[profileNum].preferredSlot)); +} + + +void ControllerTab::AddMapName(void) +{ + 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; iaddItem(text, profileNum); + mapNameList->setCurrentIndex(mapNameList->count() - 1); +} + + +void ControllerTab::DeleteMapName(void) +{ + 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); +}